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| paths:arcana_path [2023/11/20 21:49] – [Path of Arcana] elfinlocks | paths:arcana_path [2025/07/08 16:42] (current) – [Key Skills] vondor | ||
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| //Some spellcasters seek the secrets of magic, pursuing the power to make the impossible possible. Others are born with magic in their blood, commanding unbelievable forces as effortlessly as they breathe. Yet still others seek to expand upon traditional magical theory, in order to create truly unique and dangerous effects. These “arcanists” seek to discover the mysterious laws of magic, and through will and expertise bend those forces to their whims. Those who follow the Path of Arcana are the shapers and tinkers of the arcane world, and no magic can resist their control.// | //Some spellcasters seek the secrets of magic, pursuing the power to make the impossible possible. Others are born with magic in their blood, commanding unbelievable forces as effortlessly as they breathe. Yet still others seek to expand upon traditional magical theory, in order to create truly unique and dangerous effects. These “arcanists” seek to discover the mysterious laws of magic, and through will and expertise bend those forces to their whims. Those who follow the Path of Arcana are the shapers and tinkers of the arcane world, and no magic can resist their control.// | ||
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| + | ---- | ||
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| ===== Key Skills ===== | ===== Key Skills ===== | ||
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| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| - | * [[priority: | + | * [[priority: |
| * [[priority: | * [[priority: | ||
| + | * [[priority: | ||
| ===== Animal Speaker ===== | ===== Animal Speaker ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Feral Speech ==== | ==== Feral Speech ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may use [[priority: | You may use [[priority: | ||
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| ==== Animagus ==== | ==== Animagus ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| As a standard action, you may assume the form of a specific Small or Tiny animal of no more than 1 HD. This is considered to be a polymorph effect. Whilst in this form, you gain any abilities that the animal would normally have, such as flight, burrowing, a swim speed, etc. Additionally, | As a standard action, you may assume the form of a specific Small or Tiny animal of no more than 1 HD. This is considered to be a polymorph effect. Whilst in this form, you gain any abilities that the animal would normally have, such as flight, burrowing, a swim speed, etc. Additionally, | ||
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| ==== Find Familiar ==== | ==== Find Familiar ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain the ability to conduct a special 24 hour ritual to gain a Familiar. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a Familiar. An Animal Companion cannot also function as a familiar. | You gain the ability to conduct a special 24 hour ritual to gain a Familiar. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a Familiar. An Animal Companion cannot also function as a familiar. | ||
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| ==== Improved Familiar ==== | ==== Improved Familiar ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may now conduct a special ritual to obtain an Improved Familiar. This ritual takes 24 hours, and you may either replace your existing Familiar, or permanently transform them into a new creature type. Improved Familiars typically have more powerful abilities than a normal Familiar. | You may now conduct a special ritual to obtain an Improved Familiar. This ritual takes 24 hours, and you may either replace your existing Familiar, or permanently transform them into a new creature type. Improved Familiars typically have more powerful abilities than a normal Familiar. | ||
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| ---- | ---- | ||
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| ===== Beyond Morality ===== | ===== Beyond Morality ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As long as you are neutral, | + | At the start of your turn you may slide your alignment |
| </ | </ | ||
| - | |||
| - | ===== Black Magic ===== | ||
| - | |||
| - | <WRAP round box> | ||
| - | ==== Surecast ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | You may spend additional MP equal to a Spell' | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Dual Cast ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | You may use the [[paths: | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Triple Cast ==== | ||
| - | * **Requirements: | ||
| - | |||
| - | You may use the [[paths: | ||
| - | </ | ||
| - | |||
| - | ---- | ||
| <WRAP round box> | <WRAP round box> | ||
| ===== Consume Magic Items ===== | ===== Consume Magic Items ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may consume the Mana within a magic item, either as part of the action of casting a spell, or as a Standard Action. Doing so provides you with MP equal to the Caster Level of the item, and renders the item nonmagical (and typically worthless). If this would provide you with more MP than your maximum, you must expend it on the same round to cast a spell, or the MP is lost. You may not use this ability on artifacts or unique items (at GM discretion). | + | You may consume the Mana within a magic item, either as part of the action of casting a spell, or as a Standard Action. Doing so provides you with MP equal to half the TU of the item, and renders the item nonmagical (and typically worthless). If this would provide you with more MP than your maximum, you must expend it on the same round to cast a spell, or the MP is lost. You may not use this ability on artifacts or unique items (at GM discretion). |
| </ | </ | ||
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| ===== Eldritch Aim ===== | ===== Eldritch Aim ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may spend 3 MP as a Swift Action to hone your ability to aim. The next spell which you use which requires a ranged touch attack is enhanced - you may use your Caster Level as your Base Attack Bonus for the purpose of the spell’s ranged touch attack. This ability lasts until the beginning of your next turn, or until after attempting an attack with the bolstered accuracy, whichever occurs first. | You may spend 3 MP as a Swift Action to hone your ability to aim. The next spell which you use which requires a ranged touch attack is enhanced - you may use your Caster Level as your Base Attack Bonus for the purpose of the spell’s ranged touch attack. This ability lasts until the beginning of your next turn, or until after attempting an attack with the bolstered accuracy, whichever occurs first. | ||
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| ===== Eldritch Eye ===== | ===== Eldritch Eye ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| As a Standard Action, you may spend 3 MP to open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, during which time you cast all divination spells at +1 caster level (as long as you begin casting the spell before the eye closes), gain [[priority: | As a Standard Action, you may spend 3 MP to open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, during which time you cast all divination spells at +1 caster level (as long as you begin casting the spell before the eye closes), gain [[priority: | ||
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| ===== Knowledge Is Power ===== | ===== Knowledge Is Power ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects. | Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects. | ||
| </ | </ | ||
| - | ===== Ley Line Manipulation ===== | ||
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| - | ==== Summon Ley Lines ==== | + | ===== Spell Architect ===== |
| - | * **Requirements: | + | * **Requirements: |
| - | You may converge naturally occuring ley lines into a circle of power as a Move Action by spending 7 MP. This process creates Ley Lines directly at the position | + | You may expend 2 MP as a free action when casting a spell which affects an area of 10 ft or more to alter its shape. The new area must be chosen from the following list: |
| - | Whilst occupying a square that has active Ley Lines, a you gain the effects | + | * Cylinder (10-foot radius, 30 feet high) |
| + | * One 40-foot cone | ||
| + | * Four 10-foot cubes (must be connected directly or diagonally) | ||
| + | * One ball (20-foot-radius spread) | ||
| + | |||
| + | The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt spell whose area is changed to a ball deals the same amount | ||
| </ | </ | ||
| + | <WRAP round box> | ||
| + | ===== Surecast ===== | ||
| + | * **Requirements: | ||
| + | You may spend additional MP equal to a Spell' | ||
| + | </ | ||
| + | ===== Spell Specialist ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Aetherial Manipulation | + | ==== Spell Specialization |
| - | * **Requirements: | + | * **Requirements: |
| - | You may spend 3 MP to swiftly teleport across the battlefield. This ability is used as part of a Move Action or Withdraw Action, and teleports you to your Ley Lines, as long as they are within | + | You are treated |
| </ | </ | ||
| + | <WRAP round box> | ||
| + | ==== Improved Spell Specialization ==== | ||
| + | * **Requirements: | ||
| + | You are treated as being one Caster Level higher for the same [[priority: | ||
| + | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Channel Ley Lines ==== | + | ==== Spell Perfection |
| - | * **Requirements: | + | * **Requirements: |
| - | You become capable of augmenting your power through channeling Ley Line energy through yourself prior to casting. You may gather Arcane energy as a Full Round Action to reduce the MP cost of a spell cast on your following turn by 5 MP. A spell may not have its cost reduced below 1 MP in this manner. Charging up creates an extremely loud, visible display in a 20 foot radius centered on the caster. You must be standing in your ley lines to use this ability. | + | The spell you chose for Spell Specialization and Improved Spell Specialization is perfected. Whenever you cast that spell, you may apply any one [[paths: |
| - | + | ||
| - | Whilst charging, you are flat-footed, and if you take damage, you must succeed at a Concentration check (DC = 15 + damage taken) or lose the charge and the action. | + | |
| </ | </ | ||
| ---- | ---- | ||
| + | ===== Arcane Scrivener ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ===== Magic Trick ===== | + | ==== Scroll Lore ==== |
| - | * **Requirements: | + | * **Requirements: |
| - | Choose one spell from the list below. You gain the ability to manipulate that spell beyond its normal capabilities by spending additional MP equal to its Tier at the time of casting. This additional cost is not included when calculating a spell’s cost through other factors, such as Metamagic. | + | You may create a Scroll of any spell which you know. See the [[equipment: |
| - | * Daylight | + | If you do not know the spell, you may still create a scroll of it if you are sufficiently skilled. Select the higher of your [[priority: |
| - | * Fireball | + | |
| - | * Mage Hand | + | |
| - | * Obscuring Mist | + | |
| - | * Prestidigitation | + | |
| - | * Shield | + | |
| - | * Unseen Servant | + | |
| - | See the [[~:Magic Trick]] page for more information on what this Talent can accomplish. You may purchase this Talent multiple times, selecting | + | All scroll formulae must be stored in a [[equipment:tools_and_kits# |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ===== Spell Architect ===== | + | ==== Spellbook |
| - | * **Requirements: | + | * **Requirements: |
| - | You may expend 2 MP as a free action when casting | + | You may record spells in a Spellbook, rather than commit them to memory. You must craft or purchase |
| - | * Cylinder | + | A Spellbook may contain up to 250 pages of spells and costs 10 TU (See [[equipment: |
| - | * One 40-foot cone | + | |
| - | * Four 10-foot cubes (must be connected directly or diagonally) | + | |
| - | * One ball (20-foot-radius spread) | + | |
| - | The sculpted | + | To cast any spell in the spellbook, you must be wielding the book in one of your hands (the book can be wielded by any limb that can wield a weapon). Doing so does not impose any penalties to a weapon wielded in the other hand. Your hand is simply occupied by the book in order to draw the spell knowledge from it. You must still expend MP to cast a spell from the book as if you knew it. As long as you possess the spellbook in this manner, the spells within are treated as "known spells," |
| - | </ | + | |
| - | ===== Spell Specialist ===== | + | Due to the time spent flipping through the Spellbook, casting a spell using the Spellbook increases the casting time by one action step (a spell requiring a Half Action would now take a Full Action). Thanks to adrenaline, spells requiring an Immediate Action do not have their casting time increased in this manner. |
| - | <WRAP round box> | + | |
| - | ==== Spell Specialization ==== | + | |
| - | * **Requirements: | + | |
| - | You are treated as being one Caster Level higher for a single specific [[priority: | ||
| </ | </ | ||
| - | <WRAP round box> | ||
| - | ==== Improved Spell Specialization ==== | ||
| - | * **Requirements: | ||
| - | You are treated as being one Caster Level higher for the same [[priority: | ||
| - | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Spell Perfection | + | ==== Bookmark |
| - | * **Requirements: | + | * **Requirements: |
| - | The spell you chose for Spell Specialization | + | You may select a Spell from your Spellbook |
| + | |||
| + | This Talent | ||
| </ | </ | ||
| ---- | ---- | ||
| - | <WRAP round box> | ||
| - | ===== Spellbook ===== | ||
| - | * **Requirements: | ||
| - | |||
| - | You may record spells in a book, rather than commit them to memory. Any book may become a spellbook in this manner, though you must craft or purchase a book to make use of this Talent (one is not simply summoned from the ether for you). To record spells in a book, you must expend 2 times the Tier of the spell in TU of Magic Components. Doing so takes up one page of the spellbook per spell Tier. For example, scribing [[priority: | ||
| - | |||
| - | To cast any spell in the spellbook, you must be wielding the book in one of your hands. Doing so does not impose any penalties to a weapon wielded in the other hand. Your hand is simply occupied by the book in order to draw the spell knowledge from it. You must still expend MP to cast a spell from the book as if you knew it. | ||
| - | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ===== Spellthief ===== | + | ===== Spellthief |
| - | * **Requirements: | + | * **Requirements: |
| - | You may steal a spell affecting one creature by expending 3 MP and making a melee touch attack. The target can attempt a Will saving throw to negate the effect (DC 10 + half your CL + your Primary Casting Attribute). You must specify the spell affecting the target to steal, meaning that if you're incorrect (such as due to a failed Spellcraft check) the spell stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to you, affecting you for the remaining duration. Spells with a duration of permanent may not be stolen. | + | You may steal a spell affecting one creature by expending 3 MP and making a melee touch attack. The target can attempt a Will saving throw to negate the effect (DC 10 + half your CL + your Primary Casting Attribute). You must specify the spell affecting the target to steal, meaning that if you're incorrect (such as due to a failed Spellcraft check) the spell stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to you, affecting you for the remaining duration. Spells with a duration of permanent may not be stolen. Spellthief is a Spell-like ability. |
| </ | </ | ||
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| ===== Soulfire ===== | ===== Soulfire ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | As a free action when casting a spell, you may “burn” your Constitution score to immediately gain additional MP. For each point of Constitution damage you suffer, you gain 3 MP. If this damage would reduce you to below zero hitpoints, you fall unconscious following the completion of the action for which the MP is being used. You may never damage their Constitution below 1 in this manner. | + | As a free action when casting a spell, you may “burn” your Constitution score to immediately gain additional MP. For each point of Constitution damage you suffer, you gain MP equal to your [[priority: |
| The Constitution damage taken from Soulfire may not be healed by any means. However, Soulfire damage heals naturally after 12 hours of rest. This does not affect the rate at which any Constitution damage not sustained from Soulfire heals - they are tracked separately for this purpose. The MP generated by Soulfire must be used on the same combat round in which it is generated. | The Constitution damage taken from Soulfire may not be healed by any means. However, Soulfire damage heals naturally after 12 hours of rest. This does not affect the rate at which any Constitution damage not sustained from Soulfire heals - they are tracked separately for this purpose. The MP generated by Soulfire must be used on the same combat round in which it is generated. | ||
| </ | </ | ||
