TEXT: You’ve found the not-so-secret playtest for Pathfinder Secrets of Magic! This upcoming sourcebook, scheduled for July 
  2021, brings you loads of new spells, magic items, special types of magic, and information about the inner workings 
  of magic. But this playtest? It’s all about the two new classes! Your insight into these classes will be vital as we prepare 
  them for the final book. 
  • The magus combines spells with attacks. The classic concept of the warrior-mage hybrid lives here. The test will 
  show whether this class outshines martial characters or spellcasters, or whether it balances its two sides in a 
  satisfying way that feels special. The magus gets fewer spell slots, though the slots’ spell levels get as high as a 
  wizard’s!
  • The summoner is for the player who wants to adventure alongside a cool sidekick! A powerful entity called an 
  eidolon holds a supernatural connection with the summoner, sharing health and working in tandem. This class also 
  casts spells but has fewer per day than other spellcasting classes.
  How to Playtest
  The playtest will run until October 16, 2020. We’re looking for your feedback, comments, and criticisms regarding these 
  classes, but we’re focusing our attention on feedback from play. Make new characters, use them as PCs or adversaries, 
  and run a few game sessions or encounters incorporating them!
  Anything can change based on the results of the playtest! These are early iterations of the new classes; some abilities 
  might be a bit extreme or stretch some assumptions of the game, and the best way to find out if we’ve gone too far (or 
  in the wrong direction) is for us to deliver these classes into your hands. We don’t expect to release any changes to these 
  classes during the playtest itself, only in the final version of the book.
  Once you’ve had a chance to try these classes, you can submit your feedback in the following ways.
   • Surveys: Head to https://www.surveymonkey.com/r/SoMClassSurvey and https://www.surveymonkey.com/r/
  SoMOpenResponse to take surveys that will allow us to gather your responses. These surveys will be available 
  starting Tuesday, September 8, 2020, and they will remain open until the end of the playtest.
   • Forums: On paizo.com, you’ll find a Secrets of Magic Playtest subforum with threads for discussion and 
  announcements, plus threads for each of the two new classes. When you post to the forums, look for existing 
  threads on your topic before starting a new one. Remember that every poster is trying to make the game better for 
  everyone, so please be polite and respectful.
  We’d like to thank you for participating in the Secrets of Magic playtest. We’re looking forward to seeing what you 
  think and using your feedback to make these classes the best they can be!
  Jason Bulmahn, Director of Game Design
  Logan Bonner, Lyz Liddell, and Mark Seifter, Designers
  ©2020 Paizo Inc.
  1
  Secrets of Magic
  CLASS PLAYTEST
  
  ©2020 Paizo Inc.
  2
  Secrets of Magic
  
  Magus
  During Combat Encounters...
  You place spells into your weapon or body to hit enemies with a powerful Strike 
  and spell combination. Because your spells per day are limited, you rely on trusty, 
  carefully chosen cantrips. Even without spells, you can hold your own in battle.
  During Social Encounters...
  Your education and breadth of experience make you knowledgeable about many 
  subjects. You can contribute information, especially about magic, but you might not 
  have the strongest skills of persuasion.
  While Exploring...
  Your flexibility means you might look for magical auras, remain on guard, or even 
  sneak around. Your ability to fill different niches means that your particular role 
  often depends on the talents of the other members of your group.
  In Downtime...
  You split your time between magical pursuits, like researching spells and crafting 
  items, and martial practice, such as retraining combat abilities to learn new 
  techniques.
  You Might...
  • Continually refine your spell and item selections to improve your personal style, 
  or prepare battle plans and spell lists for a variety of situations. 
  • Socialize with both scholars of magic and veteran combatants alike, and otherwise 
  learn from people of different backgrounds.
  • Overreach with ambitious plans that pull you into too many directions at once.
  Others Probably...
  • Wonder how you can keep on top of two disparate disciplines at the same time.
  • Believe you have a broad enough skill set to take care of yourself in most situations.
  • Expect you to fill the place of other spellcasters or martial warriors if they’re 
  absent or injured.
  INITIAL PROFICIENCIES
  At 1st level, you gain the listed 
  proficiency ranks in the following 
  statistics. You’re untrained in 
  anything not listed unless you 
  gain a better proficiency rank in 
  some other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Expert in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in Arcana
  Trained in a number of additional 
  skills equal to 2 plus your 
  Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in martial weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in light armor
  Trained in medium armor
  Trained in unarmored defense
  SPELLS
  Trained in arcane spell attacks
  Trained in arcane spell DCs
  The physicality and technique of combat are thrilling, and the intricacies and power of arcane 
  magic impressive, but the combination of the two is where things get really interesting. 
  You’re a polymath, schooled in both spells and strikes. A hefty spellbook boasts your arcane 
  research, and your skill on the battlefield shows how you’ve trained your body. Combining 
  these two arts, you can channel spells into your weapon or body to inflict on your foes with 
  your attacks.
  Hit Points
  8 plus your Constitution modifier
  You increase your maximum number of HP 
  by this number at 1st level and every level 
  thereafter.
  Key Ability
  STRENGTH OR DEXTERITY
  At 1st level, your class gives you 
  an ability boost to your choice of 
  Strength or Dexterity.
  ©2020 Paizo Inc.
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  Secrets of Magic
  
  TABLE 1–1: MAGUS ADVANCEMENT
   Your
   Level Class Features
   1 
  Ancestry and background, initial proficiencies,  
   
   
   
  arcane spellcasting, battle spells, Striking Spell,  
   
   
   
  magus synthesis
   2 
  Magus feat, skill feat
   3 
  2nd-level spells, general feat, skill increase
   4 
  Magus feat, skill feat
   5 
  3rd-level spells, ability boosts, ancestry feat,  
   
   
  lightning reflexes, skill increase, weapon expertise
   6 
  Magus feat, skill feat
   7 
  4th-level spells, general feat, skill increase,  
   
   
  weapon specialization
   8 
  Magus feat, skill feat
   9 
  5th-level spells, alertness, ancestry feat, resolve,  
   
   
  skill increase
   10 
  Ability boosts, magus feat, skill feat
   11 
  6th-level spells, expert spellcaster, general feat,  
   
   
  medium armor expertise, skill increase
   12 
  Magus feat, skill feat
   13 
  7th-level spells, ancestry feat, skill increase,  
   
   
  weapon mastery
   14 
  Magus feat, skill feat
   15 
  8th-level spells, ability boosts, general feat, greater  
   
   
  weapon specialization, juggernaut, skill increase
   16 
  Magus feat, skill feat
   17 
  9th-level spells, ancestry feat, medium armor  
   
   
  mastery, skill increase
   18 
  Magus feat, skill feat
   19 
  Double spellstrike, general feat, master spellcaster,  
   
   
  skill increase
   20 
  Ability boosts, magus feat, skill feat
  Class Features
  You gain these abilities as a magus. Abilities gained at 
  higher levels list the level at which you gain them next to 
  the features’ names.
  Ancestry and Background
  In addition to what you get from your class at 1st level, you 
  have the benefits of your selected ancestry and background.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Arcane Spellcasting
  You study spells so you can combine them with your 
  attacks or solve problems that martial might alone can’t 
  handle. You can cast arcane spells using the Cast a Spell 
  activity, and you can supply material, somatic, and verbal 
  components when casting spells.
  At 1st level, you can prepare one 1st-level spell and five 
  cantrips each morning from the spells in your spellbook 
  (page 5). Prepared spells remain available to you until 
  you cast them or until you prepare your spells again. The 
  number of spells you can prepare is called your spell slots.
  As you increase in level as a magus, your number of spell 
  slots and the highest level of spells you can cast from spell 
  slots increase, shown in Table 1–2: Magus Spells per Day. 
  Some of your spells require you to attempt a spell attack 
  roll to see how effective they are, or have your enemies 
  roll against your spell DC (typically by attempting a 
  saving throw). Your spell attack rolls and spell DCs use 
  your Intelligence modifier. Details on calculating these 
  statistics appear on page 447 of the Core Rulebook.
  TABLE 1–2: MAGUS SPELLS PER DAY
   Your Level 
  Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
   
  1 
  5 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  2 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  3 
  5 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  4 
  5 
  2 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  5 
  5 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  — 
  —
   
  6 
  5 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  — 
  —
   
  7 
  5 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  —
   
  8 
  5 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  —
   
  9 
  5 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  —
   
  10 
  5 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  —
   
  11 
  5 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  —
   
  12 
  5 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  —
   
  13 
  5 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  —
   
  14 
  5 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  —
   
  15 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  —
   
  16 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  —
   
  17 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
   
  18 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
   
  19 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
   
  20 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
  ©2020 Paizo Inc.
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  Secrets of Magic
  
  HeigHtening SpellS
  When you get spell slots of 2nd level and higher, you can 
  fill those slots with stronger versions of lower-level spells. 
  This increases the spell’s level, heightening it to match the 
  spell slot. Many spells have specific improvements when 
  they’re heightened to certain levels.
  CantripS
  A cantrip is a special type of spell that doesn’t use spell 
  slots. You can cast a cantrip at will, any number of times 
  per day. A cantrip is always automatically heightened to 
  half your level rounded up—this is usually equal to the 
  highest level of spell you can cast as a magus. For example, 
  as a 1st-level magus, your cantrips are 1st-level spells, and 
  as a 5th-level magus, your cantrips are 3rd-level spells.
  Spellbook
  Every arcane spell has a written version, usually recorded 
  in a spellbook. You start with a spellbook worth 10 sp 
  or less (as detailed on page 291 of the Core Rulebook), 
  which you receive for free and must study to prepare your 
  spells each day. The spellbook contains your choice of 
  eight arcane cantrips and four 1st-level arcane spells. You 
  choose these from the common spells on the arcane spell 
  list or from other arcane spells you gain access to. Your 
  spellbook’s form and name are up to you. It might be 
  anything from a sturdy book with a secure latch entitled 
  Theses on the Stratagems of Supernatural Warfare to a 
  tattered pamphlet with your name scrawled on the cover.
  Each time you gain a level, you add two more arcane 
  spells to your spellbook, of any level of spell you can cast. 
  You can also use the Arcana skill to add other spells that 
  you find in your adventures, as described on page 241 of 
  the Core Rulebook.
  If you have a spellbook from multiple sources (such as 
  being a magus with Wizard Dedication), you can use the 
  same spellbook for all your spells.
  Battle Spells
  You learn the magus potency battle spell (page 11). 
  Battle spells are magus-specific spells created for combat. 
  They’re a type of focus spell. It costs 1 Focus Point to 
  cast a focus spell, and you start with a focus pool of 1 
  Focus Point. You refill your focus pool during your 
  daily preparations, and you can regain 1 Focus Point by 
  spending 10 minutes using the Refocus activity to study 
  your spellbook.
  Focus spells are automatically heightened to half your 
  level rounded up. Focus spells don’t require spell slots, nor 
  can you cast them using spell slots. Taking feats can give 
  you more focus spells and increase the size of your focus 
  pool, though your focus pool can never hold more than 3 
  points. The full rules are on page 300 of the Core Rulebook.
  Striking Spell
  You’ve learned the fundamental magus technique that 
  lets you combine magic and martial attacks together. You 
  gain the Striking Spell metamagic action. From start to 
  finish, using the effects of Striking Spell is a three-step 
  process. First, you use the Striking Spell free action. 
  Second, you Cast a Spell into your body or weapon, 
  using Striking Spell’s metamagical properties. And third, 
  you Strike with that weapon or your unarmed attack and 
  discharge the spell at your target.
  STRIKING SPELL �
  CONCENTRATE
  MAGUS
  METAMAGIC
  Frequency once per round
  You drastically alter a spell to combine it with a martial attack. 
  If the next action you use is to Cast a Spell that can target one 
  creature or object, instead of casting it as normal, you place 
  its magic into one melee weapon you’re wielding or into your 
  body to use with an unarmed attack.
  If you hit with a melee Strike using the receptacle for the 
  spell, the spell is discharged, affecting only the target you hit. 
  The spell still requires its normal spell attack roll or saving 
  throw, but you don’t increase your multiple attack penalty 
  until after attempting both the discharging Strike and the spell 
  attack roll. If your discharging Strike was a critical success, the 
  STRIKING SPELL SPECIFICS
  The rules you normally need for Striking Spell are in its stat 
  block. This sidebar clarifies some special circumstances. 
  The spell’s effect is the same as it would’ve been when you 
  cast it, except that it targets only the target you hit with your 
  Strike, even if it could potentially target or affect more than 
  one creature or object. 
  Ancillary Effects: It still has any non-targeted effects that 
  might affect creatures other than the target, and any ongoing 
  effects starting from the moment you hit with the Strike. For 
  example, acid splash would still deal its splash damage to 
  creatures other than the target, tanglefoot’s penalty would 
  last for its normal duration, and vampiric touch still gives you 
  temporary Hit Points. The spell takes effect after the Strike 
  deals damage; if the Strike has other special effects, the GM 
  determines whether they happen before or after the spell.
  Multiple Targets: Some feats let you discharge your spell 
  against more than one target. In these cases, each of those 
  creatures gets its normal defense against the spell (such as 
  a saving throw) and any non-targeted effects that would 
  affect other creatures apply only once, using the worst 
  effect if the effects would be different. For example, hitting 
  multiple creatures with acid splash in this way couldn’t cause 
  a creature to take the splash damage more than once.
  Invalid Target: If the target you hit wouldn’t be a valid 
  target for the spell, the spell is still expended but doesn’t 
  affect the target.
  Variable Actions: Some spells have different effects based on 
  the number of actions you spend to cast them; in such cases, 
  the number of actions you actually spent to Cast the Spell 
  determines the effect for Striking Spell.
  ©2020 Paizo Inc.
  5
  Secrets of Magic
  
  degree of success is one better than you rolled for a spell attack 
  roll or one worse than the target rolls for a saving throw. 
  If you don’t expend the stored spell with a Strike before 
  the end of your next turn, it is lost and dissipates harmlessly. 
  The same thing happens if you take the Striking Spell action 
  again or if the weapon is used for a non-melee Strike (such as a 
  thrown weapon Strike). A spell stored with Striking Spell can’t 
  be discharged by anyone but the caster.
  Magus Synthesis
  Each magus uses Striking Spell to blend magic with their 
  preferred fighting style and weapon. This particular 
  combination of styles is your magus synthesis. The 
  syntheses presented in this book are as follows.
  SHooting Star
  A typical magus must retain a physical connection to 
  their weapon to discharge a Striking Spell, but you can 
  extend your magic further to use ranged weapons.
  You can place a spell in a ranged or thrown weapon 
  when using Striking Spell and discharge the spell if you hit 
  with a ranged Strike. If the weapon uses ammunition, the 
  magic is delivered through that ammunition. The spell has 
  its effect on a hit only if the target is in range of the stored 
  spell. For instance, if you hit with a ranged attack at 30 
  feet, you could trigger the stored spell if it had a range of 
  30 feet, but not if it had a range of 15 feet or touch.
  Slide CaSting
  You capture a portion of your spell’s magic to forcefully 
  propel yourself while storing a spell. Each magus chooses 
  how they do this, such as propelling themself with 
  telekinesis or filling their body with magical speed.
  After you use Striking Spell and start Casting a Spell that 
  takes 1 action or more to cast, you can Stride or Step as part 
  of that Cast a Spell activity. You choose whether to move 
  before or after the other parts of Casting the Spell. Disrupting 
  this movement doesn’t disrupt the spell, and disrupting the 
  spell doesn’t disrupt the movement. You can Stride or Step 
  only if you’re storing your spell in a one-handed weapon or 
  your body, and only if you have your other hand free.
  SuStaining Steel
  The clamor and carnage of battle call to you. The 
  process of channeling your arcane power into a large and 
  dangerous weapon fills your body with extra vitality.
  If you use Striking Spell to store a spell in a two-handed 
  weapon, when you finish Casting the Spell you gain 
  temporary Hit Points equal to either the twice spell’s level 
  if you used a spell slot, or its level if your spell didn’t use a 
  spell slot (such as a cantrip or focus spell). These temporary 
  HP last until the end of your next turn.
  Magus Feats 
  2nd
  At 2nd level and every even-numbered level thereafter, 
  you gain a magus class feat.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. You must be trained or better in the corresponding 
  skill to select a skill feat.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat.
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase to become trained in 
  one skill you’re untrained in, or become an expert in one 
  skill in which you’re already trained.
  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter.
  Lightning Reflexes 
  5th
  Your reflexes are lightning fast. Your proficiency rank for 
  Reflex saves increases to expert.
  Weapon Expertise 
  5th
  You’ve dedicated yourself to learning the intricacies of 
  your weapons. Your proficiency ranks for simple weapons 
  and martial weapons increase to expert.
  Weapon Specialization 
  7th
  You can inflict greater injuries with your favored weapons. 
  You deal 2 additional damage with weapons and unarmed 
  attacks in which you’re an expert. This damage increases to 
  3 if you’re a master, and 4 if you’re legendary.
  Alertness 
  9th
  You remain alert to threats around you. Your proficiency 
  rank for Perception increases to expert.
  Resolve 
  9th
  You’ve steeled your mind with resolve. Your proficiency 
  rank for Will saves increases to master. When you roll a 
  success at a Will save, you get a critical success instead.
  Expert Spellcaster 
  11th
  Your understanding of magic improves, making your 
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  Secrets of Magic
  
  spells harder to resist. Your proficiency ranks for arcane 
  spell attack rolls and spell DCs increase to expert.
  Medium Armor Expertise 
  11th
  You’ve learned to defend yourself better against attacks. 
  Your proficiency ranks for light armor, medium armor, 
  and unarmored defense increase to expert.
  Weapon Mastery 
  13th
  You fully understand your weapons. Your proficiency 
  ranks for simple and martial weapons increase to master.
  Greater Weapon Specialization 
  15th
  Your damage from weapon specialization increases to 4 
  with weapons and unarmed attacks in which you’re an 
  expert, 6 if you’re a master, and 8 if you’re legendary.
  Juggernaut 
  15th
  Your body is accustomed to physical hardship and 
  resistant to a wide range of ailments. Your proficiency 
  rank for Fortitude saves increases to master. When you 
  roll a success on a Fortitude save, you get a critical 
  success instead.
  Medium Armor Mastery 
  17th
  Your skill with light and medium armor improves, 
  increasing your ability to avoid blows. Your proficiency 
  ranks for light and medium armor, as well as for unarmed 
  defense, increase to master.
  Master Spellcaster 
  19th
  You fortify your spells with masterful prowess. Your 
  proficiency ranks for arcane spell attack rolls and spell 
  DCs increase to master.
  Double Spellstrike 
  19th
  You can extend the magic of spells you store with 
  Striking Spell. The first time you discharge a spell with 
  Striking Spell, you retain an echo of the spell, keeping it 
  stored in your body or weapon. You get the full effects 
  of discharging it, but the spell remains stored in the 
  weapon to be used one more time. If you hit a second 
  time while the spell is still stored, you can discharge the 
  spell again, fully expending it this time. This second 
  effect is somewhat weaker than the original. You use a 
  degree of success one worse than you rolled for a spell 
  attack roll, or the target uses a degree of success one 
  better than the result of their saving throw. If this Strike 
  is a critical hit, the spell has its normal effects based on 
  the result of the spell attack roll or saving throw, rather 
  than an increased effect.
  Magus Feats
  At every level that you gain a magus feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before selecting the feat. 
  1ST LEVEL
  ARCANE FISTS 
  FEAT 1
  MAGUS
  You value physical perfection as much as mental. The damage 
  die for your fist changes to 1d6 instead of 1d4. Most people take 
  a –2 circumstance penalty when making a lethal attack with 
  nonlethal unarmed attacks because they find it hard to use their 
  fists with deadly force. You don’t take this penalty when making 
  a lethal attack with your fist or any other unarmed attacks.
  You also gain the critical specialization effects of unarmed 
  attacks in the brawling group and weapons in the brawling group.
  COMBAT ASSESSMENT � 
  FEAT 1
  MAGUS
  You make a telegraphed attack to learn about your foe. Make a 
  melee Strike. On a hit, you can immediately attempt a check to 
  Recall Knowledge about the target. On a critical hit, you gain a 
  +2 circumstance bonus to the check to Recall Knowledge. The 
  target is temporarily immune to Combat Assessment for 1 day.
  ESCHEW MATERIALS 
  FEAT 1
  MAGUS
  You can use clever workarounds to replicate the arcane 
  essence of certain materials. When Casting a Spell that 
  requires material components, you can provide these material 
  components without a spell component pouch by drawing 
  intricate replacement sigils in the air. Unlike when providing 
  somatic components, you still must have a hand completely 
  free. This ability doesn’t remove the need for any materials 
  listed in the spell’s cost entry.
  FAMILIAR 
  FEAT 1
  MAGUS
  You make a pact with creature that serves you and assists 
  your spellcasting. You gain a familiar (Core Rulebook 217).
  RAISE A TOME � 
  FEAT 1
  MAGUS
  Requirements You’re holding a book.
  You raise up the book you’re holding and flip it open to defend 
  yourself and expedite your studies. The book remains raised 
  until the start of your next turn. While you have a book 
  raised, you gain a +1 circumstance bonus to AC and to Recall 
  Knowledge on a subject relevant to the book (such as arcane 
  magic if you’re using your spellbook).
  If you’re a master in the skill you’re using to Recall 
  Knowledge, the circumstance bonus to the Recall Knowledge 
  check is +2 instead.
  2ND LEVEL
  CANTRIP EXPANSION 
  FEAT 2
  MAGUS
  Dedicated study allows you to prepare a wider range of simple 
  spells. You can prepare two additional cantrips each day.
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  Secrets of Magic
  
  ENHANCED FAMILIAR 
  FEAT 2
  MAGUS
  Prerequisites a familiar
  You infuse your familiar with additional magical energy. You 
  can select four familiar or master abilities each day, instead 
  of two.
  SPIRIT SHEATH 
  FEAT 2
  ARCANE
  CONJURATION
  EXTRADIMENSIONAL
  MAGUS
  You’ve magically constructed an extradimensional sheath for 
  your weapon, typically accessed through a pocket, sleeve, or 
  clothing seam. This sheath is hard to notice, granting a +2 
  circumstance bonus to your Stealth checks to Conceal an Item 
  within it. A spirit sheath can hold only one weapon at a time, 
  and the weapon must be 1 Bulk or less.
  You can draw or return a weapon in a spirit sheath as an 
  Interact action, as can anyone else holding the object bearing 
  the sheath. When you Cast a Spell affected by Striking Spell, 
  you can draw the weapon from your spirit sheath into your 
  hand or hands as part of the Cast a Spell activity, storing your 
  spell within the weapon.
  4TH LEVEL
  BESPELL STRIKES � 
  FEAT 4
  MAGUS
  Frequency once per turn
  Requirements Your most recent action was to cast a 
  non-cantrip spell.
  You siphon spell energy into one weapon you’re wielding. Until 
  the end of your turn, the weapon deals an extra 1d6 damage of 
  a type depending on the school of the spell you just cast. You 
  can choose to put the spell energy into your body instead of 
  a weapon, conferring the damage on your unarmed attacks.
  • Abjuration force damage
  • Conjuration or Transmutation same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the 
  spell didn’t deal damage
  • Necromancy negative damage
  SPELL PARRY � 
  FEAT 4
  MAGUS
  Requirements You’re wielding only a single one-handed melee 
  weapon and have your other hand or hands free.
  You can parry both physical and magical assaults. You gain 
  a +1 circumstance bonus to AC and to saving throws against 
  spells that target you until the start of your next turn as long 
  as you continue to meet the requirements.
  STEADY SPELLCASTING 
  FEAT 4
  MAGUS
  Confident in your technique, you don’t easily lose your 
  concentration when you Cast a Spell. If a reaction would 
  disrupt your spellcasting action, attempt a DC 15 flat check. If 
  you succeed, your action isn’t disrupted.
  STRIKER’S SCROLL 
  FEAT 4
  MAGUS
  You can attach a scroll to your weapon to blend its spell into 
  an attack, carefully folding it around a part of the weapon or 
  pasting it to the weapon’s surface. Attaching a scroll requires 
  using the Affix a Talisman action (a 10-minute exploration 
  activity with the manipulate trait found on page 565 of the Core 
  Rulebook). You can have only one scroll affixed to a weapon at 
  a time, and you can’t have both a talisman and scroll attached.
  You can Cast the Spell from the scroll after using Striking 
  Spell to store the scroll’s spell in the attached weapon. You 
  can’t Cast the Spell in any other way while it’s affixed, though 
  you can use Affix a Talisman again to remove the scroll and 
  use it as a normal—if a bit crumpled—scroll.
  6TH LEVEL
  ENERGIZE STRIKES � 
  FEAT 6
  MAGUS
  Requirements Your most recent action was to Cast a Spell 
  with the acid, cold, electricity, fire, or sonic trait.
  You energize one weapon you’re wielding with a spell. For 
  1 minute, your Strikes with that weapon deal 1 additional 
  damage per weapon damage die. The damage type matches 
  the spell’s trait. If the spell had more than one of the eligible 
  traits, you choose the type when you Energize your Strikes. 
  You can instead put the spell energy into your body, conferring 
  this additional damage on your unarmed attacks.
  MARTIAL CASTER 
  FEAT 6
  MAGUS
  Prerequisites ability to cast 3rd-level magus spells
  You’ve strengthened your spellcasting to power you in combat. 
  You gain two 1st-level spell slots, but you can prepare only certain 
  spells in them: fleet step, jump, mage armor, magic weapon, and 
  true strike. Automatically add these spells to your spellbook.
  When you can cast 4th-level magus spells, the extra slots 
  increase to 2nd level and you add the spells resist energy, 
  spider climb, and water breathing. When you can cast 5th-level 
  magus spells, the extra slots increase to 3rd level and you add 
  the spells feet to fins and haste. When you can cast 6th-level 
  magus spells, the extra slots increase to 4th level and you add 
  the spells fly and freedom of movement.
  SPELL COUNTERMEASURES 
  FEAT 6
  MAGUS
  Prerequisites focus pool
  You can protect yourself against magic. You learn the spell 
  countermeasures battle spell (page 11). Increase the number of 
  Focus Points in your focus pool by 1.
  8TH LEVEL
  CAPTURE SPELL � 
  FEAT 8
  MAGUS
  Prerequisites Spell Parry
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  Trigger You succeed at your save against a foe’s harmful spell 
  targeting you, or a foe fails a spell attack roll against you 
  from a harmful spell.
  Requirements You’re benefiting from Spell Parry.
  When you resist a spell, you capture the magic in your weapon. 
  You store the spell in the parrying weapon as though you had 
  used Striking Spell (losing any spell currently stored in the 
  weapon, as normal). This doesn’t change any of the spell’s 
  effects based on the result of your saving throw; for instance, 
  you’d still take half damage if you succeeded at a basic save.
  STANDBY SPELL 
  FEAT 8
  MAGUS
  One spell is your favored combat technique, and you’ve 
  practiced it enough that you no longer need to prepare it to 
  cast it. Choose a spell in your spellbook that you could use 
  with Striking Spell and that has a level no higher than the 
  highest-level magus spell slot you have. You can Cast this Spell 
  without having it prepared ahead of time by expending a spell 
  slot of a sufficient level to cast the spell.
  You can change this spell when you add new spells to your 
  spellbook or by studying your spellbook for 1 hour per level of 
  the newly chosen spell.
  RUNIC IMPRESSION 
  FEAT 8
  MAGUS
  Prerequisites focus pool
  You can temporarily replicate the effects of a property rune 
  for your weapon or unarmed attacks. You learn the runic 
  impression battle spell (page 11). Increase the number of Focus 
  Points in your focus pool by 1.
  SPELL SWIPE � 
  FEAT 8
  MAGUS
  You attack in an arc and can adapt your stored spell to harm 
  everyone you hit. Make a melee Strike and compare the attack 
  roll result to the AC of up to two foes, each of whom must 
  be within your melee reach and adjacent to each other. Roll 
  damage only once and apply it to each creature you hit. A Spell 
  Swipe counts as two attacks for your multiple attack penalty.
  If you had a spell stored in the weapon you attacked with 
  (or in your body if you made an unarmed Strike), discharging 
  it affects all foes you hit, not just the first target.
  If you’re using a weapon with the sweep trait, its 
  modifier applies to all your Spell Swipe attacks, including 
  spell attack rolls.
  10TH LEVEL
  CASCADING RAY � 
  FEAT 10
  MAGUS
  Trigger You discharge a stored spell that deals acid, cold, 
  electricity, fire, force, negative, positive, or sonic damage.
  Magical energy overflows from your Striking Spell, spilling 
  out to extend beyond the creature you struck. This 
  overflowing energy creates a ray targeting a creature within 
  60 feet of the creature you damaged. Make a spell attack 
  roll against this new target, applying your multiple attack 
  penalty normally. On a hit, the creature takes the same 
  damage the spell deals of one of the triggering types (double 
  damage on a critical hit). 
  If the spell deals more than one eligible type of damage, 
  you choose one of these types, and the ray deals only the 
  amount of damage from that type. Unlike the spell discharged, 
  your success with the Cascading Ray’s spell attack roll isn’t 
  improved if your initial Strike was a critical hit. This ray has 
  the attack trait, the school and tradition traits of the original 
  spell, and the trait matching the damage type.
  COMET SPELL � 
  FEAT 10
  ARCANE
  EVOCATION
  MAGUS
  Prerequisites shooting star magus synthesis
  Trigger You hit with a ranged Strike and discharge a stored 
  spell that you had cast from a spell slot.
  You create a trail of magical energy that flows from your 
  target back to you. Each creature in a line between you and 
  the target, not including you or the target, takes force damage 
  equal to the spell’s level. If the triggering spell was of the 
  evocation school, increase the damage by half the spell’s level 
  and change the damage type to one type dealt by the spell 
  (your choice).
  HEALER’S STEEL � 
  FEAT 10
  ARCANE
  HEALING
  MAGUS
  NECROMANCY
  POSITIVE
  Prerequisites sustaining steel magus synthesis
  Trigger You gain temporary Hit Points from Casting a Spell 
  altered by Striking Spell using a spell slot.
  Rather than just protecting you, the spells you channel into 
  your weapon actually heal you. In addition to the temporary 
  Hit Points you gain from sustaining steel, you can either 
  regain Hit Points equal to twice the spell’s level or end any 
  persistent negative damage you have. If the spell was of 
  the necromancy school, you can both heal yourself and end 
  persistent negative damage.
  PORTAL SLIDE � 
  FEAT 10
  ARCANE
  CONJURATION
  MAGUS
  TELEPORTATION
  Prerequisites slide casting magus synthesis
  Trigger You begin Casting a Spell altered by Striking Spell 
  from a spell slot.
  You can rapidly make a portal to step through as you store 
  a spell. Rather than Striding or Stepping as part of your Cast 
  a Spell activity, you teleport up to half your Speed to a clear 
  space you can see (this doesn’t trigger reactions). If this would 
  bring another creature with you, the spell is lost. If the spell 
  you cast is of the conjuration or transmutation school, double 
  the maximum distance you can teleport.
  QUICKENED SPELLSTRIKE � 
  FEAT 10
  CONCENTRATE
  MAGUS
  Frequency once per day
  You can muster intense focus to rapidly store a spell. You use 
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  Striking Spell. If your next action is to Cast a Spell to store in 
  your body or a weapon, reduce the number of actions required 
  to cast the spell by 1 (to a minimum of 1 action).
  12TH LEVEL
  BESPELLED PERSISTENCE 
  FEAT 12
  MAGUS
  Prerequisites Bespell Strikes
  When you use Bespell Strikes, the weapon or unarmed attacks 
  also deal 1d6 persistent damage. This persistent damage is 
  of the same type Bespell Strikes deals, except in the case of 
  physical damage, which causes persistent bleed damage.
  MAGIC SENSE 
  FEAT 12
  ARCANE
  DETECTION
  DIVINATION
  MAGUS
  You have a literal sixth sense for ambient magic in your 
  vicinity. You can sense the presence of magic auras as though 
  you were always using a 1st-level detect magic spell. This 
  detects magic in your field of vision only. When you Seek, you 
  gain the benefits of a 3rd-level detect magic spell on things 
  you see (in addition to the normal benefits of Seeking). You 
  can turn this sense off and on with a free action at the start or 
  the end of your turn.
  OVERWHELMING SPELLSTRIKE � 
  FEAT 12
  MAGUS
  You pierce through your foe’s resistance. Strike a foe. If your 
  Strike discharges a stored spell that deals damage, the spell 
  ignores an amount of the target’s resistance to acid, cold, 
  electricity, fire, or sonic damage equal to your level. This 
  applies to all damage the spell deals, including persistent 
  damage and damage caused by an ongoing effect of the spell, 
  such as the wall created by wall of fire. A creature’s immunities 
  are unaffected.
  14TH LEVEL
  SCHOOL SHROUD � 
  FEAT 14
  MAGUS
  Frequency once per turn
  Requirements Your most recent action was to cast a 
  non-cantrip spell.
  Your spell has a powerful aftereffect, briefly granting you the 
  effects of a certain spell depending on the school of the spell 
  you cast. This aftereffect lasts until the end of your next turn 
  instead of its usual duration. Using School Shroud again ends 
  any existing spell benefit you gained from School Shroud.
  • Abjuration stoneskin
  • Conjuration blink
  • Divination see invisibility
  • Enchantment heroism
  • Evocation fire shield
  • Necromancy false life
  • Transmutation fleet step
  • Illusion invisibility (ends after a hostile action as normal)
  HASTED ASSAULT 
  FEAT 14
  MAGUS
  Prerequisites focus pool
  You can speed yourself up to move and attack more swiftly. 
  You learn the hasted assault battle spell (page 11). Increase 
  the number of Focus Points in your focus pool by 1.
  PRETERNATURAL PARRY � 
  FEAT 14
  MAGUS
  Prerequisites Spell Parry
  Trigger You’re targeted by a Strike or a spell attack roll, or 
  you’re about to roll a saving throw against a spell effect.
  Requirements You’re wielding only a single one-handed melee 
  weapon and have your other hand or hands free.
  You snap your blade into place to ward off harm at the last 
  second. You gain a +2 circumstance bonus to AC and saving 
  throws against the triggering effect until the start of your 
  next turn.
  16TH LEVEL
  DISPELLING SPELLSTRIKE � 
  FEAT 16
  MAGUS
  Requirements You have a spell stored in your weapon or body 
  from Striking Spell.
  Your stored spell tries to force out the magic affecting a 
  creature you hit. Make a Strike against a creature. If this 
  Strike discharges the stored spell, you also attempt to 
  counteract a single spell (of your choice) active on the target. 
  The counteract level of Dispelling Spellstrike is equal to the 
  level of the stored spell, and the counteract check modifier 
  is the standard modifier for counteracting with a spell (your 
  Intelligence modifier plus your spellcasting proficiency 
  bonus, plus any bonuses or penalties that specifically apply 
  to counteract checks).
  EFFORTLESS CONCENTRATION � 
  FEAT 16
  MAGUS
  Trigger Your turn begins.
  You’ve trained your mind to maintain a spell with hardly a 
  thought. You immediately gain the effects of the Sustain a 
  Spell action, allowing you to extend the duration of one of 
  your active magus spells.
  18TH LEVEL
  SECOND CHANCE STRIKE 
  FEAT 18
  MAGUS
  When your target proves resilient to your magic, you can 
  recall the magic back into your weapon or body to strike 
  again. Whenever you discharge a spell from Striking Spell, 
  if the target takes no effect (from a critical success on their 
  save, a failed spell attack roll, immunity, etc), the spell isn’t 
  discharged and you can continue to attempt to discharge it 
  with a later Strike. The spell must be discharged before the 
  end of your next turn, as normal for Striking Spell.
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  VERSATILE SPELLSTRIKE 
  FEAT 18
  MAGUS
  You can channel the entire realm of possibilities of your 
  spellbook into an attack. Once during your daily preparations, 
  you can use a spell slot to hold that infinite potential, rather 
  than using it to prepare a spell. When you use Striking Spell 
  to alter a spell, instead of casting a prepared spell, you can 
  expend this spell slot to cast any spell from your spellbook 
  that’s at least 2 levels lower than the slot’s level. The spell 
  acts in all ways as a spell of 2 levels lower. You don’t have 
  any particular spell prepared in that slot until you cast it.
  20TH LEVEL
  SUPREME SPELLSTRIKE 
  FEAT 20
  MAGUS
  You’ve made it almost effortless to cast Striking Spells. You’re 
  permanently quickened. You can use your extra action only to 
  Strike with the unarmed attack or weapon storing a spell from 
  Striking Spell.
  WHIRLWIND SPELL � 
  FEAT 20
  MAGUS
  You combine the might of a multitarget spell with a whirling 
  flurry of attacks. You use Striking Spell, then Cast a Spell with 
  a casting time of 1 or 2 actions, then make a melee Strike 
  against each enemy within your reach. Each attack counts 
  toward your multiple attack penalty but doesn’t increase your 
  penalty until you’ve made all your attacks. If you discharge 
  the spell, you can affect each creature you hit with a Strike, up 
  to the spell’s normal maximum targets. 
  Battle Spells
  HASTED ASSAULT 
  FOCUS 7
  UNCOMMON
  MAGUS
  TRANSMUTATION
  Cast � somatic
  Duration 1 minute
  You call upon your magic to speed up your attacks. You gain 
  the quickened condition and can use the extra action each 
  round only for Strike actions.
  MAGUS POTENCY 
  FOCUS 1
  UNCOMMON
  EVOCATION
  MAGUS
  Cast � somatic
  Range touch; Targets you or one weapon you’re wielding
  Duration 1 minute
  The target gains the benefit of a +1 weapon potency rune, 
  granting a +1 item bonus to attack rolls with the targeted 
  weapon or your unarmed attacks, if you targeted yourself. 
  If cast on a weapon, this spell ends if you cease holding 
  the weapon.
  Heightened (3rd) The unarmed attacks or weapons are +1 
  striking.
  Heightened (4th) The unarmed attacks or weapons are +2 
  striking.
  Heightened (7th) The unarmed attacks or weapons are +3 
  greater striking.
  RUNIC IMPRESSION 
  FOCUS 4
  UNCOMMON
  EVOCATION
  MAGUS
  Cast � somatic
  Range touch; Targets you or one weapon you’re wielding
  Duration 1 minute
  Your unarmed attacks or your weapon gain the benefits of a 
  weapon rune you choose when you cast this spell: corrosive, 
  flaming, frost, ghost touch, returning, shifting, shock, or 
  thundering. f this spell would give a weapon more property 
  runes than its normal maximum, one of the existing property 
  runes (you choose) is suppressed until the spell ends. For 
  unarmed attacks, if this spell would give you more property 
  runes than you could have from handwraps of mighty blows, 
  one of the existing property runes is similarly suppressed. 
  one of the existing property runes (you choose), if any, is 
  suppressed until the spell ends. If cast on a weapon, this 
  spell ends if you cease holding the weapon.
  Heightened (7th) Add keen to the list of runes you can choose, 
  as well as the greater types of corrosive, flaming, frost, 
  shock, and thundering.
  SPELL COUNTERMEASURES 
  FOCUS 3
  UNCOMMON
  ABJURATION
  MAGUS
  Cast � somatic
  Trigger You are targeted by a spell or in the area of a spell.
  You quickly create a magical protection for yourself, tailored 
  to a spell about to harm you. Against the triggering spell, you 
  gain a +2 status bonus to AC and saving throws, and you gain 
  resistance 5 against the spell’s damage.
  Heightened (+1) Increase the resistance by 2.
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  Summoner
  During Combat Encounters...
  You and your eidolon fight together as one. You can rely on your eidolon to take care 
  of mundane challenges, saving your spells for when they’re needed most.
  During Social Encounters...
  You and your eidolon might each engage with others in different ways. Your powerful 
  Charisma allows you to take a lead position in negotiations. Even if the eidolon stays 
  silent, they’re an ever-present reminder to those around you of your power.
  While Exploring...
  You and your eidolon explore together, whether you’re investigating strange magic 
  or keeping an eye out for trouble.
  In Downtime...
  You might attempt to learn more about the nature of your eidolon and delve deeper 
  into the secrets of their magical tradition to Learn a Spell, Craft magic items with 
  your eidolon’s help, or make further allies with your social skills.
  You Might...
  • Rely on your eidolon to accomplish physical tasks while you handle the mental 
  ones yourself.
  • Begin to develop attitudes and mannerisms in line with your eidolon’s way of 
  thinking, even as your own beliefs and nature begin to change your eidolon.
  • Consider your eidolon a close friend, a guiding figure, a protector, or a rival bound 
  to you. 
  Others Probably...
  • View you with awe or fear because of the powerful and monstrous eidolon that 
  accompanies you.
  • Expect that since you know about your eidolon, you might know about other 
  sorts of strange monsters.
  • Feel safe with you (and your eidolon) at their side.
  INITIAL PROFICIENCIES
  At 1st level, you gain the listed 
  proficiency ranks in the following 
  statistics. You’re untrained in 
  anything not listed unless you 
  gain a better proficiency rank in 
  some other way.
  PERCEPTION
  Trained in Perception
  SAVING THROWS
  Expert in Fortitude
  Trained in Reflex
  Expert in Will
  SKILLS
  Trained in one or more skills 
  determined by your eidolon
  Trained in a number of additional 
  skills equal to 3 plus your 
  Intelligence modifier
  ATTACKS
  Trained in simple weapons
  Trained in unarmed attacks
  DEFENSES
  Trained in unarmored defense
  SPELLS
  Trained in spell attack rolls of 
  your spellcasting tradition, as 
  indicated by your eidolon
  Trained in spell DCs of your 
  spellcasting tradition, as 
  indicated by your eidolon
  You’re the mortal conduit for a powerful being called an eidolon, which you can summon 
  into your world. Whether your eidolon is a friend, a servant, or even a personal god, your 
  connection to them shapes the course of your life and marks you as someone extraordinary.
  Hit Points
  10 plus your Constitution modifier
  You increase your maximum number of HP 
  by this number at 1st level and every level 
  thereafter.
  Key Ability
  CHARISMA
  At 1st level, your class gives you an 
  ability boost to Charisma.
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  TABLE 2–1: SUMMONER ADVANCEMENT
   Your
   Level Class Features
   1 
  Ancestry and background, initial proficiencies,  
   
   
   
  eidolon, spellcasting, conduit spells
   2 
  Skill feat, summoner feat
   3 
  2nd-level spells, eidolon unarmored expertise,  
   
   
  general feat, shared vigilance, signature spells,  
   
   
  skill increase
   4 
  Skill feat, summoner feat
   5 
  3rd-level spells, ability boosts, ancestry feat,  
   
   
  eidolon unarmed expertise, skill increase
   6 
  Skill feat, summoner feat
   7 
  4th-level spells, eidolon symbiosis, eidolon weapon  
   
   
  specialization, general feat, skill increase
   8 
  Skill feat, summoner feat
   9 
  5th-level spells, ancestry feat, shared reflexes,  
   
   
  skill increase
   10 
  Ability boosts, skill feat, summoner feat 
   11 
  6th-level spells, expert spellcaster, general feat,  
   
   
  simple weapon expertise, skill increase,  
   
   
  twin juggernaut
   12 
  Skill feat, summoner feat
   13 
  7th-level spells, ancestry feat, defensive robes,  
   
   
  eidolon unarmed mastery, skill increase,  
   
   
  weapon specialization
   14 
  Skill feat, summoner feat
   15 
  8th-level spells, ability boosts, eidolon greater  
   
   
  weapon specialization, general feat, shared resolve,  
   
   
  skill increase
   16 
  Skill feat, summoner feat
   17 
  9th-level spells, ancestry feat, eidolon  
   
   
  transcendence, skill increase
   18 
  Skill feat, summoner feat
   19 
  Eidolon defensive mastery, general feat, master  
   
   
  spellcaster, skill increase
   20 
  Ability boosts, skill feat, summoner feat
  Class Features
  You gain these abilities as a summoner. Abilities gained at 
  higher levels list the level at which you gain them next to 
  the features’ names.
  Ancestry and Background
  In addition to what you get from your class at 1st 
  level, you have the benefits of your selected ancestry 
  and background.
  Initial Proficiencies
  At 1st level, you gain a number of proficiencies that 
  represent your basic training. These proficiencies are 
  noted at the start of this class.
  Eidolon
  You have a connection with a powerful and otherworldly 
  entity called an eidolon, and you can use your life force as 
  a conduit to manifest the eidolon into the mortal world. 
  An eidolon is a being formed of ephemeral essences—
  typically mind, life, or spirit—that needs your body and 
  connection to this world to manifest. 
  Choose what type of eidolon you have from the 
  options beginning on page 18. In this playtest, the 
  options available (and the spellcasting tradition each 
  option grants you) are angel (divine), beast (primal), 
  devotion phantom (occult), and dragon (arcane). When 
  you choose your eidolon, you also determine their 
  appearance and general form within the parameters for 
  that particular type of eidolon. Once you establish your 
  eidolon’s type and general appearance, these features 
  can’t later be changed.
  The link between you and your eidolon takes the 
  form of a magic glowing sigil on each of your bodies. 
  This symbol can’t be obscured either magically or via 
  mundane means, as it either shines through the magic or 
  appears over top of whatever you use to cover it. This 
  sigil, combined with the way that the two of you clearly 
  act in tandem, makes it readily apparent to an intelligent 
  observer that the two of you have some connection with 
  each other, even if that onlooker doesn’t know what a 
  summoner or an eidolon is.
  Your eidolon is no mere minion; the two of you share 
  the same life force and work together as equals. You and 
  your eidolon share your actions, your Hit Points, and 
  your multiple attack penalty. Each round, you can use any 
  of your actions and reaction for yourself or your eidolon. 
  Damage taken by either you or the eidolon reduces your 
  Hit Points, while healing either of you restores your Hit 
  Points. If you or your eidolon is affected by anything that 
  would change a creature’s actions, it affects your shared 
  actions. In any case, if you are both subject to the same 
  effect, you take the effects only once (applying the worse 
  effect, if applicable). 
  For instance, if you and your eidolon are caught in an 
  area effect that would heal or damage you both, only the 
  greater amount of healing or damage applies. Similarly, if 
  you or your eidolon is slowed, you would start your turn 
  with fewer actions, but even if you were both slowed, it 
  wouldn’t increase the effect. However, if you were slowed 
  1 and your eidolon slowed 2, you’d have 2 fewer actions 
  because that’s the more severe effect. 
  This life link doubles as a conduit that allows you 
  to manifest your eidolon in this world. You gain the 
  Manifest Eidolon activity, allowing you to make your 
  eidolon appear at your side.
  MANIFEST EIDOLON �
  CONCENTRATE CONJURATION MAGICAL MANIPULATE SUMMONER TELEPORTATION
  Your eidolon appears in an adjacent open space. If your eidolon 
  was already manifested, choose whether to unmanifest them 
  or teleport them to an adjacent open space.
  Special This action has the trait matching your eidolon’s 
  tradition (arcane, divine, occult, or primal).
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  Your eidolon doesn’t have the summoned or minion 
  trait, but the conduit that allows them to manifest is also a 
  tether between you. They must remain within 100 feet of 
  you at all times and can’t willingly go beyond that limit. If 
  forced beyond this distance, or if you’re reduced to 0 Hit 
  Points, your eidolon’s physical form dissolves, and you 
  need to use Manifest Eidolon to manifest them again. 
  Your connection also allows you to communicate with 
  your eidolon telepathically at all times, even when they 
  aren’t manifested. This ability lets you coordinate your 
  actions with your eidolon to accomplish more than either 
  of you could alone. You gain the Act Together and Share 
  Senses actions. 
  ACT TOGETHER �
  SUMMONER
  TANDEM
  Frequency once per round
  You and your eidolon each perform a single action. You choose 
  which order the actions are taken, and you and your eidolon 
  can each take a different action.
  SHARE SENSES �
  CONCENTRATE
  DIVINATION
  MAGICAL
  SUMMONER
  Requirements Your eidolon is manifested.
  You project your senses into your eidolon. When you do, you 
  lose all sensory information from your own body but can 
  sense through your eidolon’s body for up to 1 minute. You can 
  Dismiss this effect. 
  Special Your eidolon can also use this action to project their 
  senses into your body.
  While your eidolon can’t wear or use magic items 
  except for companion items that specifically mention 
  that they work for eidolons, their connection to you 
  means they benefit from certain items once you invest 
  in those items. Your eidolon gains item bonuses to 
  Perception and skills from any magical items you’ve 
  invested, as well as the benefits of the potency and 
  resilient runes on your armor or the item bonuses of any 
  bracers of armor you’ve invested. Your eidolon benefits 
  from the potency, striking, and property runes on your 
  handwraps of mighty blows, and you can Invest a single 
  magic weapon to share the benefits of those runes from 
  the weapon as well, even though you normally can’t 
  Invest a magic weapon.
  Spellcasting
  Your connection to your eidolon grants you limited 
  magic, which is connected to your eidolon’s nature. You 
  can cast spells using the Cast a Spell activity, and you can 
  supply material, somatic, and verbal components when 
  casting spells.
  Each day, you can cast one 1st-level spell and five 
  cantrips. You must know spells to cast them, and you 
  learn them via the spell repertoire class feature. The 
  number of spells you can cast each day is called your 
  spell slots.
  As you increase in level as a summoner, the magical 
  link with your eidolon grants you additional, more 
  powerful spell slots. Your total number of spell slots and 
  the highest level of spells you can cast are shown on Table 
  2–2: Summoner Spells per Day. Because you draw magic 
  from your connection to your eidolon, you have no more 
  than two spell slots of your highest level and, if you can 
  cast 2nd-level spells or higher, two spell slots of 1 level 
  lower than your highest spell level.
  TABLE 2–2: SUMMONER SPELLS PER DAY
   Your Level 
  Cantrips 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
   
  1 
  5 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  2 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  3 
  5 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  4 
  5 
  2 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  —
   
  5 
  5 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  — 
  —
   
  6 
  5 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  — 
  —
   
  7 
  5 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  —
   
  8 
  5 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  — 
  —
   
  9 
  5 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  —
   
  10 
  5 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  — 
  —
   
  11 
  5 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  —
   
  12 
  5 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  — 
  —
   
  13 
  5 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  —
   
  14 
  5 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  — 
  —
   
  15 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  —
   
  16 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2 
  —
   
  17 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
   
  18 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
   
  19 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
   
  20 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2
  ©2020 Paizo Inc.
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  Secrets of Magic
  
  Some of your spells require you to attempt a spell attack 
  roll to see how effective they are, or have your enemies 
  roll against your spell DC (typically by attempting a 
  saving throw). Since your key ability is Charisma, your 
  spell attack rolls and spell DCs use your Charisma 
  modifier. Details on calculating these statistics appear on 
  page 447 of the Core Rulebook.
  HeigHtening SpellS
  When you get spell slots of 2nd level and higher, you can 
  fill those slots with stronger versions of lower-level spells. 
  This increases the spell’s level, heightening it to match the 
  spell slot. Many spells have specific improvements when 
  they’re heightened to certain levels.
  CantripS
  A cantrip is a special type of spell that doesn’t use spell 
  slots. You can cast a cantrip at will, any number of times 
  per day. A cantrip is always automatically heightened 
  to half your level rounded up, which usually equals 
  the highest level of spell you can cast as a summoner. 
  For example, as a 1st-level summoner, your cantrips 
  are 1st-level spells, and as a 5th-level summoner, your 
  cantrips are 3rd-level spells.
  Spell repertoire
  The collection of spells you can cast is called your spell 
  repertoire. At 1st level, you learn two 1st-level spells 
  and five cantrips of your choice. You choose these from 
  the common spells from the tradition corresponding to 
  your eidolon, or from other spells from that tradition to 
  which you have access. You can cast any spell in your 
  spell repertoire by using a spell slot of an appropriate 
  spell level. Each time you gain a level, you can reselect 
  the spells in your repertoire. 
  At 3rd level, your repertoire grows to four spells of 
  your choice of any spell level you can cast, though you 
  must always know at least one spell you can cast using 
  your lower-level slots. 
  Conduit Spells
  Your connection to your eidolon allows you to cast 
  conduit spells, special spells that usually involve your 
  eidolon. Conduit spells are a type of focus spell. It costs 
  1 Focus Point to cast a focus spell, and you start with a 
  focus pool of 1 Focus Point. You refill your focus pool 
  during your daily preparations, and you can regain 1 
  Focus Point by spending 10 minutes using the Refocus 
  activity to specifically connect with your eidolon, such as 
  by having a heart-to-heart conversation, playing together, 
  or meditating together on the nature of your bond.
  Focus spells are automatically heightened to half 
  your level rounded up, much like cantrips. Focus spells 
  don’t require spell slots, and you can’t cast them using 
  spell slots. Taking feats can give you more focus spells 
  and increase the size of your focus pool, though your 
  focus pool can never hold more than 3 Focus Points. 
  The full rules for focus spells appear on page 300 of the 
  Core  Rulebook.
  You learn the evolution surge conduit spell (page 24), 
  which grants your eidolon one of several useful benefits 
  in combat.
  Conduit CantripS
  Conduit cantrips are special conduit spells that don’t 
  cost Focus Points, so you can cast them as often as you 
  like. Conduit cantrips are in addition to the cantrips you 
  choose from your tradition’s spell list. Generally, only 
  feats can give you more conduit cantrips. Unlike other 
  cantrips, you can’t swap out conduit cantrips gained from 
  summoner feats at a later level, unless you swap out the 
  specific feat via retraining (Core Rulebook 481).
  You learn the boost eidolon conduit cantrip (page 24), 
  which briefly boosts your eidolon’s capabilities.
  Skill Feats 
  2nd
  At 2nd level and every 2 levels thereafter, you gain a skill 
  feat. You must be trained or better in the corresponding 
  skill to select a skill feat.
  Summoner Feats 
  2nd
  At 2nd level and every even-numbered level, you gain a 
  summoner class feat.
  Eidolon Unarmored Expertise 
  3rd
  Your eidolon learns to better defend themself in a fight. 
  Their proficiency rank for unarmored defense increases 
  to expert.
  General Feats 
  3rd
  At 3rd level and every 4 levels thereafter, you gain a 
  general feat.
  Shared Vigilance 
  3rd
  You and your eidolon work together to remain alert to 
  threats around you. Your and your eidolon’s proficiency 
  ranks for Perception increase to expert.
  Signature Spells 
  3rd
  All of your spells are signature spells. That means that if 
  you know a spell that can be heightened, you can heighten 
  it freely, up to the maximum level of spell you can cast. 
  Skill Increases 
  3rd
  At 3rd level and every 2 levels thereafter, you gain a 
  skill increase. You can use this increase to either become 
  trained in one skill you’re untrained in, or become an 
  expert in one skill in which you’re already trained.
  At 7th level, you can use skill increases to become a 
  master in a skill in which you’re already an expert, and 
  at 15th level, you can use them to become legendary in a 
  skill in which you’re already a master.
  ©2020 Paizo Inc.
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  Secrets of Magic
  
  Ability Boosts 
  5th
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 
  if it starts out below 18. 
  Your eidolon also gets four ability boosts at these 
  levels. The eidolon’s ability boosts follow the same rules 
  as yours.
  Ancestry Feats 
  5th
  In addition to the ancestry feat you started with, you gain 
  an ancestry feat at 5th level and every 4 levels thereafter.
  Eidolon Unarmed Expertise 
  5th
  Your eidolon becomes more capable of using their 
  unarmed attacks. Their proficiency rank for unarmed 
  attacks increases to expert.
  Eidolon Symbiosis 
  7th
  Your connection with your eidolon strengthens, granting 
  your eidolon access to a new ability depending on 
  their  type.
  Eidolon Weapon Specialization 
  7th
  Your eidolon has learned how to inflict greater injuries 
  with their unarmed attacks. They deal 2 additional 
  damage with unarmed attacks in which they’re an expert. 
  This damage increases to 3 if they’re a master, and 4 if 
  they’re legendary.
  Shared Reflexes 
  9th
  You and your eidolon boost each other’s reflexes, 
  allowing you both to roll away from danger. Your and 
  your eidolon’s proficiency ranks for Reflex saves increase 
  to expert.
  Expert Spellcaster 
  11th
  As your connection to your eidolon deepens, the power 
  of your spells increases. Your proficiency ranks for spell 
  attack rolls and spell DCs for spells of your eidolon’s 
  tradition increase to expert.
  Simple Weapon Expertise 
  11th
  Training and magic has improved your weapon technique. 
  Your proficiency rank for simple weapons and unarmed 
  attacks increases to expert.
  Twin Juggernaut 
  11th
  You and your eidolon fight off physical hardship together 
  with the connection to your life essence. Your and your 
  eidolon’s proficiency ranks for Fortitude saves increase 
  to master. When you roll a success on a Fortitude save, 
  you get a critical success instead. When your eidolon 
  rolls a success on Fortitude save, they get a critical 
  success instead.
  Defensive Robes 
  13th
  The flow of magic and your training combine to help 
  you avoid attacks. Your proficiency rank in unarmored 
  defense increases to expert.
  Eidolon Unarmed Mastery 
  13th
  Your eidolon truly masters their unarmed attacks. Their 
  proficiency rank for unarmed attacks increases to master.
  Weapon Specialization 
  13th
  You’ve learned how to inflict greater injuries with the 
  weapons you know best. You deal 2 additional damage 
  with weapons and unarmed attacks in which you’re an 
  expert. This damage increases to 3 if you’re a master, and 
  4 if you’re legendary.
  Eidolon Greater Weapon Specialization 15th
  Your eidolon’s damage from weapon specialization 
  increases to 4 with unarmed attacks in which they’re an 
  expert, 6 if they’re a master, and 8 if they’re legendary.
  Shared Resolve 
  15th
  You and your eidolon steel your minds together against 
  effects that threaten you. Your and your eidolon’s 
  proficiency ranks for Will saves increase to master. When 
  you roll a success on a Will save, you get a critical success 
  instead. When your eidolon rolls a success on a Will save, 
  they get a critical success instead.
  Eidolon Transcendence 
  17th
  Your connection with your eidolon approaches its peak, 
  granting your eidolon access to a powerful new ability 
  depending on their type.
  Eidolon Defensive Mastery 
  19th
  Your eidolon grows more difficult to assail. Their 
  proficiency rank for unarmored defense increases to master.
  KEY TERMS
  You’ll see the following key terms in many summoner class 
  features.
  Eidolon: A creature with this trait is an eidolon. An action 
  or spell with this trait can be performed only by an eidolon.
  Evolution: Feats with this trait affect your eidolon instead 
  of you, typically by granting them additional physical 
  capabilities.
  Magical: The magical trait is a stand-in for your 
  summoner’s magical tradition. Whenever you see it in an 
  ability, replace it with your summoner’s tradition.
  Tandem: Actions with the tandem trait allow you and 
  your eidolon to act together. You can’t use a tandem action 
  if you haven’t Manifested your Eidolon, if either you or your 
  eidolon can’t act, or if your eidolon is manifesting through 
  your body with the Synthesis feat.
  ©2020 Paizo Inc.
  17
  Secrets of Magic
  
  Master Spellcaster 
  19th
  Your connection to your eidolon is strong enough to 
  grant you mastery over associated spells. Your proficiency 
  ranks for spell attack rolls and spell DCs for spells of 
  your eidolon’s tradition increase to master.
  Eidolons
  Though each eidolon is a unique creature and many types 
  of eidolons exist, each is associated with a particular 
  tradition of magic and formed from related essence. For 
  the purpose of this playtest, we’re testing one type of 
  eidolon for each tradition: the dragon eidolon for arcane, 
  the angel eidolon for divine, the devotion phantom 
  eidolon for occult, and the beast eidolon for primal.
  Arcane eidolons are usually formed of mental essence, 
  also known as astral essence. They include dragon 
  eidolons, the astral echoes of ancient dragons; construct 
  eidolons, astral beings formed into a simple construct 
  shape through arcane magic; and amalgam eidolons, 
  scientifically crafted magical experiments built carefully 
  out of astral thoughtforms. 
  Divine eidolons are always formed of spiritual essence, 
  much like the divine servitors they resemble. They include 
  representatives of the many families of divine servitors, 
  such as angels, demons, and psychopomps. 
  Occult eidolons are also usually formed of spiritual 
  essence, though they often have a more ectoplasmic 
  consistency than divine eidolons. Occult eidolons 
  usually result from a spirit unwilling or unable to pass 
  on, instead taking refuge with a summoner to avoid 
  becoming undead; these types of eidolons are known as 
  phantoms. A few are far stranger beings from beyond 
  mortal comprehension. Regardless of their nature, each 
  occult eidolon has a connection to a particular emotion. 
  Primal eidolons are usually formed of life essence. 
  They take the forms of the creatures of the natural 
  world, such as beasts, plants, or fey, though sometimes in 
  unusual combinations. Less common but no less mighty 
  are elemental eidolons, formed of the material essence of 
  elemental matter. 
  Proficiencies
  Your eidolon’s level is equal to yours. They begin as an 
  expert in Fortitude and Will saves and are trained in Reflex 
  saves. In addition, they’re trained in unarmed attacks and 
  unarmored defense. They share your skill proficiencies. 
  Certain class features increase your eidolon’s proficiencies.
  Reading an Eidolon Entry
  An eidolon entry contains the following entries, followed 
  by a description of the eidolon’s initial ability, eidolon 
  symbiosis ability, and eidolon transcendence ability.
  Tradition This is the eidolon’s corresponding magical tradition, 
  which determines the type of magic you can cast.
  Traits All eidolons have the eidolon trait, and each type of 
  eidolon has additional traits. They all appear in this entry. 
  Alignment If this entry appears, it lists any alignment 
  restrictions the eidolon has. Your eidolon’s alignment has 
  no impact on your own.
  Home Plane This is the eidolon’s home plane, which can 
  help you determine the effects of abilities dependent on a 
  creature’s home plane, such as banishment.
  Size This is the eidolon’s starting Size.
  Melee or Ranged These are the eidolon’s unarmed attack 
  statistics, listing the damage amount and any traits. Most 
  eidolons have two melee unarmed attacks, one of which is 
  less damaging but has the agile trait. 
  Suggested Attacks This entry suggests forms the eidolon’s 
  attacks might take, but since eidolons have various body 
  shapes, you decide the specific form of the unarmed attacks 
  (claw, jaws, horn, fist, and so on) when you choose your 
  eidolon. Some eidolons might have unarmed attacks that 
  look like weapons and are extensions of the eidolon’s form. 
  Your choice of unarmed attack determines the unarmed 
  attack’s damage type—bludgeoning, piercing, or slashing, as 
  appropriate for the type of unarmed attack you selected. 
  Some of the suggested attacks have a typical damage type 
  listed in parentheses, but you can work with your GM to 
  choose a damage type that’s right for your eidolon. Once 
  you decide your eidolon’s unarmed attacks, they can’t be 
  changed, except with your GM’s permission.
  Ability Scores These are your eidolon’s starting ability scores. 
  Skills These are the skills which the eidolon has taught you, or 
  that you learned as part of linking with your eidolon. You’re 
  trained in these skills.
  Senses This entry, if present, lists your eidolon’s special 
  senses. If this entry isn’t present, the eidolon has senses 
  roughly similar to a human’s.
  Language This is the eidolon’s starting language; they don’t 
  gain any additional languages based on their Intelligence 
  modifier. You know this language in addition to the other 
  languages you know normally, and your eidolon can speak 
  all the same languages you can.
  Speed This entry lists your eidolon’s Speeds.
  Eidolon Abilities The eidolon starts with the initial ability, gains 
  the eidolon symbiosis ability when you gain the eidolon 
  symbiosis class feature, and gains the eidolon transcendence 
  ability when you gain the eidolon transcendence class feature.
  Angel Eidolon
  Your eidolon is a celestial messenger, a member of the 
  angelic host with a unique link to you, allowing them to 
  carry a special message to the mortal world at your side. 
  Most angel eidolons are roughly humanoid in form with 
  ANGEL SUMMONERS AND SUMMON SPELLS
  Right now there’s no 1st-level divine summoning spell. For 
  the purposes of this playtest, if you choose an angel eidolon, 
  add summon animal to the divine spell list. Creatures you 
  summon with this spell gain the celestial trait. 
  ©2020 Paizo Inc.
  18
  Secrets of Magic
  
  feathered wings, glowing eyes, halos, or similar angelic 
  features, though some instead take the form of smaller 
  angelic servitors like the winged helmet cassisian angel. 
  The two of you are destined for an important role in the 
  plans of the celestial realms. Though a true angel, your 
  angel eidolon’s link to you as a mortal prevents them 
  from casting the angelic messenger ritual, even if they 
  somehow learn it.
  Tradition divine
  Traits angel, celestial, eidolon
  Alignment must be good, usually neutral good
  Home Plane Nirvana (if NG), Elysium (if CG), or Heaven (if LG) 
  Size Medium
  Melee � primary, Damage 1d8
  Melee � secondary (agile), Damage 1d4
  Suggested Attacks fist (bludgeoning), unarmed attacks 
  shaped like a weapon
  Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 10
  Skills Diplomacy, Religion
  Senses darkvision
  Language Celestial
  Speed 25 feet
  Eidolon Abilities initial: hallowed strikes; eidolon symbiosis: 
  traveler’s aura; eidolon transcendence: angelic mercy
  Hallowed StrikeS
  Your eidolon’s attacks are hallowed by the celestial realms 
  and imbued with mercy. All your eidolon’s unarmed 
  attacks deal an extra 1 good damage; as usual, this 
  extra damage harms only evil creatures or those with a 
  weakness to good damage. Additionally, your eidolon can 
  make nonlethal attacks with all their unarmed attacks 
  without taking the usual –2 circumstance penalty.
  traveler’S aura 
  7tH
  Your eidolon emanates a powerful aura that protects 
  creatures as they travel, a reflection of an astral deva’s 
  aura of the same name (Pathfinder Bestiary 19). This aura 
  has the abjuration, aura, and divine traits. Your eidolon 
  and their allies within a 20-foot emanation are protected 
  from severe heat and cold, and your eidolon is never flat-
  footed to creatures inside the aura that are of a lower 
  level than the eidolon.
  When you gain the eidolon transcendence class feature, 
  this aura evolves to the full benefits of an astral deva’s; 
  your eidolon and their allies in the aura are protected 
  from ambient environmental damage from any plane, 
  including severe and extreme heat and cold as well as 
  more otherworldly dangers. 
  angeliC MerCy 
  17tH
  Your eidolon’s angelic power allows them to assuage a 
  variety of ailments, just like most other powerful angels. 
  Your eidolon can cast 9th-level remove curse, remove 
  disease, remove fear, and remove paralysis once per day 
  each as divine innate spells.
  Beast Eidolon
  Your eidolon is a manifestation of the life force of nature 
  in the form of a powerful magical beast that often has 
  animal features, possibly from multiple species of animals. 
  Whether you’ve learned the way to connect with the 
  world’s life force via a specific philosophy or practice, such 
  as the Sarkorian god callers, or formed your own unique 
  bond independent of any tradition, your link to your 
  eidolon allows you both to grow in power and influence 
  to keep your home safe from those who would despoil it.
  Tradition primal
  Traits beast, eidolon
  Home Plane Material Plane 
  Size Medium
  Melee � primary, Damage 1d8
  Melee � secondary (agile), Damage 1d4
  Suggested Attacks claw (slashing), jaws (piercing), fangs 
  (piercing), horn (piercing)
  Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 10
  Skills Intimidation, Nature
  Senses darkvision
  Language Sylvan
  Speed 25 feet
  Eidolon Abilities initial: Beast’s Charge; eidolon symbiosis: 
  Primal Roar; eidolon transcendence: Whirlwind Maul
  beaSt’S CHarge
  Your eidolon can make a ferocious charge or pounce on 
  your foes.
  BEAST’S CHARGE �
  EIDOLON
  Your eidolon rushes forward, using their momentum to power 
  their attack. Your eidolon Strides twice in a straight line and 
  then Strikes, gaining a +1 circumstance bonus to the attack 
  roll as long as they moved at least 20 feet.
  priMal roar 
  7tH
  Your eidolon can bellow a terrifying roar, whistle a 
  piercing shriek, or otherwise produce a loud, startling 
  sound to frighten nearby foes.
  PRIMAL ROAR �
  AUDITORY
  EIDOLON
  Your eidolon unleashes a primal roar, or another terrifying 
  EIDOLON SPELLS
  An eidolon normally can’t Cast a Spell, though some feats or 
  abilities grant them spells. An eidolon that has spells also gains 
  the Cast a Spell activity. They don’t have their own spell DC or 
  spell attack modifier; in the case where they cast a spell, they 
  use your spell DC and spell attack modifier. No matter what, 
  your eidolon can cast only spells that have the eidolon trait, 
  and they can’t cast your cantrips or spells using your spell slots.
  ©2020 Paizo Inc.
  19
  Secrets of Magic
  
  noise that fits your eidolon’s form. Your eidolon attempts 
  Intimidate checks to Demoralize each foe that can hear 
  the roar within 30 feet.
  wHirlwind Maul 
  17tH
  Your eidolon learns how to thrash violently, damaging 
  many foes in their reach. 
  WHIRLWIND MAUL �
  EIDOLON
  Your eidolon lashes out in all directions. Your eidolon makes a 
  Strike with a melee unarmed attack against up to four enemies 
  within reach. They can choose different unarmed attacks for 
  each enemy. Each attack counts toward your multiple attack 
  penalty, but don’t increase your penalty until your eidolon has 
  made all their attacks.
  Devotion Phantom Eidolon
  Your eidolon is a lost soul, unable to escape the mortal 
  world due to a strong sense of duty, an undying devotion, 
  or a need to complete an important task. Most phantom 
  eidolons are humanoid with a spectral or ectoplasmic 
  appearance, though some take far stranger forms. Your 
  link with your eidolon prevents them from succumbing 
  to corruption and undeath, and together, you’ll grow in 
  strength and fulfill your phantom’s devotion.
  Tradition occult
  Traits eidolon, ethereal, phantom
  Home Plane Ethereal Plane
  Size Medium
  Melee � primary, Damage 1d8
  Melee � secondary (agile), Damage 1d4
  Suggested Attacks fist (bludgeoning), tendril (bludgeoning), 
  unarmed attacks shaped like a weapon
  Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 10
  Skills Medicine, Occultism
  Senses darkvision
  Language one common mortal language the eidolon spoke 
  in life
  Speed 25 feet
  Eidolon Abilities initial: Dutiful Strike; eidolon symbiosis: 
  steadfast devotion; eidolon transcendence: dedication aura
  dutiful Strike
  Your eidolon deeply respects your assistance, and they 
  extend their loyalty to you, attacking those who dare to 
  harm you. Your eidolon gains the Dutiful Strike reaction. 
  DUTIFUL STRIKE �
  EIDOLON
  OCCULT
  TRANSMUTATION
  Trigger A foe within 15 feet of you hits you with a Strike and 
  deals damage to you. 
  Requirements Your eidolon is adjacent to you.
  Your eidolon instinctively flashes with ectoplasmic energy, 
  allowing them to make a melee attack against a foe who 
  dares to harm you. Your eidolon makes a Strike with a melee 
  unarmed attack against the triggering foe, even if that foe isn’t 
  within your eidolon’s reach. 
  SteadfaSt devotion 
  7tH
  Your eidolon’s dedication makes it extremely challenging 
  for your foes to bend their mind. Your eidolon gains a +2 
  circumstance bonus to all saving throws against mental 
  effects, and if they roll a success against such an effect, 
  they get a critical success instead. If you have the Shared 
  Resolve class feature and your eidolon rolls a critical 
  failure against a mental effect, they get a failure instead.
  dediCation aura 
  17tH
  After fighting together for so long, your eidolon has 
  become as devoted to protecting you and your allies 
  as they are to their original cause. They gain a 20-foot 
  dedication aura, which has the abjuration, aura, and 
  occult traits. Whenever one of your eidolon’s allies within 
  the aura takes damage, reduce the damage by up to your 
  eidolon’s Constitution modifier. You lose a number of 
  Hit Points equal to half the amount by which the eidolon 
  reduced the damage, rounded down. 
  Dragon Eidolon
  Because dragons have a strong connection to magic, 
  their minds can often leave an echo floating in the 
  Astral Plane, extremely powerful but unable to interact 
  with the outside world on their own. Dragon eidolons 
  manifest in the powerful, scaled forms they had in life; 
  most take the form of true dragons (albeit smaller), but 
  some manifest as drakes or other draconic beings. You’ve 
  forged a connection with such a dragon eidolon, and 
  together, you’ll grow to the might of an ancient wyrm, 
  the mightiest of dragons.
  Tradition arcane
  Traits astral, dragon, eidolon, and one more (see Breath 
  Weapon below)
  Home Plane Astral Plane
  Size Medium
  Melee � primary, Damage 1d8
  Melee � secondary (agile), Damage 1d4
  Suggested Attacks claw (slashing), jaws (piercing), horn 
  (piercing), tail (bludgeoning), wing (bludgeoning)
  Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 10
  Skills Arcana, Intimidation
  Senses darkvision
  Language Draconic
  Speed 25 feet
  Eidolon Abilities initial: Breath Weapon; eidolon symbiosis: 
  Draconic Frenzy; eidolon transcendence: Wyrm’s Breath
  breatH weapon
  Your eidolon has a powerful breath weapon. When your 
  eidolon gains this ability, choose a damage type from 
  among acid, cold, electricity, fire, piercing, or poison, 
  and choose whether the area is a 60-foot line or a 30-
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  foot cone. Your eidolon gains the Breath Weapon activity. 
  It has the trait matching the damage type. Your eidolon 
  also gains that trait.
  BREATH WEAPON �
  ARCANE
  EIDOLON
  EVOCATION
  Your eidolon exhales a powerful blast of energy corresponding 
  to their type. Your eidolon deals 1d6 damage in the area you 
  chose when your eidolon gained Breath Weapon with a basic 
  Reflex save against your spell DC. This damage has the type 
  you chose when the eidolon gained this ability. Your eidolon 
  can’t use their Breath Weapon again for the next 1d4 rounds.
  At 3rd level and every 2 levels thereafter, the damage 
  increases by 1d6.
  draConiC frenzy 
  7tH
  Your eidolon can make a furious assault, potentially 
  recovering the use of their Breath Weapon. Your eidolon 
  gains the Draconic Frenzy activity.
  DRACONIC FRENZY �
  EIDOLON
  Your eidolon makes one Strike with their primary unarmed 
  attack and two Strikes with their secondary unarmed 
  attacks (in any order). If any of these attacks is a critical hit 
  against a foe, the eidolon instantly recovers the use of their 
  Breath Weapon.
  wyrM’S breatH 
  17tH
  Your eidolon can draw upon the power of wyrms to 
  enhance their Breath Weapon. Your eidolon gains the 
  Wyrm’s Breath free action.
  WYRM’S BREATH �
  CONCENTRATE
  EIDOLON
  METAMAGIC
  Frequency once every 10 minutes
  Your eidolon concentrates the power of the mightiest wyrms to 
  make their Breath Weapon more spectacular. If your eidolon’s 
  next action is to use Breath Weapon, both the damage and 
  area of the Breath Weapon are doubled.
  Summoner Feats
  At every level that you gain a summoner feat, you can 
  select one of the following feats. You must satisfy any 
  prerequisites before selecting the feat. 
  1ST LEVEL
  DUAL STUDIES
  SUMMONER
  You and your eidolon have each practiced some skills on 
  your own, though not all your experiences translate with 
  the shared link. Choose two different skills. Your eidolon 
  becomes trained in one of those skills and you become 
  trained in the other skill. At 7th level, you each become an 
  expert in the chosen skills.
  SENSORY EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon evolves more acute senses. Your eidolon either 
  gains low-light vision and darkvision, or gains scent as an 
  imprecise sense with a range of 30 feet.
  Special You can select this feat twice, choosing the other 
  option the second time.
  SYNTHESIS
  SUMMONER
  You can manifest your eidolon using your own body as a vessel, 
  taking on their form. When you Manifest your Eidolon in this 
  way, you become your eidolon, rather than them manifesting 
  as a separate creature. While manifested in this way, you use 
  your eidolon’s statistics. Your eidolon can act, but you can’t 
  except to use Manifest an Eidolon to unmanifest your eidolon. 
  When you do, you remain behind in one square your eidolon 
  occupied when you unmanifested it. 
  Since you can’t act, you can’t Cast Spells, activate or benefit 
  from magic items that normally benefit you and not your 
  eidolon, perform actions that have the tandem trait, or use 
  other abilities that require you, and not the eidolon, to act. 
  Your eidolon isn’t limited by their distance to you, and you 
  can’t be separately targeted. When you reach 0 Hit Points, 
  your eidolon unmanifests from your body, leaving your 
  unconscious body behind. 
  UNFETTER EIDOLON
  SUMMONER
  You’ve learned magic that lets you temporarily allow your 
  eidolon to travel far from your side. You learn the unfetter 
  eidolon conduit spell (page 25). Increase the number of Focus 
  Points in your focus pool by 1.
  2ND LEVEL
  REINFORCE EIDOLON
  SUMMONER
  You can increase your eidolon’s defenses instead of their 
  offense. You gain the reinforce eidolon conduit cantrip 
  (page 25). 
  DISTRACTING SUMMON SPELL �
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  SUMMONER
  You summon a creature exactly in the right spot to distract 
  your foe from your eidolon, providing a perfect opportunity 
  for your eidolon to attack. If the next action you take is to Cast 
  a Spell to cast a 3-action summoning spell, when the spell is 
  complete, your eidolon Strikes a foe within reach of both the 
  summoned creature and the eidolon as a free action. The foe is 
  flat-footed to the eidolon’s Strike.
  MAGICAL EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon evolves to cast their own spells. Your eidolon 
  gains the Cast a Spell activity and learns two cantrips of their 
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  tradition, which they cast as innate spells. Your eidolon uses 
  your spell DC and spell attack modifier for these spells.
  4TH LEVEL
  ALACRITOUS EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon evolves to move more quickly on land. Your 
  eidolon gains a +10-foot status bonus to their Speed.
  AMPHIBIOUS EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon adapts to life both on land and underwater. Your 
  eidolon gains the amphibious trait, allowing them to breathe in 
  water and in air and to avoid the normal –2 penalty for making 
  bludgeoning and slashing unarmed Strikes underwater. They 
  gain a swim Speed equal to their land Speed or 25 feet, 
  whichever is less. Alternatively, if your eidolon is normally 
  aquatic, they gain a land Speed equal to their swim Speed or 
  25 feet, whichever is less.
  TANDEM MOVE �
  SUMMONER
  TANDEM
  You and your eidolon move together with ease. You and your 
  eidolon each use a single action to Stride. Either of you that 
  has the corresponding movement type can Burrow, Climb, Fly, 
  or Swim instead of Striding.
  UNARMED EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon’s unarmed attack evolves and gains a special 
  trait. Choose one of your eidolon’s starting melee unarmed 
  attacks. The attack gains one of the following traits, which 
  you choose when you gain this feat: disarm, nonlethal, shove, 
  trip, or versatile. If you choose versatile, also choose whether 
  it’s B, P, or S.
  6TH LEVEL
  CLIMBING EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon can climb with ease. Your eidolon gains a climb 
  Speed equal to half their Speed or 25 feet, whichever is less. 
  HULKING EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon evolves, growing substantially in size. Your 
  eidolon becomes Large, instead of their previous size. This 
  doesn’t change any other statistics for your eidolon. 
  Because of the special link you share, you can ride your 
  eidolon without getting in each other’s way (see the Riding 
  Independent Creatures sidebar).
  OSTENTATIOUS ARRIVAL �
  CONCENTRATE
  MANIPULATE
  METAMAGIC
  SUMMONER
  When you summon creatures or manifest your eidolon, there 
  always seems to be an explosion. If the next action you take 
  is to Manifest your Eidolon or to Cast a Spell to cast a 3-action 
  summoning spell, the summoned eidolon or creature appears 
  in an explosion of energy or other visually impressive display. 
  This deals 1d4 fire damage per spell level (or 1d4 damage 
  per 2 levels you have when Manifesting your Eidolon) to all 
  creatures except you within a 10-foot emanation around the 
  eidolon or summoned creature.
  If the eidolon or summoned creature has the acid, cold, 
  electricity, sonic, or water trait, the damage is that type 
  instead (or cold damage in the case of the water trait).
  SUMMONER SHIELD EVOLUTION �
  EIDOLON
  EVOLUTION
  SUMMONER
  Your eidolon uses their manifested form to protect you when 
  you’re nearby. After your eidolon uses this action, you gain 
  a +2 circumstance bonus to AC until the beginning of your 
  next turn. This bonus applies only as long as you’re in your 
  eidolon’s reach (in most cases, this means your eidolon is 
  adjacent to you or in your space). This has no effect if you’re 
  not separately present, such as when using Synthesis. 
  8TH LEVEL
  FLICKERING EVOLUTION �
  CONCENTRATE
  EIDOLON
  EVOLUTION
  SUMMONER
  Prerequisites your eidolon is a phantom
  Your eidolon has gained the ability to make their ectoplasmic 
  form briefly less substantial to avoid attacks while scouting 
  ahead. Your eidolon can switch from their normal form to a less 
  substantial flickering form or quasi-tangible ectoplasm. While 
  in their flickering form, they gain resistance to all damage 
  (except force and negative) equal to half your level. However, 
  they can’t use any of their Strikes or actions requiring a fully 
  physical form like Grapple, Shove, or Trip. Snapping back 
  to their normal form is easier than diffusing themself into a 
  flickering form. Your eidolon can switch back to their normal 
  form as a single action, which also has the concentrate trait.
  GREATER MAGICAL EVOLUTION
  CONCENTRATE
  EVOLUTION
  SUMMONER
  Prerequisites Magical Evolution
  Your eidolon further evolves to gain more powerful magic. 
  Choose one 2nd-level spell and one 1st-level spell of your 
  eidolon’s tradition. Your eidolon can cast them each once per 
  day as innate spells. At every even level after you take this 
  RIDING INDEPENDENT CREATURES
  If a creature tries to ride your eidolon, both you and the 
  riding creature each regain only 2 actions at the start of your 
  turns each round, as both the eidolon and the riding creature 
  interfere with one another’s actions. If you have the Hulking 
  Evolution feat, you’re able to ride on your eidolon without 
  this drawback.
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  feat, your eidolon can swap one of these innate spells for a 
  new innate spell 2 or more levels lower than your highest-level 
  spell slot.
  RANGED EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon has developed a ranged attack. Your eidolon 
  gains a ranged unarmed attack with a range increment of 
  30 feet that deals 1d6 damage and has the magical trait. 
  When you select this feat, choose a damage type from 
  acid, bludgeoning, cold, electricity, fire, negative, piercing, 
  positive, or slashing. If your eidolon is a celestial, fiend, 
  or monitor with an alignment other than true neutral, you 
  can instead choose a damage type in their alignment (for 
  example, you could choose good or lawful if your lawful good 
  angel eidolon gained this attack).
  10TH LEVEL
  BOOST SUMMONS
  SUMMONER
  Your ability to augment your eidolon extends to also benefit 
  creatures you summon. When you cast boost eidolon, in 
  addition to targeting your eidolon, it also targets any of 
  your summoned creatures within 60 feet, granting them the 
  same effects.
  PROTECTIVE BOND �
  ABJURATION
  MAGICAL
  SUMMONER
  Trigger You and your eidolon are both in the area of a 
  damaging effect.
  You call upon the power of your bond to protect you both from 
  harm. If you and your eidolon would take different amounts 
  of damage from the area effect, you take the lower amount of 
  damage instead of the greater amount of damage. 
  TRANSPOSE �
  CONCENTRATE CONJURATION MAGICAL MANIPULATE SUMMONER TELEPORTATION
  With a flash, you switch places with your eidolon. You and 
  your eidolon each teleport to the other’s position.
  12TH LEVEL
  CONDUIT FOCUS
  SUMMONER
  Prerequisites conduit spells
  Your focus recovers faster. If you’ve spent at least 2 Focus 
  Points since the last time you Refocused, you recover 2 Focus 
  Points when you Refocus instead of 1.
  SUMMONER’S CALL �
  CONCENTRATE
  CONJURATION
  MAGICAL
  SUMMONER
  TELEPORTATION
  Trigger You or your eidolon takes damage.
  Requirements Your eidolon is manifested and more than 5 feet 
  away from you.
  In a moment of danger, you draw upon your link to quickly 
  call your eidolon to your side. Your eidolon teleports from their 
  previous location to an open space adjacent to you.
  TRANSMOGRIFY
  SUMMONER
  You’ve learned how to transmogrify your eidolon in various 
  ways to suit the circumstances of the day. Each day during 
  your daily preparations, choose one evolution feat of 6th 
  level or lower. Your eidolon gains that feat until your next 
  daily preparations.
  14TH LEVEL
  RESILIENT EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon grows a tougher hide, manifests armor, or 
  otherwise becomes particularly resilient against physical 
  attacks. They gain resistance to physical damage equal to 
  their Constitution modifier.
  SPELLGUARD EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon evolves to protect themself from spells. They 
  gain a +1 status bonus to all saving throws against magic.
  TOWERING EVOLUTION
  EVOLUTION
  SUMMONER
  Prerequisites Hulking Evolution
  Your eidolon further evolves, becoming more enormous and 
  gaining a greater reach over the battlefield. Your eidolon 
  becomes Huge, instead of Large, and the reach on all their 
  attacks increases to 10 feet.
  16TH LEVEL
  EFFORTLESS CONCENTRATION �
  SUMMONER
  Trigger Your turn begins.
  You maintain a spell with hardly a thought. You immediately 
  gain the effects of the Sustain a Spell action, allowing you to 
  extend the duration of one of your active spells.
  WINGED EVOLUTION
  EVOLUTION
  SUMMONER
  Your eidolon grows wings, allowing them to fly. Your eidolon 
  gains a fly Speed equal to their Speed.
  18TH LEVEL
  CONDUIT WELLSPRING
  SUMMONER
  Prerequisites Conduit Focus
  The power between you and your eidolon replenishes your 
  focus. If you’ve spent at least 3 Focus Points since the last 
  time you Refocused, you recover 3 Focus Points when you 
  Refocus instead of 1.
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  TRUE TRANSMOGRIFICATION
  SUMMONER
  Prerequisites Transmogrify
  You can make incredibly expansive adjustments to your 
  eidolon to prepare for virtually any situation you might find 
  yourself in. Each day during your daily preparations, when 
  you apply your evolution feat from Transmogrify, you can also 
  swap out any number of other evolution feats you have, each 
  for a different evolution feat of the same level or lower. These 
  swaps last until your next daily preparations.
  TWIN EIDOLON
  MAGICAL
  POLYMORPH
  SUMMONER
  TRANSMUTATION
  You can transform yourself to match your eidolon. When 
  you Manifest your Eidolon, in addition to their normal 
  manifestation, you can call upon their powers to transform 
  yourself into an exact duplicate of your eidolon until the 
  eidolon becomes unmanifested. You can’t use this if you 
  Manifest your Eidolon in an unusual way, such as with the 
  Synthesis feat. While a duplicate of your eidolon, you use your 
  eidolon’s statistics other than your mental ability modifiers, 
  including their evolutions. You can’t cast spells (unless they’re 
  spells your eidolon could cast), activate or benefit from magic 
  items that normally benefit you and not your eidolon, or use 
  other actions your eidolon can’t normally perform. Any spells 
  you cast with a limited number of uses count against your 
  eidolon’s uses. You can Manifest your Eidolon again to end this 
  effect and return to your normal form.
  20TH LEVEL
  EIDOLON’S AVATAR
  UNCOMMON
  SUMMONER
  Prerequisites eidolon from a plane other than the Material Plane
  Your complete connection to your eidolon and your eidolon’s 
  growth alongside you into a being of great power grant you 
  special privileges within another plane. Once per day, you can 
  cast plane shift as an innate spell of your eidolon’s tradition, 
  but only to travel to the plane of origin of your eidolon. When 
  you cast it this way, its casting time is 1 minute, your link 
  to your eidolon is a sufficient tuning fork for this spell, and 
  you appear exactly where you want to be. If you’re on your 
  eidolon’s home plane due to this spell, you can return to the 
  point you left when you cast it by spending a single action, 
  which has the concentrate trait and the trait matching your 
  eidolon’s tradition.
  If you conduct the commune ritual to contact entities 
  from your eidolon’s plane that are friendly to your eidolon, 
  you don’t have to pay any cost and you automatically get a 
  critical success.
  ETERNAL BOOST
  SUMMONER
  Your link with your eidolon is so intense that you can always 
  boost your eidolon. You’re permanently quickened; you can use 
  your extra action only to cast boost eidolon or reinforce eidolon. 
  While in exploration mode, you can declare that you’re also 
  continually casting boost eidolon or reinforce eidolon even while 
  using a different exploration activity. If you do, even before 
  your first turn in a combat encounter, that cantrip is active as if 
  you had cast it on your previous turn. 
  Conduit Spells
  The following are conduit spells, focus spells summoners 
  can cast using 1 Focus Point. Boost eidolon and reinforce 
  eidolon are conduit cantrips and don’t cost a Focus Point 
  to cast. 
  BOOST EIDOLON 
  CANTRIP 1
  UNCOMMON
  CANTRIP
  EVOCATION
  SUMMONER
  Cast � verbal
  Range 100 feet; Targets your eidolon
  Duration 1 round
  You focus deeply on the link between you and your eidolon and 
  boost the power of your eidolon’s attacks. Your eidolon gains a 
  +2 status bonus to damage rolls with their unarmed attacks. If 
  your eidolon’s Strikes deal more than one weapon damage die, 
  the status bonus increases to 2 per weapon damage die, to a 
  maximum of +8 with four weapon damage dice.
  EVOLUTION SURGE 
  FOCUS 1
  UNCOMMON
  MORPH
  SUMMONER
  TRANSMUTATION
  Cast � somatic, verbal
  Range 100 feet; Targets your eidolon
  Duration 1 minute
  You flood your eidolon with power, creating a temporary 
  evolution in your eidolon’s capabilities. Choose one of the 
  following effects:
  • Your eidolon gains low-light vision and darkvision.
  • Your eidolon gains scent as an imprecise sense out to 30 
  feet.
  • Your eidolon can breathe underwater and gains a swim 
  Speed equal to their land Speed, or 30 feet, whichever 
  is less. Alternatively, if your eidolon is normally aquatic, 
  they can breathe air and gain a land Speed equal to their 
  swim Speed, or 30 feet, whichever is less. Either way, 
  they gain the amphibious trait.
  • Your eidolon gains a +20-foot status bonus to their 
  Speed.
   Heightened (3rd) Add the following options to the list of 
  effects you can choose:
  • Your eidolon becomes Large, instead of their previous 
  size. This doesn’t change any other statistics for your 
  eidolon. Because of the special link you share, you can 
  ride your eidolon without getting in each other’s way; if 
  another creature tries to ride your eidolon, both you and 
  the riding creature each regain only two actions at the 
  start of your turns each round.
  • Your eidolon gains a climb Speed equal to their land 
  Speed.
  Heightened (5th) Add the options from the 3rd-level version and 
  the following options to the list of effects you can choose:
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  • Your eidolon becomes Huge, instead of their previous 
  size. This has the same effects as the 3rd-level option to 
  become Large, except your eidolon’s reach with all their 
  unarmed attacks increases to 10 feet.
  • Your eidolon gains a fly Speed equal to their Speed.
  REINFORCE EIDOLON 
  CANTRIP 1
  UNCOMMON
  ABJURATION
  CANTRIP
  SUMMONER
  Cast � verbal
  Range 100 feet; Targets your eidolon
  Duration 1 round
  You focus deeply on the link between you and your eidolon 
  and reinforce your eidolon’s defenses. Your eidolon gains a +1 
  status bonus to AC and saving throws, plus resistance to all 
  damage equal to half the spell’s level. Your eidolon can benefit 
  from either boost eidolon or reinforce eidolon, but not both. If 
  you cast one of them during the other’s duration, the newer 
  spell replaces the older spell.
  UNFETTER EIDOLON 
  FOCUS 1
  UNCOMMON
  ABJURATION
  SUMMONER
  Cast � somatic, verbal
  Range 100 feet; Targets your eidolon
  Duration 1 minute
  You loosen the link between yourself and your eidolon, allowing 
  them to travel farther from you for a short period of time. 
  While the spell is active, your eidolon can travel an unlimited 
  distance away from you. When the spell ends, if your eidolon 
  is more than 100 feet away from you, they unmanifest.
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  Secrets of Magic
  
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  26
  Secrets of Magic
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Core/PF 2E - Secrets of Magic Playtest.pdf