Frozen Empires: Magic of the North
The magic of the Frozen North is vibrant and savage—much like those who practice it. Spells are not invoked by tongue-twisting arcane formula but by mocking rhymes and shouted challenges. It’s magic with a price that’s never paid lightly; men hang themselves to learn runes of power as Odin did. Grudge magic harnesses the pain and suffering of the caster, taxing their resolve as deeply as it does the bodies of their enemies. Enchanted swords cleave bone and stone with equal ease but also demand that blood is spilled when they are drawn. Magic in the Frozen North isn’t an easy road to power. Whether you fight with sword and spear or rune and incantation, only the strong survive!
Improved Familiar: Huginn’s Horde (Feat)
Odin’s divine ravens send their brethren to serve you as a swarm.
Prerequisites: Raven familiar, 5th level, good standing with Odin.
Benefit: A flock of ravens joins your familiar, forming a CR 2 swarm…
Huginn’s horde follows the normal rules for both familiars and swarms except as noted here: all ravens speak the same language as your familiar. They have a single intelligence and can be affected by mind-effecting spells. You suffer no ill effects from sharing a square with your own swarm. You can dismiss the flock at any time, retaining your normal raven familiar but summoning them anew follows the standard rules (see Pathfinder Roleplaying Game Core Rulebook). Reducing the flock to 0 hp causes it to break up and has a 50% chance of killing your raven familiar.
Use the statistics for a bat swarm for the raven flock, replacing blindsense and bleed with the ability to cast divination (1/week).
Spiteful Weapon (Spell)
School necromancy; Level cleric 3, druid 4, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (melee weapon that inflicted damage on the target in the last hour)
Range close (25 ft. + 5ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will half (see text); Spell Resistance yes
You create a mystic connection between the target of the spell and a melee weapon that has recently injured the target. A portion of any injuries received by the wielder of the weapon are transferred to the target. A maximum of 6 hp/round can be inflicted (maximum 10 rounds). The wielder of the weapon can choose to self-inflict up to 6 hp/round.
Both the target and the weapon must be within range when the spell is cast, but the connection remains intact for the duration regardless of distance as long as both target and weapon remain on the same plane. If the target or the weapon’s wielder receives any healing magic during the spell’s duration, the connection is broken. With a successful Will save, the target receives only 1/2 damage/round.
Yr Stones (Item)
Aura: faint transmutation; CL 7th
Slot neck Price 9,000gp Weight 1/2 lb.
This item is a strand of 10 flat black stones on a knotted leather thong, each carved with the “Yr” rune and roughly the size of a typical gold piece. They are often worn as a necklace, found glued into a gauntlet or helmet, or woven into cloaks or beards. When a single stone is removed and thrown into a snow bank, it creates a 6-ft. diameter hollow sphere with an opening located at the point of impact. This will not affect any substance other than snow, and if the area is less than 6 ft. deep, the sphere will terminate where another substance is encountered. The sphere collapses once 2 days have passed.
If two stones are tossed onto solid ice they create a 10-ft.-diameter, flat-bottom half-sphere inside the ice. The entrance will be located at the point of impact. This chamber will not collapse unless intentionally destroyed.
Regardless of the number of stones used, they disappear upon impact.
Requirements Craft Wondrous Item, control water; Cost 4,500 gp
(This post is Product Identity.)