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paths:arcana_path [2024/10/29 16:23] – [Arcane Apprentices] 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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 ===== Beyond Morality ===== ===== Beyond Morality =====
-  * **Requirements:** CL 5, Knowledge (Arcana) 8, Knowledge (Religion) 8, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 8, Knowledge (Religion) 8, 15 EXP
  
 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) 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)
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 ===== 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 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). 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:** 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.
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 ===== Spell Architect ===== ===== Spell Architect =====
-  * **Requirements:** CL 7, Spellcraft 10, Knowledge (Arcana) 10, 30 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, Spellcraft 10, Knowledge (Arcana) 10, 30 EXP
  
 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:  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: 
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 ===== Surecast ===== ===== Surecast =====
-  * **Requirements:** CL 5, Knowledge (Arcana) 5, Acrobatics 5, 15 EXP+  * **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. 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.
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 ==== Spell Specialization ==== ==== Spell Specialization ====
-  * **Requirements:** CL 3, Spellcraft 5, 10 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Spellcraft 5, 10 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). 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).
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 ==== Improved Spell Specialization ==== ==== Improved Spell Specialization ====
-  * **Requirements:** Spell Specialization, CL 10, Spellcraft 10, 25 EXP+  * **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. 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.
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 ==== Spell Perfection ==== ==== Spell Perfection ====
-  * **Requirements:** Improved Spell Specialization, CL 15, Spellcraft 20, 50 EXP+  * **Requirements:** Improved Spell Specialization, [[chargen:common_terms#core_stats|CST]] 23, Spellcraft 20, 50 EXP
  
 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. 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.
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 ==== Spellbook ==== ==== Spellbook ====
-  * **Requirements:** CL 1, Spellcraft 1, Knowledge (Arcana) 1, 50 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Spellcraft 1, Knowledge (Arcana) 1, 25 EXP
  
-You may record spells in a book, rather than commit them to memory. Any book (except a Formula 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 * 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. +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:magic:spells:tier3:fireball|Fireball]] into the Spellbook costs 6 TU, and occupies three pages. 
  
-spellbook may contain up to 250 pages of spells and costs 10 TU, 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.+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.
  
 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," for purposes such as creating magical items. 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," for purposes such as creating magical items.
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 ===== Spellthief (Sp) ===== ===== 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. 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:** 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 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. 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.