Adept of the Sacred Geometry

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Arithmetic! Algebra! Geometry! Grandiose trinity! Luminous triangle! Whoever has not known you is without sense!
Comte de Lautreamont

Glyphs, sigils, symbols, and runes are as old as magic itself. Even before the first mage scribed his first spell, the intricate lines, angles, and curves held great power. Mages using the humble detect magic spell have often commented on the web-like threads of magic that become visible when observing raw magic. The adept of the sacred geometry knows that the analogy is much too simple to describe the truth; they begin to perceive the greater patterns behind the seemingly random webs.

Through the application of advanced mathemagical principles, adepts unlock the Mysteries of the Sacred Geometry and find great power. Adepts of the sacred geometry understand that each spell can be represented by one perfect equation, one perfect geometric expression. They are masters of the underlying angles and curves behind the written word, and can sometimes circumvent the flow of magic through those runes, glyphs, and symbols to suit their own ends.

Adepts of the sacred geometry are almost exclusively wizards, and are usually quite skilled at abjuration, since manipulation of magical geometry often offers the most potent magical defense. Sorcerers and bards, who spontaneously cast spells, must usually multi-class in order to qualify for the prestige class. Also, they tend to approach magic from a more “intuitive” angle, and as such often find the intense study involved to be too boring.

NPC adepts of the sacred geometry are usually solitary scholars, although they often collaborate and correspond and sometimes hold meetings (referred to as “conventions”) during which members of the profession can interact and put forth new theories and discoveries made in the field.

Hit Die: d6


  • Skills: Linguistics 6 ranks, Disable Device 1 rank, Knowledge (arcana) 6 ranks, Perception 1 rank.
  • Feat: Scribe Scroll.
  • Spells: Able to prepare and cast 3rd-level arcane spells.

Class Skills

Craft (Int), Linguistics (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Perception (Wis), and Spellcraft (Int)

Skill Points at Each Level
: 2 + Int modifier.

LevelBase AttackFortRefWillSpecial AbilitiesSpells Per Day
1st +0 +0 +0 +1 Master of Glyphs, Sacred Sigil +1 level of existing arcane spellcasting class
2nd +1 +1 +1 +1 Geometric Shorthand +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +2 Glyph-Sensitive, Silent Spells +1 level of existing arcane spellcasting class
4th +2 +1 +1 +2 Suppress Symbols +1 level of existing arcane spellcasting class
5th +2 +2 +2 +3 Greater Sacred Sigil +1 level of existing arcane spellcasting class

Class Features

Weapon and Armor Proficiency: Adepts gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, an adept of the sacred geometry gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as a wizard’s bonus feats). If he had more than one arcane spellcasting class before becoming an adept, he must decide which class to add each level to for the purpose of determining spells per day and spells known.

Master of Glyphs: Through his studies into the geometric nature of magic, an adept of the sacred geometry expands his knowledge of magical geometry. The spells listed below (Adept of the Sacred Geometry Spells) are added to his spell list. He can prepare and cast these spells just like any other spell he knows. These spells are added to the adept’s spellbook as they become available.

Sacred Sigil (Su): Shapes and symbols hold great power. An adept of the sacred geometry learns to use this power, in conjunction with his skill at creating scrolls to circumvent some of the traditional material requirements for casting spells. A sacred sigil is an arcane diagram, similar to a scroll, that replaces for a spell’s verbal and material components (if any). When an adept casts a prepared spell, he can substitute a sacred sigil for the material and verbal components for that spell. When casting a spell in this manner, the sacred sigil replaces the need for standard components (except for focii). An adept can choose, at the time of casting, whether to use a sacred sigil or to cast the spell normally. Using a sacred sigil as part of a casting expends the sigil, just like normal material components. Sacred sigils are created in much the same! way as scrolls. Preparing a sacred sigil takes an hour and requires special inks costing 25 gp per spell level. Creating sacred sigils for spells with material components that cost more than 1gp (as listed in the spell description) also require rare and exotic inks with a cost equal to that of the component being replaced.

Geometric Shorthand (Ex): Realizing that any given spell can be represented through a complex geometric symbol, the adept of the sacred geometry develops a more efficient means of recording spells in his books. Beginning at 2nd level, an adept only needs a single page in his spellbook and one hour of work to record a spell. Scribing spells into a spellbook still costs the same per level (PFRPG p219). Of course, this geometric shorthand makes it difficult for other casters to decipher of transcribe these spells into their own books. The DC to decipher or copy a spell from the adept’s spellbook is +5 for those not inducted into the Mysteries of the Sacred Geometry (anyone not of the prestige class).

Glyph-Sensitive (Ex): All of the constant exposure to esoteric symbols, sigils, and glyphs that an adept deals with on a daily basis renders him rather adept at identifying potential hazards. At 3rd level, the adept can identify writing-based traps (glyphs, sigils, symbols, runes, etc) much like a rogue (PFRPG p102). The adept gains a bonus equal to his caster level on all Perception checks to find such dangerous writing. Further, an adept who passes within 10 feet of a dangerous glyph, sigil, symbol, or rune (or the danger threshold), gets a Perception check as if he were actively searching for a magic trap.

Silent Spells (Ex): At 3rd level, the adept of the sacred geometry becomes intuitively accustomed to substituting geometric symbols for verbal components. Adepts of the sacred geometry gain Silent Spell as a bonus feat, if they did not already possess it. Furthermore, the geometer can add the Silent Spell metamagic feat to any spell he casts with no ad! justment to the spell level (+0 spell level instead of +1 spell level), substituting complex somatic gestures for the verbal components.

Suppress Symbols (Su): Through his intense studies, an adept gains deeper understanding of how magic flows through runes, glyphs, and symbols. At 4th level, an adept can temporarily suppress magical wards based on glyphs, sigils, symbols, or runes. This ability functions like a targeted dispel magic (PFRPG p270) attempt. The adept gets a competence bonus equal to his class level on this check. If he succeeds, the adept can suppress the effects of the symbol for as long as he concentrates. A symbol must be visible to the adept in order to suppress it, and the adept must be within 10 feet of the danger threshold to make the attempt.

Greater Sacred Sigil (Ex): At 5th level, the adept of the sacred geometry becomes able to incorporate more powerful symbols into his sacred sigils, exceeding the energy that spellcasters of similar level can infuse into their spells. When he casts a spell in conjunction with a sigil prepared for it, he gains a +1 to his caster level for that casting.

Additional Spells

1st level spells
Entropic Shield

2nd level spells

3rd level spells
Glyph of Warding

4th level spells

5th level spells
True Seeing

6th level spells
Greater Glyph of Warding

7th level spells

8th level spells
Greater Spell Immunity

9th level spells

Author's Note: This is a revised version of the “Geometer” prestige class, first presented in “Complete Arcane,” modified and updated for the Pathfinder RPG.  An offering to my fellow geometry nerds out there.

Additional Ratings
Balance: 1 1 1 1 1 1 1 1 1 1 Rating 4.58 (19 Votes)
Utility: 1 1 1 1 1 1 1 1 1 1 Rating 4.76 (17 Votes)
Clarity: 1 1 1 1 1 1 1 1 1 1 Rating 4.88 (17 Votes)