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Falconry
Feydark Illusionist
Harper Agent
Horizon Walker
Inquisitive
Vistani Knife Fighter
Feydark Illusionist
Universal Enhancement Tree

Feydark Illusionist

Feydark Explorer 0/3
Feydark Explorer
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Spellcraft, Move Silently, and Concentration
Familiar's Flourish I 0/1
Familiar's Flourish I
Ranks: 1 Cost: 2 AP Requires: 1 AP
While your Familiar is by your side, you may use Charisma as your weapon's to-hit modifier.
Twist Reality 0/1
Twist Reality
Ranks: 1 Cost: 2 AP Requires: 1 AP
Offensive Illusion spells reduce enemies' Will saves by 1 for 10 seconds. This stacks 3 times.
Study the Arcane 0/3
Study the Arcane
Ranks: 3 Cost: 1 AP Requires: 1 AP
+30 Maximum Spellpoints
Illusory Weaponry 0/1
Illusory Weaponry
Ranks: 1 Cost: 2 AP Requires: 1 AP
You have studied Illusion to the point where you can craft more permanent manifestations of Shadow. This grants both the ability to conjure physical Shadowblades to wield as weapons as well as the ability to enchant your current weapons to be more powerful.

Shadowblades are Shortswords made of Force and may use your Charisma modifier for their attack and damage. As you level up, they will become more powerful. If you unequip your Shadowblades, they will dissapate into nothingness and must be summoned again.

Enchanting your weapons to become Shadowblades will change their material type to Force and grant them additional bonuses. This is considered an Item Enchantment.
Reality Bulwark 0/3
Reality Bulwark
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to all Saving Throws
Familiar's Flourish II 0/1
Familiar's Flourish II
Ranks: 1 Cost: 2 AP Requires: 5 AP
While your Familiar is by your side, you may use Charisma as your weapon's damage modifier.
Bend Light 0/1
Bend Light
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your studies of the Illusion school have manifested to protect you, making you slightly harder to see. You gain the benefits of the Blur spell.

When you cast the Blur spell on yourself or an ally, it now also briefly grants Invisibility and a +3 bonus to Armor Class. The AC bonus will linger as long as the Invisibility does.
You've Got My Back 0/1
You've Got My Back
Ranks: 1 Cost: 2 AP Requires: 5 AP
Your familiar draws ambient and offensive magicks to it, protecting you from Magic Missiles as if you had the benefits of the Shield spell. In addition, the Shield spell now provides +10 Physical Resistance Rating, and the Nightshield spell now provides +10 Magical Resistance Rating.
Shadowblade 0/3
Shadowblade
Ranks: 3 Cost: 1 AP Requires: 5 AP
Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Spell Penetration 0/3
Spell Penetration
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Spell Penetration
Distract 0/1
Distract
Ranks: 1 Cost: 2 AP Requires: 10 AP
Your familiar appears at a targeted location, acting as a distraction and attracting the attention of monsters who may be searching for you in the area. This will only successfully distract monsters who are not actively attacking. This ability may be used without breaking Stealth or Invisibility.
Magical Attunement I 0/1
Magical Attunement I
Ranks: 1 Cost: 2 AP Requires: 10 AP
+2% Force Spell Critical Chance, +1% Universal Spell Critical Chance
Refraction 0/1
Refraction
Ranks: 1 Cost: 2 AP Requires: 10 AP
When hit or missed in combat, there is a small chance you will reactively turn Invisible for a short duration. In addition, while under the effects of any source of Invisibility, you gain +15% Missile Deflection.
Intelligence, Wisdom, or Charisma 0/1
Intelligence, Wisdom, or Charisma
Ranks: 1 Cost: 2 AP Requires: 10 AP
Choose an ability to improve
Be My Eyes 0/1
Be My Eyes
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your familiar grants you the benefits of the True Seeing spell, and will automatically find Spell Wards for you.
Fan of Shadowblades 0/3
Fan of Shadowblades
Ranks: 3 Cost: 1 AP Requires: 20 AP
Fan a series of Shadowblades outwards into a wide cone. The enemies struck take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Magical Attunement II 0/1
Magical Attunement II
Ranks: 1 Cost: 2 AP Requires: 20 AP
+2% Force Spell Critical Chance, +1% Universal Spell Critical Chance
Improved Shadowblades 0/3
Improved Shadowblades
Ranks: 3 Cost: 1 AP Requires: 20 AP
All of your Shadowblades spells, attacks with weapons that have been imbued by Shadow, and attacks with conjured Shadowblades apply 1 stack of Shattermantle when they damage an enemy.
Intelligence, Wisdom, or Charisma 0/1
Intelligence, Wisdom, or Charisma
Ranks: 1 Cost: 2 AP Requires: 20 AP
Choose an ability to improve
Illusory Augmentation 0/1
Illusory Augmentation
Ranks: 1 Cost: 2 AP Requires: 30 AP
+1 Illusion DCs. The feats Augment Summoning and Improved Augment Summoning now each empower your familiar as well, and will each grant you +5 Force Spell Power and an additional +1 Illusion DCs.
Permanent Displacement 0/1
Permanent Displacement
Ranks: 1 Cost: 2 AP Requires: 30 AP
You are Displaced, as if you had cast the spell Displacement.
Magical Attunement III 0/1
Magical Attunement III
Ranks: 1 Cost: 2 AP Requires: 30 AP
+2% Force Spell Critical Chance, +2% Universal Spell Critical Chance
Ring of Shadowblades 0/3
Ring of Shadowblades
Ranks: 3 Cost: 1 AP Requires: 30 AP
Conjure a large ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Force in Tandem 0/1
Force in Tandem
Ranks: 1 Cost: 2 AP Requires: 30 AP
Your familiar grants you +10 force spellpower, 10 Universal spellpower, and 5% Force absorption. These bonuses are temporarily doubled if you cross the barrier of a ring of Shadowblades.
Core Enhancements
Find Familiar 0/1
Find Familiar
Ranks: 1 Cost: 1 AP
Select a Familiar to accompany you on your adventures. For each Core Ability you take in this tree, your Familiar will level up.

REQUIRES: Magical Training feat.
Intelligence, Wisdom, or Charisma 0/1
Intelligence, Wisdom, or Charisma
Ranks: 1 Cost: 2 AP Requires: 5 AP
Choose an ability to improve
Greater Color Spray 0/1
Greater Color Spray
Ranks: 1 Cost: 1 AP Requires: 10 AP
You may cast the spell Greater Color Spray as a Spell-Like Ability.

Greater Color Spray: Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC 17 + Highest of Int/Wis/Cha Mod + Illusion Bonuses.
Intelligence, Wisdom, or Charisma 0/1
Intelligence, Wisdom, or Charisma
Ranks: 1 Cost: 2 AP Requires: 20 AP
Choose an ability to improve
Familiar's Reach 0/1
Familiar's Reach
Ranks: 1 Cost: 1 AP Requires: 30 AP
+1 Illusion DCs. Your familiar carries spells further than you would normally be able to cast them. Your spells benefit from the Enlarge Metamagic at no additional cost.
Master Illusionist 0/1
Master Illusionist
Ranks: 1 Cost: 1 AP Requires: 40 AP
Active: Shroud you and your party members, regardless of location, in illusory magic that disguises their location. They gain 95% Concealment for 15 seconds. Cooldown: 3 minutes.

Passive: +2 Intelligence, Wisdom, and Charisma. +2 Illusion DCs.
Core Enhancements
Enhancement Description
Find Familiar Find Familiar
Select a Familiar to accompany you on your adventures. For each Core Ability you take in this tree, your Familiar will level up.

REQUIRES: Magical Training feat.
Find Familiar: White CatFamiliar Toggle: Summons your chosen familiar, a white cat, to your side. Familiars will follow you and can assist in your magical endeavors. For each Core ability spent in this tree, including this one, your Familiar grants you +5 Force and +5 Universal Spellpower.
Find Familiar: Illusory SpriteFamiliar Toggle: Summons your chosen familiar, an Illusory Sprite, to your side. Familiars will follow you and can assist in your magical endeavors. For each Core ability spent in this tree, including this one, your Familiar grants you +5 Force and +5 Universal Spellpower.
Find Familiar: White TressymFamiliar Toggle: Summons your chosen familiar, a white tressym, to your side. Familiars will follow you and can assist in your magical endeavors. For each Core ability spent in this tree, including this one, your Familiar grants you +5 Force and +5 Universal Spellpower.
Find Familiar: FoxFamiliar Toggle: Summons your chosen familiar, a fox, to your side. Familiars will follow you and can assist in your magical endeavors. For each Core ability spent in this tree, including this one, your Familiar grants you +5 Force and +5 Universal Spellpower.
Find Familiar: PseudodragonFamiliar Toggle: Summons your chosen familiar, a pseudodragon, to your side. Familiars will follow you and can assist in your magical endeavors. For each Core ability spent in this tree, including this one, your Familiar grants you +5 Force and +5 Universal Spellpower.
AP Cost
1
Ranks
1
Progression
0
Intelligence, Wisdom, or Charisma Intelligence, Wisdom, or Charisma
Choose an ability to improve
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
5
Prereqs
Find Familiar
Greater Color Spray Greater Color Spray
You may cast the spell Greater Color Spray as a Spell-Like Ability.

Greater Color Spray: Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC 17 + Highest of Int/Wis/Cha Mod + Illusion Bonuses.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Intelligence, Wisdom, or Charisma
Intelligence, Wisdom, or Charisma Intelligence, Wisdom, or Charisma
Choose an ability to improve
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Prereqs
Greater Color Spray
Familiar's Reach Familiar's Reach
+1 Illusion DCs. Your familiar carries spells further than you would normally be able to cast them. Your spells benefit from the Enlarge Metamagic at no additional cost.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Intelligence, Wisdom, or Charisma
Master Illusionist Master Illusionist
Active: Shroud you and your party members, regardless of location, in illusory magic that disguises their location. They gain 95% Concealment for 15 seconds. Cooldown: 3 minutes.

Passive: +2 Intelligence, Wisdom, and Charisma. +2 Illusion DCs.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Familiar's Reach
Tier 1
Enhancement Description
Feydark Explorer Feydark Explorer
Rank 1
+1 Spellcraft, Move Silently, and Concentration
Rank 2
+2 Spellcraft, Move Silently, and Concentration
Rank 3
+3 Spellcraft, Move Silently, and Concentration, +1 Use Magic Device
AP Cost
1
Ranks
3
Progression
1
Familiar's Flourish I Familiar's Flourish I
While your Familiar is by your side, you may use Charisma as your weapon's to-hit modifier.
AP Cost
2
Ranks
1
Progression
1
Twist Reality Twist Reality
Offensive Illusion spells reduce enemies' Will saves by 1 for 10 seconds. This stacks 3 times.
AP Cost
2
Ranks
1
Progression
1
Study the Arcane Study the Arcane
Rank 1
+30 Maximum Spellpoints
Rank 2
+60 Maximum Spellpoints
Rank 3
+100 Maximum Spellpoints
AP Cost
1
Ranks
3
Progression
1
Illusory Weaponry Illusory Weaponry
You have studied Illusion to the point where you can craft more permanent manifestations of Shadow. This grants both the ability to conjure physical Shadowblades to wield as weapons as well as the ability to enchant your current weapons to be more powerful.

Shadowblades are Shortswords made of Force and may use your Charisma modifier for their attack and damage. As you level up, they will become more powerful. If you unequip your Shadowblades, they will dissapate into nothingness and must be summoned again.

Enchanting your weapons to become Shadowblades will change their material type to Force and grant them additional bonuses. This is considered an Item Enchantment.
AP Cost
2
Ranks
1
Progression
1
Tier 2
Enhancement Description
Reality Bulwark Reality Bulwark
Rank 1
+1 to all Saving Throws
Rank 2
+2 to all Saving Throws
Rank 3
+3 to all Saving Throws. You are now immune to Fear.
AP Cost
1
Ranks
3
Progression
5
Familiar's Flourish II Familiar's Flourish II
While your Familiar is by your side, you may use Charisma as your weapon's damage modifier.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Familiar's Flourish I
Bend Light Bend Light
Your studies of the Illusion school have manifested to protect you, making you slightly harder to see. You gain the benefits of the Blur spell.

When you cast the Blur spell on yourself or an ally, it now also briefly grants Invisibility and a +3 bonus to Armor Class. The AC bonus will linger as long as the Invisibility does.
AP Cost
2
Ranks
1
Progression
5
You've Got My Back You've Got My Back
Your familiar draws ambient and offensive magicks to it, protecting you from Magic Missiles as if you had the benefits of the Shield spell. In addition, the Shield spell now provides +10 Physical Resistance Rating, and the Nightshield spell now provides +10 Magical Resistance Rating.
AP Cost
2
Ranks
1
Progression
5
Shadowblade Shadowblade
Rank 1
Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Rank 2
Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Rank 3
Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Spell Penetration Spell Penetration
Rank 1
+1 Spell Penetration
Rank 2
+2 Spell Penetration
Rank 3
+3 Spell Penetration
AP Cost
1
Ranks
3
Progression
10
Distract Distract
Your familiar appears at a targeted location, acting as a distraction and attracting the attention of monsters who may be searching for you in the area. This will only successfully distract monsters who are not actively attacking. This ability may be used without breaking Stealth or Invisibility.
AP Cost
2
Ranks
1
Progression
10
Magical Attunement I Magical Attunement I
+2% Force Spell Critical Chance, +1% Universal Spell Critical Chance
AP Cost
2
Ranks
1
Progression
10
Refraction Refraction
When hit or missed in combat, there is a small chance you will reactively turn Invisible for a short duration. In addition, while under the effects of any source of Invisibility, you gain +15% Missile Deflection.
AP Cost
2
Ranks
1
Progression
10
Intelligence, Wisdom, or Charisma Intelligence, Wisdom, or Charisma
Choose an ability to improve
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Be My Eyes Be My Eyes
Your familiar grants you the benefits of the True Seeing spell, and will automatically find Spell Wards for you.
AP Cost
2
Ranks
1
Progression
20
Fan of Shadowblades Fan of Shadowblades
Rank 1
Fan a series of Shadowblades outwards into a wide cone. The enemies struck take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Rank 2
Fan a series of Shadowblades outwards into a wide cone. The enemies struck take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Rank 3
Fan a series of Shadowblades outwards into a wide cone. The enemies struck take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
AP Cost
1
Ranks
3
Progression
20
Magical Attunement II Magical Attunement II
+2% Force Spell Critical Chance, +1% Universal Spell Critical Chance
AP Cost
2
Ranks
1
Progression
20
Prereqs
Magical Attunement I
Improved Shadowblades Improved Shadowblades
Rank 1
All of your Shadowblades spells, attacks with weapons that have been imbued by Shadow, and attacks with conjured Shadowblades apply 1 stack of Shattermantle when they damage an enemy.
Rank 2
All of your Shadowblades spells, attacks with weapons that have been imbued by Shadow, and attacks with conjured Shadowblades apply 2 stacks of Shattermantle when they damage an enemy, adding 1 stack of Shattermantle for subsequent attacks.
Rank 3
All of your Shadowblades spells, attacks with weapons that have been imbued by Shadow, and attacks with conjured Shadowblades apply 3 stacks of Shattermantle when they damage an enemy, adding 1 stack of Shattermantle for subsequent attacks.
AP Cost
1
Ranks
3
Progression
20
Intelligence, Wisdom, or Charisma Intelligence, Wisdom, or Charisma
Choose an ability to improve
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Prereqs
Intelligence, Wisdom, or Charisma
Tier 5
Enhancement Description
Illusory Augmentation Illusory Augmentation
+1 Illusion DCs. The feats Augment Summoning and Improved Augment Summoning now each empower your familiar as well, and will each grant you +5 Force Spell Power and an additional +1 Illusion DCs.
AP Cost
2
Ranks
1
Progression
30
Permanent Displacement Permanent Displacement
You are Displaced, as if you had cast the spell Displacement.
AP Cost
2
Ranks
1
Progression
30
Magical Attunement III Magical Attunement III
+2% Force Spell Critical Chance, +2% Universal Spell Critical Chance
AP Cost
2
Ranks
1
Progression
30
Prereqs
Magical Attunement II
Ring of Shadowblades Ring of Shadowblades
Rank 1
Conjure a large ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Rank 2
Conjure a large ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
Rank 3
Conjure a large ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level up to a maximum Caster Level of 20, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.
AP Cost
1
Ranks
3
Progression
30
Force in Tandem Force in Tandem
Your familiar grants you +10 force spellpower, 10 Universal spellpower, and 5% Force absorption. These bonuses are temporarily doubled if you cross the barrier of a ring of Shadowblades.
AP Cost
2
Ranks
1
Progression
30