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paths:arcana_path [2023/11/21 21:47] – [Path of Arcana] elfinlockspaths:arcana_path [2025/07/08 16:42] (current) – [Key Skills] vondor
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   * [[priority:skills:knowledge|Knowledge]] (Arcana)   * [[priority:skills:knowledge|Knowledge]] (Arcana)
   * [[priority:skills:knowledge|Knowledge]] (Esoteric)   * [[priority:skills:knowledge|Knowledge]] (Esoteric)
-  * [[priority:skills:spellcraft|Spellcraft]]+  * [[priority:skills:fly|Fly]]
   * [[priority:skills:use_magic_device|Use Magic Device]]   * [[priority:skills:use_magic_device|Use Magic Device]]
 +  * [[priority:skills:research|Research]]
  
 ===== Animal Speaker ===== ===== Animal Speaker =====
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 ==== Feral Speech ==== ==== Feral Speech ====
-  * **Requirements:** CL 3, Knowledge (Nature) 5, Knowledge (Arcana) 5, 10 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Nature) 5, Knowledge (Arcana) 5, 10 EXP
  
 You may use [[priority:magic:spells:tier1:speak_with_animals|Speak With Animals]] to communicate with vermin (though most will not be terribly helpful to you).  You may use [[priority:magic:spells:tier1:speak_with_animals|Speak With Animals]] to communicate with vermin (though most will not be terribly helpful to you). 
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 ==== Animagus ==== ==== Animagus ====
-  * **Requirements:** CL 5, Knowledge (Nature) 5, Knowledge (Arcana) 5, Feral Speech, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Nature) 5, Knowledge (Arcana) 5, Feral Speech, 20 EXP
  
 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, whilst in this form, you may speak freely, but you cannot cast spells. Your gear melds into you during the transformation process, and reappears when you change back.  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, whilst in this form, you may speak freely, but you cannot cast spells. Your gear melds into you during the transformation process, and reappears when you change back. 
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 ==== Find Familiar ==== ==== Find Familiar ====
-  * **Requirements:** CL 1, Spellcraft 1, Knowledge (Arcana) 1, 10 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Spellcraft 1, Knowledge (Arcana) 1, 10 EXP
  
 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:** CL 7, Spellcraft 7, Knowledge (Arcana) 7, Find Familiar, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, Spellcraft 7, Knowledge (Arcana) 7, Find Familiar, 20 EXP
  
 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:** CL 10, Knowledge (Arcana) 10, Knowledge (Religion) 10True Neutral Alignment, 25 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 8, Knowledge (Religion) 815 EXP
  
-As long as you are neutral, you may choose to be treated as the most favorable alignment when affected by spells whose effects vary based on alignment (such as holy word). If you are neutral in relation to evil and good, you may choose to be treated as good or evilIf you are neutral in relation to chaos and law, you may choose to be treated as lawful or chaotic. You may only choose to be treated as one alignment type along a single axis at a time (for instance, if you were within the area of both a magic circle against evil spell and an unholy blight spell, you would have to choose to be either evil, good, or neutral for the purpose of determining the spells’ effects).+At the start of your turn you may slide your alignment 1 step in any axis for every 5 CL(max 4 at CL 20)
 </WRAP> </WRAP>
- 
-===== Black Magic ===== 
- 
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-==== Surecast ==== 
-  * **Requirements:** CL 5, Knowledge (Arcana) 5, Acrobatics 5, 15 EXP 
- 
-You may spend additional MP equal to a Spell's Tier as a Free Action at the time of casting. This additional cost is not included when calculating a spell’s cost through other factors, such as Metamagic. This allows you to cast a single spell without provoking an attack of opportunity or requiring a concentration check. 
-</WRAP> 
-<WRAP round box> 
-==== Dual Cast ==== 
-  * **Requirements:** CL 15, Knowledge (Arcana) 15, Surecast, [[paths:metamagic_path#quicken_spell|Quicken Spell]], 50 EXP 
- 
-You may use the [[paths:metamagic_path#quicken_spell|Quicken Spell]] Metamagic Talent twice in one Swift Action, paying the associated Metamagic cost for any spells affected as normal. 
-</WRAP> 
-<WRAP round box> 
-==== Triple Cast ==== 
-  * **Requirements:** CL 20, Knowledge (Arcana) 20, Dual Cast, 100 EXP 
- 
-You may use the [[paths:metamagic_path#quicken_spell|Quicken Spell]] Metamagic Talent three times in one Swift Action, paying the associated Metamagic cost for any spells affected as normal. 
-</WRAP> 
- 
----- 
  
 <WRAP round box> <WRAP round box>
 ===== Consume Magic Items ===== ===== Consume Magic Items =====
-  * **Requirements:** CL 3, Knowledge (Arcana) 5, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Arcana) 5, 15 EXP
  
-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).
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
 ===== Eldritch Aim ===== ===== Eldritch Aim =====
-  * **Requirements:** CL 5, Knowledge (Arcana) 7, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 7, 20 EXP
  
 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:** CL 3, Knowledge (Arcana) 3, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Arcana) 3, 15 EXP
  
 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:magic:spells:tier2:darkvision|]] 60 feet, and are under the effects of [[priority:magic:spells:tier0:detect_magic|]] for the duration. You gain a +8 bonus on Perception checks to notice [[priority:magic:spells:tier2:invisibility|invisible]] creatures while the eye is open as well. 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:magic:spells:tier2:darkvision|]] 60 feet, and are under the effects of [[priority:magic:spells:tier0:detect_magic|]] for the duration. You gain a +8 bonus on Perception checks to notice [[priority:magic:spells:tier2:invisibility|invisible]] creatures while the eye is open as well.
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 ===== Knowledge Is Power ===== ===== Knowledge Is Power =====
-  * **Requirements:** Intelligence 14, CL 3, Knowledge (Engineering) 5, 15 EXP+  * **Requirements:** Intelligence 14, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Engineering) 5, 15 EXP
  
 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.
 </WRAP> </WRAP>
  
-===== Ley Line Manipulation ===== 
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-==== Summon Ley Lines ==== +===== Spell Architect ===== 
-  * **Requirements:** CL 5Knowledge (Arcana) 10, Knowledge (Nature) 10, 25 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11Spellcraft 10, Knowledge (Arcana) 10, 30 EXP
  
-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 of the caster. The Ley Lines do not need a surface to support them, meaning if you are airborne, the lines appear beneath you regardless. The Ley Lines do not move with you, and are completely stationary and intangible. You must stand within them in order to receive their benefits. Ley Lines occupy a single 5 ft square.+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 of [[priority:magic:spells:special:arcane_concordance|Arcane Concordance]]as if you were affected by the spell with caster level equal to your CL. The Ley Lines last for a number of rounds equal to your Caster Level.+  * 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 of damagebut the lightning ball affects 20-foot-radius spread instead.
 </WRAP> </WRAP>
 +<WRAP round box>
 +===== Surecast =====
 +  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 5, Acrobatics 5, 15 EXP
  
 +You may spend additional MP equal to a Spell's Tier as a Free Action at the time of casting. This additional cost is not included when calculating a spell’s cost through other factors. This allows you to cast a single spell without provoking an attack of opportunity or requiring a concentration check.
 +</WRAP>
 +===== Spell Specialist =====
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-==== Aetherial Manipulation ==== +==== Spell Specialization ==== 
-  * **Requirements:** CL 7Summon Ley Lines20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5Spellcraft 510 EXP
  
-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 your line of sight (Divination Magic and similar effects do not count for this purpose). This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this waybut any other movement you attempt as part of your Move Action provokes as normal.+You are treated as being one Caster Level higher for a single specific [[priority:magic:spells|Spell]] of your choice. This heightened Caster Level breaches the normal Caster Level cap for your spell (for example, if you specialized in [[priority:magic:spells:tier3:fireball|Fireball]], your Fireballs could deal 11d6 damage at Caster Level 10).
 </WRAP> </WRAP>
 +<WRAP round box>
 +==== Improved Spell Specialization ====
 +  * **Requirements:** Spell Specialization, [[chargen:common_terms#core_stats|CST]] 15, Spellcraft 10, 25 EXP
  
 +You are treated as being one Caster Level higher for the same [[priority:magic:spells|Spell]] that you chose for Special Specialization. This heightened Caster Level breaches the normal Caster Level cap for your spell. This increase stacks with Spell Specialization, for a total of a +2 increase to your Caster Level for your chosen spell.
 +</WRAP>
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-==== Channel Ley Lines ==== +==== Spell Perfection ==== 
-  * **Requirements:** CL 7Spellcraft 10Summon Ley Lines25 EXP+  * **Requirements:** Improved Spell Specialization[[chargen:common_terms#core_stats|CST]] 23Spellcraft 2050 EXP
  
-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 MPspell may not have its cost reduced below 1 MP in this mannerCharging up creates an extremely loudvisible display in 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 perfectedWhenever you cast that spell, you may apply any one [[paths:metamagic_path|Metamagic Talent]] (except Quicken) you have to that spell without paying for the MP multiplier from that TalentIn additionif you have other Talents which allow you to apply set numerical bonus to any aspect of this spell (such as Spell Specializationa [[paths:wizard_path|Wizard School]]Spell Penetrationand so on), double the bonus granted by that Talent when applied to this spell.
- +
-Whilst chargingyou are flat-footedand if you take damageyou must succeed at a Concentration check (DC = 15 + damage takenor lose the charge and the action.+
 </WRAP> </WRAP>
  
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 +===== Arcane Scrivener =====
  
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-===== Magic Trick ===== +==== Scroll Lore ==== 
-  * **Requirements:** CL 5, Knowledge (Arcana515 EXP+  * **Requirements:** Craft (Scribe310 EXP
  
-Choose one spell from the list belowYou 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 knowSee the [[equipment:magic_items|Magic Items]] page for more information about Scrolls.
  
-  * 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:prowess|BaB]] or [[priority:magic|CL]], and use it as your CL to determine what Spells you may access. To create a scroll without knowing the spell, you must first research the Formula. This takes 10 hours per Spell Tier of the desired spell. Once done, you may make scrolls of that spell without further research impediments. 
-  * Fireball +
-  * Mage Hand +
-  * Obscuring Mist +
-  * Prestidigitation +
-  * Shield +
-  * Unseen Servant+
  
-See the [[~:Magic Trick]] page for more information on what this Talent can accomplishYou may purchase this Talent multiple timesselecting new spell each time.+All scroll formulae must be stored in a [[equipment:tools_and_kits#formula_book|Formula Book]]. Creating the Formula itself has no TU costit is solely a time expenditure.
 </WRAP> </WRAP>
  
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-===== Spell Architect ===== +==== Spellbook ==== 
-  * **Requirements:** CL 7, Spellcraft 10, Knowledge (Arcana) 1030 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Spellcraft 1, Knowledge (Arcana) 125 EXP
  
-You may expend 2 MP as free action when casting spell to alter the shape which the spell takesThe new area must be chosen from the following list+You may record spells in Spellbook, rather than commit them to memory. You must craft or purchase Spellbook 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 * the Tier of the spell in TU of Magic ComponentsDoing so takes up one page of the spellbook per spell Tier. For example, scribing [[priority:magic:spells:tier3:fireball|Fireball]] into the Spellbook costs 6 TU, and occupies three pages. 
  
-  * Cylinder (10-foot radius30 feet high)  +A Spellbook may contain up to 250 pages of spells and costs 10 TU (See [[equipment:tools_and_kits | Spellbook]]but you may have as many spellbooks as you wish. Scribing a new Spell into the book requires 2 hours per Spell Tier. [[priority:magic:spells:tier3:fireball|Fireball]] would take 6 hours to write. You need access to a sufficiently vast library to freely scribe spells, up to GM's discretion on what Tier of spell is availble based on the library at hand. In order to independently research an exsisting spell without a library present requires 10 hours per spell Tier. If you have access to a another Spellbook you can copy any spell present by spending 20 minutes per spell Tier and the TU costs are halved when copying spells.
-  * 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 of damagebut the lightning ball affects a 20-foot-radius spread instead+To cast any spell in the spellbookyou must be wielding the book in one of your hands (the book can be wielded by any limb that can wield 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 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," for purposes such as creating magical items
-</WRAP> + 
-===== Spell Specialist ===== +Due to the time spent flipping through the Spellbookcasting 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 adrenalinespells requiring an Immediate Action do not have their casting time increased in this manner.
-<WRAP round box> +
-==== Spell Specialization ==== +
-  * **Requirements:** CL 3Spellcraft 510 EXP+
  
-You are treated as being one Caster Level higher for a single specific [[priority:magic:spells|Spell]] of your choice. This heightened Caster Level breaches the normal Caster Level cap for your spell (for example, if you specialized in [[priority:magic:spells:tier3:fireball|Fireball]], your Fireballs could deal 11d6 damage at Caster Level 10). 
 </WRAP> </WRAP>
-<WRAP round box> 
-==== Improved Spell Specialization ==== 
-  * **Requirements:** CL 10, Spellcraft 10, Spell Specialization, 25 EXP 
  
-You are treated as being one Caster Level higher for the same [[priority:magic:spells|Spell]] that you chose for Special Specialization. This heightened Caster Level breaches the normal Caster Level cap for your spell. This increase stacks with Spell Specialization, for a total of a +2 increase to your Caster Level for your chosen spell. 
-</WRAP> 
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-==== Spell Perfection ==== +==== Bookmark ==== 
-  * **Requirements:** CL 15Spellcraft 20, Improved Spell Specialization, any 3 [[paths:metamagic_path|Metamagic Talents]], 50 EXP+  * **Requirements:** Spellbook1 EXP 
 + 
 +You may select a Spell from your Spellbook and bookmark it. That specific spell no longer has it's casting time increased when casting it from your Spellbook.
  
-The spell you chose for Spell Specialization and Improved Spell Specialization is perfected. Whenever you cast that spell, you may apply any one [[paths:metamagic_path|Metamagic Talent]] (except Quicken) you have to that spell without paying for the MP multiplier from that Talent. In addition, if you have other Talents which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Specialization, a [[paths:wizard_path|Wizard School]], Spell Penetration, and so on), double the bonus granted by that Talent when applied to this spell.+This Talent can be taken multiple times!
 </WRAP> </WRAP>
  
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-<WRAP round box> 
-===== Spellbook ===== 
-  * **Requirements:** CL 1, Spellcraft 1, Knowledge (Arcana) 1, 50 EXP 
- 
-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:magic:spells:tier3:fireball|Fireball]] into the Spellbook costs 6 TU, and occupies three pages. A spellbook may contain up to 250 pages of spells, but you may have as many spellbooks as you wish.  
- 
-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> 
  
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-===== Spellthief ===== +===== Spellthief (Sp) ===== 
-  * **Requirements:** CL 3, BaB 3, Spellcraft 5, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 6, Spellcraft 5, 20 EXP
  
-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.
 </WRAP> </WRAP>
  
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 ===== Soulfire ===== ===== Soulfire =====
-  * **Requirements:** CL 5, Spellcraft 7, Knowledge (Arcana) 7, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Spellcraft 7, Knowledge (Arcana) 7, 20 EXP
  
-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. 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:magic:casting_traditions|Secondary Casting Attribute]]. 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.
  
 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.
 </WRAP> </WRAP>