Feydark Illusionist enhancements

This tree is a universal casting tree that enhances your spellcasting and allows you to create Illusions to befuddle your enemies and summon a familiar to your side. This familiar cannot fight or die, and will not be targeted by monsters, much like a Falconry bird. Feydark Illusionist requires the feat Magical Training in order to access.

Cores
Find Familiar Requires Magical Training Feat. Multiselector:
 * Find Familiar: Fox Familiar Toggle: Summons your chosen familiar, a fox, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
 * Find Familiar: Illusory Sprite Familiar Toggle: Summons your chosen familiar, an Illusory Sprite, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
 * Find Familiar: Pseudodragon Familiar Toggle: Summons your chosen familiar, a pseudodragon, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
 * Find Familiar: White Cat Familiar Toggle: Summons your chosen familiar, a cat, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.
 * Find Familiar: White Tressym Familiar Toggle: Summons your chosen familiar, a white tressym, to your side. Familiars will follow you and can assist in your magical endeavors. +2 Spellcraft while toggled on.

Ability Score Multiselector
 * Intelligence +1 Intelligence
 * Wisdom +1 Wisdom
 * Charisma +1 Charisma

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 dissipate 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.

Ability Score Multiselector
 * Intelligence +1 Intelligence
 * Wisdom +1 Wisdom
 * Charisma +1 Charisma

Familiar's Force +1 to Illusion DCs. Your familiar now grants you +10 Force and Universal Spellpower.

Master Illusionist +2 Intelligence, Wisdom, and Charisma. +2 Illusion DCs. Your familiar now grants an additional +20 Force and Universal Spellpower.

Tier 1
Feydark Explorer +1/2/3 Spellcraft, Diplomacy, and Concentration. Rank 3: +1 Use Magic Device

Familiar's Flourish I While your familiar is by your side, you may use Charisma as your weapon's to-hit modifier.

Twist Reality Offensive Illusion spells reduce your enemies' Will saves by 1 for 10 seconds. This stacks 3 times.

Study the Arcane +30/60/100 Maximum Spellpoints

Illusory Armor Spell Points: 30/20/10. Cooldown: 5 Seconds. You may cast the spell Mage Armor as a Spell-Like Ability. In addition, while under the benefits of any Mage Armor, you gain +2/4/6 Magical Resistance Rating.

Tier 2
Enhanced Invisibility Spell Points: 30/20/10. Cooldown: 5 Seconds. You may cast the spell Invisibility as a Spell-Like Ability. In addition, while under the effects of any source of Invisibility, you gain +3 Saves vs Traps.

Familiar's Flourish II While your familiar is by your side, you may use Charisma as your weapon's damage modifier.

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.

You've Got My Back Your Familiar draws ambient and offensive magiks to it, protecting you from Magic Missiles as if you had the benefits of the Shield spell.

Shadow Blades Spell Points: 10/8/6. Cooldown: 8/6/5 Seconds. Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.

Tier 3
Spell Penetration +1/2/3 Spell Penetration

Distract Your familiar appears at a targetted location, acting as a distractin 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 +2% Force Spell Critical Chance and +1% Universal Spell Critical Chance

Refraction When hit or missed in combat, there is a small chance you will reactively turn Invisible for a short duration.

Ability Score Multiselector
 * Intelligence +1 Intelligence
 * Wisdom +1 Wisdom
 * Charisma +1 Charisma

Tier 4
Be My Eyes Your Familiar grants you the benefits of the True Seeing spell, and will automatically find Spell Wards for you.

Fan of Shadowblades Spellpoints: 18/15/12. Cooldown: 14/12/10 Seconds. Fan a series of Shadowblades outwards into a wide cone. The enemies struck take 1d6+2 Force damage per caster level, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.

Magical Attunement II +2% Force Spell Crit Chance and +1% Universal Spell Crit Chance.

Improved Shadowblades All of your Shadowblades spells, attacks with weapons that have been imbued by Shadow, and attacks with conjured Shadowblades apply 1/2/3 stacks of Shattermantle when they damage an enemy.

Ability Score Multiselector
 * Intelligence +1 Intelligence
 * Wisdom +1 Wisdom
 * Charisma +1 Charisma

Tier 5
Illusory Augmentation +1 Illusion DCs. The feats Augment Summoning and Improved Augment Summoning now each grant +5 Force Spell Power and an additional +1 Illusion DCs

Familiar's Reach 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.

Magical Attunement III +2% Force Spell Crit Chance and +2% Universal Spell Crit Chance

Ring of Shadowblades Spellpoints: 50/40/25. Cooldown: 40/35/30 Seconds. Conjure a large ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level, with a will save vs (DC17 + Illusion bonuses + Highest of Int/wis/cha) for half damage.

Force in Tandem Your familiar now 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.