Demon Cults 1: The Emerald Order for Pathfinder RPG is available at Paizo and at DriveThruRPG.
A secret society of cultists devoted to Thoth-Hermes, this sinister sect guards the Emerald Tablet: a collection of knowledge carved into plates of transparent, nigh-indestructible verdant stone. Some members of its inner circle have tapped into the innate power invested in the gemstone, creating new items and fearsome monsters. The Emerald Order guards the tablet zealously – and outsiders who discover their secrets find swift and often fatal retribution.
Demon Cults: The Emerald Order details:
The cult’s leaders, organization and goals
Cult activities and adventure hooks
New prestige class: Disciple of the Emerald Esoterica
New magic items – Ioun Stone: Emerald Shard and the Emerald Tablet of Thoth-Hermes itself
The full moon shines down on the ruined farm. Bodies lie scattered across the barnyard in pools of congealed black blood. The first sign is dry rattling cracks from all around you, and then hundreds of little avian skeletons emerge from the surrounding area and move toward you, empty eye sockets implacably staring.
Doom fowl are swarms of the animated skeletons of chickens, ducks, geese, and other common barnyard fowl. Never ones to waste resources, the gnomes of Neimheim developed a variant usage of animate dead to turn the dead flocks of raided farms into a source of horrible minions. The resulting swarms of undead fowl often incorporate nearby materials into their incomplete skeletons, a feature that the gnomes quickly realized allowed them to augment their creations.
Components V, S, F (scrap of parchment with name of tome)
Effect Summons a ghostly tome or parchment
Duration 1 hour/level or special see text
Saving Throw *See text Spell Resistance no
You call forth an ethereal tome or parchment that has no living copy and that you either know the proper name of or an adequate description of (may require Knowledge check.) This can be used to summon a lost or damaged spell book, but if the summoned tome is used to memorize a spell, the duration of the spell ends and discharges a negative energy burst equal to 1d6/level of the spell memorized (DC is same as if channeled by caster, Fort save for 1/2 damage.) Illustrations, maps, schematics, and architectural plans may be summoned provided they have text. Any text summoned will be as written the day it was completed, thus the caster must be able to read the language in which the text is written. If a copy of the text exists on the Prime Material Plane, the caster will be aware of it as though they had cast a locate object spell in place of the normal effect.
Another element of lost magic came our way, this time from Denver Edwards. This one has more of a metamagic element to it, which you might embrace in your game as is or soften through the use of more story elements. If you’re the GM, ask the player to describe how the caster’s knowledge of this ancient lore plays out in the mind’s eye during casting, for example, which can help you build more lush world detail into your game, plus personalize that character’s casting style and define what others see when this character casts spells.
School evocation; Level bard 3, sorcerer/wizard 3, witch 3 Casting Time 1 swift action Components V Range personal Target you Duration instant
By pronouncing an ancient syllable first spoken at the dawn of creation, you instantly know the optimal way to modify your next spell in a way you desire.
You can add any one metamagic feat (you do not need to know the feat) of your choice to the next spell you cast before the beginning of your next turn without increasing the spell level or casting time, so long as the total modified spell level of the spell is not above a level you can normally cast.
The list of metamagic feats you can choose from is based on your caster level. At 5th level, you can select metamagic feats with a +1 spell level modifier. Every four caster levels, the spell level modifier of the metamagic feat you can choose from increases by 1 (+2 at 9th, +3 at 13th, to a maximum of +4 at 17th).
At 17th level, if you select Quicken Spell to modify a spell, you can cast that spell as a free action if it is cast before the beginning of your next turn.
School divination (scrying); Level druid 1, ranger 1 Casting Time 1 standard action Components V, S, F (handful of earth) Range see text Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes
To cast this spell, you must have placed a handful of earth upon the creature you wish to track. Druids often attach small bags with earth to creatures they wish to protect or keep an eye on, and rangers may slip it in pouches or inside boots, usually without the target noticing.
When you cast this spell, magical tracks appear on the ground that can clearly be distinguished only by its caster. Depending on your preference, the tracks may appear as a silver thread, a golden footprint, burning marks upon the earth, or your own design. The magical tracks remain visible for the duration of this spell. If the target is reduced to 0 or fewer hit points, its tracks disappears.