Crystallization

Spells Gained:
Crystallization Philosophers gain all abjuration spells at their lowest level to their formulae list

Mutagen Effect:
A Crystallization Philosopher’s mutagen hardens the body and stiffens limbs. They gain their bonus to Constitution, but a penalty to Dexterity. Under the effects of their mutagen they often take on crystal like features, a thin layer of glass like armor grown from their skin, transparent crystal eyes, or simple growths on their body.

At 5th level crystal grow hard along your body, forming half plate armor with no maximum dexterity or armor check penalty. This armor is treated as magical in nature and regenerates to full HP each round if damaged, but falls to dust when the mutagen expires. If this armor bonus exceeds your worn armor it is used instead, however penalties such as maximum dexterity, acp, and movement speed still apply.

At 10th level it gains a +2 enhancement bonus which you may assign to special qualities when you create your mutagen. While in this armor you gain the benefits of your Arcane Crystal and later Reflective Crystal abilities.

At 15th level your armor grows to a +4 enhancement bonus and applies said bonus to all saving throws. The armor may now manifest as half or full plate

At 20th level your armor reaches +6 enhancement bonus, requiring at least +1 worth of special qualities to be placed on it

Crystal Growth (Su):
At 1st level you may throw down a quickly growing crystal and douse it with reagents as a full round action. This creates a 5 inch thick, 5ft wide 10ft tall crystalline wall on any surface within reach, or in 30ft with a ranged touch attack. You may choose the color and transparency of the crystal, however it is of low quality and not suitable use for spell materials, tools, or sale. You may do this 3 + Intelligence modifier per day. Hardness equal to 10 + Level, HP is equal to your level. Strength DC to break through is its hardness + 5. If an attempt to break the crystal beats the DC by 5 or more the entire structure shatters otherwise a hole large enough for the source of the break is made.

Ray attacks can pass through the crystal harmlessly and sonic damage deals full damage ignoring hardness.

Dome Shield (Su):
At 3rd level you gain another use of your Crystal Growth. In addition to its normal form you may choose to have it grow in a dome shape with a 3 inch thickness and up to a 5ft radius per level. The dome must anchor on the ground and forms as a hemisphere, stopping at any objects larger than 5ft wide. You may leave a number of holes in the crystal equal to your intelligence modifier, these holes provide improved cover to any creature behind them while allowing use of ranged weaponry without penalty, or melee while providing those outside the shield cover.

Arcane Crystal (Su):
At 6th level you gain another use of your crystal growth. Your crystal now has Spell resistance equal to its hardness, providing this to itself, any creatures within a created dome, or a creature sharing a square with its basic form. Rays going through the crystal must pierce this SR to pass.

Unanchored Growth (Su):
At 9th level you may use crystal growth without an anchoring point for the crystal. When doing so the maximum range is only 15ft, if a simple crystal is grown it may create a wall up to 10ft square per level. If a dome is created it instead a full sphere is made with a thin pillar through its center. Either form anchors to any surface it would touch during creation, enabling walls to seal hallways, create bridges, or domes to provide a safe haven against pouring liquids.

Reflective Surface (Su):
At 15th level your crystals now reflect spells as per spell turning should it be targeted by a spell that fails to pierce it’s resistance. The spell turning effect activates if a spell attempts to penetrate the crystal, affects it directly, is cast within its area or a shared square with the crystal, or affects a creature within a dome or sharing a square with the crystal. Touch spells are still affected by spell turning when specifically targeting the crystal or a creature using it as cover. The crystal may reflect a number of spell levels equal to its HP, each level used damaging the crystal by the same amount however is a spell with a higher level than the crystal’s HP is used in shattering the crystal it is still unable to target creatures protected by the crystal.

Note for Crystallization philosophers:
The crystals you grow are not vulnerable to you nor can they be dispelled. The growth is supernatural but otherwise the crystal is mundane and does not fade. Be careful about locking yourself in a crystal tomb.