#### **Shieldcasting (Su)**
A shieldmage does not suffer arcane spell failure chance from armor or shields they are proficient in, and they can complete somatic spell components with the hand wielding their bonded shield (though not other shields of the same type). If wearing armor or wielding a shield they are nonproficient in, then they suffer ASF chance, but reduce the total chance by 20% from the normal chance.
#### **Shieldmage's Challenge (Sp)** At 2nd level, a shieldmage learns the signature skill of their profession - casting a spell as a challenge. A challenge spell must be one which normally targets a single creature and does not have a target of 'self' or 'personal', and it may not have a casting time greater than 1 round. When cast as a challenge, you target both yourself and nearby allies, who must be within the spell's normal range unless it is normally touch range - up to two allies (which may not include yourself) by default, but this limit may increase with level. Rather than take effect immediately on completing the casting, any enemies nearby have a round to react: - If you are attacked, targeted with a spell from a hostile source, subject to a combat maneuver, affected by a hostile area-effect spell, or otherwise affected by a hostile action, the spell takes effect targeting only you before the hostile effect is applied, as if you had cast it on yourself normally at that time. - If, after one round, that *hasn't* occurred, the challenge ends and the spell takes effect on your selected allies. Treat this as though you had cast it on each of them individually, albeit simultaneously. They need not be in normal range for the spell, see table. All enemies within 50 ft. are immediately intuitively aware of this ability from when you begin casting until the challenge ends, though they will need to make Spellcraft and/or Sense Motive checks to determine which spell you have cast and which allies you are targeting.
The maximum number of targets to cover with a challenge is a function of the spell's circle and the shieldmage's highest spell circle. If the spell is of the highest circle they can cast, the challenge covers only two targets. For each circle lower it is, add one more target. For example, an 8th-level shieldmage can cast spells up to 4th circle. Their 4th-circle spells can be challenge-cast on two allies; their 3rd-circle spells can affect three allies, 2nd-circle four, 1st-circle five, and cantrips six. At 9th level, they will learn to cast 5th-circle spells; each of those ally numbers will increase by one, and the new 5th-circle spells will be able to affect two targets when challenge-cast.
#### **Shieldmage's Challenge (Sp)** At 2nd level, a shieldmage learns the signature skill of their profession - casting a spell as a challenge. A challenge spell must be one which normally targets a single creature and does not have a target of 'self' or 'personal', and it may not have a casting time greater than 1 round. When cast as a challenge, you target both yourself and nearby allies, who must be within the spell's normal range unless it is normally touch range - up to two allies (which may not include yourself) by default, but this limit may increase with level. Rather than take effect immediately on completing the casting, any enemies nearby have a round to react: - If you are attacked, targeted with a spell from a hostile source, subject to a combat maneuver, affected by a hostile area-effect spell, or otherwise affected by a hostile action, the spell takes effect targeting only you before the hostile effect is applied, as if you had cast it on yourself normally at that time. - If, after one round, that *hasn't* occurred, the challenge ends and the spell takes effect on your selected allies. Treat this as though you had cast it on each of them individually, albeit simultaneously. They need not be in normal range for the spell, see table. All enemies within 50 ft. are immediately intuitively aware of this ability from when you begin casting until the challenge ends, though they will need to make Spellcraft and/or Sense Motive checks to determine which spell you have cast and which allies you are targeting.
The maximum number of targets to cover with a challenge is a function of the spell's circle and the shieldmage's highest spell circle. If the spell is of the highest circle they can cast, the challenge covers only two targets. For each circle lower it is, add one more target. For example, an 8th-level shieldmage can cast spells up to 4th circle. Their 4th-circle spells can be challenge-cast on two allies; their 3rd-circle spells can affect three allies, 2nd-circle four, 1st-circle five, and cantrips six. At 9th level, they will learn to cast 5th-circle spells; each of those ally numbers will increase by one, and the new 5th-circle spells will be able to affect two targets when challenge-cast.
###### Table: Challenge Casting Time
| Base casting time | Challenge casting time |
|:---:|:---:|
Swift action or less | Standard action
Move or standard action | Full-round action
Full-round action | 1 round
1 round | Two full-round actions
###### Table: Challenge Casting Range
| Base range | Challenge casting range |
|:---:|:---:|
Touch | 5 ft. + 5 ft./3 caster levels
5 ft. - 20 ft. | Triple base
25 ft. - 50 ft. | Double base
Short, medium, long | As base
Other | Base or 50 ft. if longer
#### **Esoteric Wards (Ex)**
At 4th level and every 4 levels thereafter, a shieldmage learns a new protective spell they can add to their arsenal, after study and experimentation made it compatible with their bonded shield. This must be a wizard or witch spell of a circle they can already cast, and must be of the abjuration school without express DM permission. (Many transmutation or divination spells have a protective nature and may be suitable spells to permit.) From this point forward, that spell is considered to be on the shieldmage spell list at the same spell circle for this shieldmage's purposes. This does not transfer to other shieldmages without significant further study and experimentation. Once chosen, this spell cannot be changed.
#### **Martial Training (Ex)** At 3rd level and every level divisible by three, a shieldmage gains a bonus combat feat from the following list. They must meet the normal prerequisites for this feat. From 6th level onward, for the purposes of learning feats on this list, they count as having a fighter level equal to their shieldmage level -5. (This applies even if they are gaining one of these feats by another means.) With the DM's approval, other combat feats which require Improved Shield Bash, Saving Shield, Shield Focus, or Weapon Focus(shield bash) may be added to this list.
#### **Phasellus suscipit (Su)** At 5th level, suscipit malesuada neque volutpat blandit. In congue orci et neque scelerisque sagittis nec at diam. Aliquam eu interdum velit, sit amet sagittis enim. Nunc dignissim lacinia nisi, id imperdiet turpis mattis nec. Donec efficitur commodo venenatis. Morbi vitae dui ac eros condimentum imperdiet. Morbi consectetur sollicitudin hendrerit. Phasellus enim nulla, pulvinar vitae augue tempor, consectetur dignissim ligula. Etiam sodales fermentum consectetur. Pellentesque auctor neque sed nisl cursus, ac viverra turpis commodo. Nullam lobortis, turpis ut porttitor egestas, elit felis porta lorem, eu faucibus tellus risus eu mi. Curabitur sed viverra tortor, vel congue diam. Aliquam vel augue at dui efficitur tristique. Donec efficitur lobortis sapien, in posuere nisl imperdiet id. Etiam non enim dui. Fusce imperdiet nunc vel interdum volutpat.
#### **Aid Recovery (Su)** At 6th level, the shieldmage learns to help protect even those who have already fallen victim to enemy action. As a standard action, a touched creature (other than the shieldmage) may make an additional save for each ongoing hostile effect currently affecting them that allows a save. A success means that most or all of the effect ends, as if they had made their initial save. (Portions of the effect that persist even on a successful save are unaffected, and instantaneous consequences that have already occurred such as ability damage are not removed.) This ability may be used once per day per point of the shieldmage's Wisdom modifier, minimum once, and an additional use per day for every three levels beyond 6th. At 10th level, this may affect a target within 30 ft. rather than touch range, and may affect the shieldmage themself. From 14th level, the shieldmage may expend two uses to affect all creatures within 30 ft. At 18th level, this may be used as a move action.
#### **Lorem ipsum (Sp)** Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc dapibus lectus blandit mi varius ultrices. Sed id commodo orci. Pellentesque scelerisque nibh sem, ac fermentum lacus posuere ac. Ut ultrices ex dolor, non consequat tellus pretium id. Curabitur eget sodales neque. Mauris non dapibus tortor. Etiam vel orci eu augue consectetur tempus a rhoncus quam. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Phasellus pretium id neque ut finibus. Etiam vulputate vehicula faucibus. Pellentesque ligula velit, commodo at mauris efficitur, faucibus sodales nisl. Morbi sapien nunc, posuere vel porttitor eget, consectetur non lorem. Nam suscipit feugiat libero, at cursus mi scelerisque eu. Cras pretium metus ut diam laoreet imperdiet. Donec non turpis nec odio ullamcorper egestas.
#### **Traveling Bastion (Su)** At 20th level, the shieldmage has surpassed the need to use spells to protect those nearby. All allies withn 60 ft. may use the shieldmage's save bonuses rather than their own (if better), shieldmage's challenge may now affect up to four allies for 7th-9th circles and twelve for all lower circles, and whenever the shieldmage casts a spell normally on an ally (not via shieldmage's challenge), they may also give that ally the benefit of aid recovery without expending a daily use of that ability or an additional action.
#### **Martial Training (Ex)** At 3rd level and every level divisible by three, a shieldmage gains a bonus combat feat from the following list. They must meet the normal prerequisites for this feat. From 6th level onward, for the purposes of learning feats on this list, they count as having a fighter level equal to their shieldmage level -5. (This applies even if they are gaining one of these feats by another means.) With the DM's approval, other combat feats which require Improved Shield Bash, Saving Shield, Shield Focus, or Weapon Focus(shield bash) may be added to this list.
Covering Defense, Covering Shield, Defended Movement, Feint Defender, Greater Ray Shield, Greater Shield Focus, Greater Shield Specialization, Guarded Charge, Improved Shield Bash, Improved Shield Focus, Missile Shield, Mobile Bulwark Style, Mobile Fortress, Mobile Stronghold, Ray Shield, Saving Shield, Shield Brace, Shielded Mage, Shielded Stand, Shield Focus, Shield Master, Shield Slam, Shield Snag, Shield Specialization, Shield Wall, Stumbling Bash, Toppling Bash, Unhindering Shield, Upsetting Shield Style, Upsetting Strike, Upsetting Vengeance, Wall's Stance, Weapon Focus(shield bash), Weapon Trick(weapon and shield)
#### **Phasellus suscipit (Su)** At 5th level, suscipit malesuada neque volutpat blandit. In congue orci et neque scelerisque sagittis nec at diam. Aliquam eu interdum velit, sit amet sagittis enim. Nunc dignissim lacinia nisi, id imperdiet turpis mattis nec. Donec efficitur commodo venenatis. Morbi vitae dui ac eros condimentum imperdiet. Morbi consectetur sollicitudin hendrerit. Phasellus enim nulla, pulvinar vitae augue tempor, consectetur dignissim ligula. Etiam sodales fermentum consectetur. Pellentesque auctor neque sed nisl cursus, ac viverra turpis commodo. Nullam lobortis, turpis ut porttitor egestas, elit felis porta lorem, eu faucibus tellus risus eu mi. Curabitur sed viverra tortor, vel congue diam. Aliquam vel augue at dui efficitur tristique. Donec efficitur lobortis sapien, in posuere nisl imperdiet id. Etiam non enim dui. Fusce imperdiet nunc vel interdum volutpat.
#### **Aid Recovery (Su)** At 6th level, the shieldmage learns to help protect even those who have already fallen victim to enemy action. As a standard action, a touched creature (other than the shieldmage) may make an additional save for each ongoing hostile effect currently affecting them that allows a save. A success means that most or all of the effect ends, as if they had made their initial save. (Portions of the effect that persist even on a successful save are unaffected, and instantaneous consequences that have already occurred such as ability damage are not removed.) This ability may be used once per day per point of the shieldmage's Wisdom modifier, minimum once, and an additional use per day for every three levels beyond 6th. At 10th level, this may affect a target within 30 ft. rather than touch range, and may affect the shieldmage themself. From 14th level, the shieldmage may expend two uses to affect all creatures within 30 ft. At 18th level, this may be used as a move action.
#### **Lorem ipsum (Sp)** Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc dapibus lectus blandit mi varius ultrices. Sed id commodo orci. Pellentesque scelerisque nibh sem, ac fermentum lacus posuere ac. Ut ultrices ex dolor, non consequat tellus pretium id. Curabitur eget sodales neque. Mauris non dapibus tortor. Etiam vel orci eu augue consectetur tempus a rhoncus quam. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Phasellus pretium id neque ut finibus. Etiam vulputate vehicula faucibus. Pellentesque ligula velit, commodo at mauris efficitur, faucibus sodales nisl. Morbi sapien nunc, posuere vel porttitor eget, consectetur non lorem. Nam suscipit feugiat libero, at cursus mi scelerisque eu. Cras pretium metus ut diam laoreet imperdiet. Donec non turpis nec odio ullamcorper egestas.
#### **Traveling Bastion (Su)** At 20th level, the shieldmage has surpassed the need to use spells to protect those nearby. All allies withn 60 ft. may use the shieldmage's save bonuses rather than their own (if better), shieldmage's challenge may now affect up to four allies for 7th-9th circles and twelve for all lower circles, and whenever the shieldmage casts a spell normally on an ally (not via shieldmage's challenge), they may also give that ally the benefit of aid recovery without expending a daily use of that ability or an additional action.
# Spell List
## Cantrips
detect magic, detect poison, light, mage hand, mending, message, read magic, resistance, stabilize, touch of fatigue
## 1st circle
abjuring step, air bubble, alarm, anticipate peril, bed of iron, deathwatch, endure elements, feather fall, mage armour, liberating command, magic missile, peacebond, protection from chaos/evil/good/law, remove fear, shield, stunning barrier, swift girding, vanish
## 2nd circle
arcane lock, bear's endurance, blur, cat's grace, death from below, detect thoughts, detect magic (greater), glitterdust, kinetic reverberation, nondetection (lesser), owl's wisdom, protection from arrows, resist energy.
## 3rd circle
## 4th circle
## 5th circle
## 6th circle
## 7th circle
## 8th circle
## 9th circle
Shieldmage
Class
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