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paths:arcana_path [2026/03/09 21:30] – Hyperlinking Craft entries elfinlockspaths:arcana_path [2026/03/28 02:21] (current) – [Arcane Apprentices] elfinlocks
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 ==== Feral Speech ==== ==== Feral Speech ====
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Nature) 5, Knowledge (Arcana) 5, 10 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, [[priority:skills:knowledge|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:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Nature) 5, Knowledge (Arcana) 5, Feral Speech, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge]] (Nature) 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, Feral Speech, 20 EXP
  
 As a [[chargen:common_terms#action_types|Half 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 [[chargen:common_terms#action_types|Half 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:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:research|Research]] 1, Knowledge (Arcana) 1, 10 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:research|Research]] 1, [[priority:skills:knowledge|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, [[priority:prowess|Prowess]], 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, [[priority:prowess|Prowess]], 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:** [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:research|Research]] 7, Knowledge (Arcana) 7, Find Familiar, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:research|Research]] 7, [[priority:skills:knowledge|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:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 8, Knowledge (Religion) 8, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge]] (Arcana) 8, [[priority:skills:knowledge|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:** [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Arcana) 5, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 15 EXP
  
 You may consume the[[priority:magic#mana|Mana]]within a magic item, either as part of the action of casting a spell, or as a [[chargen:common_terms#action_types|Half 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[[priority:magic#mana|Mana]]within a magic item, either as part of the action of casting a spell, or as a [[chargen:common_terms#action_types|Half 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:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 7, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|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 [[priority:magic#caster_level|Caster Level]] as your [[priority:prowess|Prowess]] 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 [[priority:magic#caster_level|Caster Level]] as your [[priority:prowess|Prowess]] 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:** [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Arcana) 3, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 3, 15 EXP
  
-As a [[chargen:common_terms#action_types|Half 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 [[priority:magic#caster_level|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 [[chargen:common_terms#action_types|Half 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 [[priority:magic#caster_level|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 [[priority:skills:perception|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, [[chargen:common_terms#core_stats|CST]] 5, Knowledge (Engineering) 5, 15 EXP+  * **Requirements:** Intelligence 14, [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|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:** [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:research|Research]] 10, Knowledge (Arcana) 10, 30 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:research|Research]] 10, [[priority:skills:knowledge|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:** [[chargen:common_terms#core_stats|CST]] 8, Knowledge (Arcana) 5, [[priority:skills:acrobatics|Acrobatics]] 5, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, [[priority:skills:acrobatics|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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 ==== Spellbook ==== ==== Spellbook ====
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:research|Research]] 1, Knowledge (Arcana) 1, 25 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, [[priority:skills:research|Research]] 1, [[priority:skills:knowledge|Knowledge]] (Arcana) 1, 25 EXP
  
 You may record spells in a Spellbook, rather than commit them to memory. You must[[priority:skills:craft|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.  You may record spells in a Spellbook, rather than commit them to memory. You must[[priority:skills:craft|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. 
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 ===== Soulfire ===== ===== Soulfire =====
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:research|Research]] 7, Knowledge (Arcana) 7, 20 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:research|Research]] 7, [[priority:skills:knowledge|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.