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| paths:arcana_path [2023/11/21 21:53] – [Spell Specialist] elfinlocks | paths:arcana_path [2025/07/08 16:42] (current) – [Key Skills] vondor | ||
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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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| ---- | ---- | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| ===== 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). |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ===== 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 ===== | ||
| - | <WRAP round box> | ||
| - | ==== Summon Ley Lines ==== | ||
| - | * **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 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. | ||
| - | |||
| - | Whilst occupying a square that has active Ley Lines, a you gain the effects of [[priority: | ||
| - | </ | ||
| - | |||
| - | <WRAP round box> | ||
| - | ==== Aetherial Manipulation ==== | ||
| - | * **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 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 way, but any other movement you attempt as part of your Move Action provokes as normal. | ||
| - | </ | ||
| - | |||
| - | <WRAP round box> | ||
| - | ==== Channel Ley Lines ==== | ||
| - | * **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. | ||
| - | |||
| - | Whilst charging, you are flat-footed, | ||
| - | </ | ||
| - | |||
| - | ---- | ||
| <WRAP round box> | <WRAP round box> | ||
| ===== Spell Architect ===== | ===== Spell Architect ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may expend 2 MP as a free action when casting a spell to alter the shape which the spell takes. The new area must be chosen from the following list: | + | 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: |
| * Cylinder (10-foot radius, 30 feet high) | * Cylinder (10-foot radius, 30 feet high) | ||
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| 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 damage, but the lightning ball affects a 20-foot-radius spread instead. | 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 damage, but the lightning ball affects a 20-foot-radius spread instead. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ===== Surecast ===== | ||
| + | * **Requirements: | ||
| + | |||
| + | You may spend additional MP equal to a Spell' | ||
| </ | </ | ||
| ===== Spell Specialist ===== | ===== Spell Specialist ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Spell Specialization ==== | ==== Spell Specialization ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You are treated as being one Caster Level higher for a single specific [[priority: | You are treated as being one Caster Level higher for a single specific [[priority: | ||
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| ==== Improved Spell Specialization ==== | ==== Improved Spell Specialization ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You are treated as being one Caster Level higher for the same [[priority: | You are treated as being one Caster Level higher for the same [[priority: | ||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Spell Perfection ==== | ==== Spell Perfection ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| The spell you chose for Spell Specialization and Improved Spell Specialization is perfected. Whenever you cast that spell, you may apply any one [[paths: | The spell you chose for Spell Specialization and Improved Spell Specialization is perfected. Whenever you cast that spell, you may apply any one [[paths: | ||
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| ---- | ---- | ||
| + | ===== Arcane Scrivener ===== | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ===== Spellbook ===== | + | ==== Scroll Lore ==== |
| - | * **Requirements: | + | * **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 | + | You may create |
| - | To cast any spell in the spellbook, you must be wielding | + | If you do not know the spell, you may still create a scroll of it if you are sufficiently skilled. Select |
| + | |||
| + | All scroll formulae | ||
| </ | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Spellbook ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You may record spells in a Spellbook, rather than commit them to memory. You must craft or purchase a 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 Components. Doing so takes up one page of the spellbook per spell Tier. For example, scribing [[priority: | ||
| + | |||
| + | A Spellbook may contain up to 250 pages of spells and costs 10 TU (See [[equipment: | ||
| + | |||
| + | 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," | ||
| + | |||
| + | 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> | ||
| + | ==== Bookmark ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | 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. | ||
| + | |||
| + | This Talent can be taken multiple times! | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| <WRAP round box> | <WRAP round box> | ||
| ===== Spellthief (Sp) ===== | ===== Spellthief (Sp) ===== | ||
| - | * **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. Spellthief is a Spell-like ability. | 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 MP equal to your [[priority: | 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: | ||
