====== Path of Arcana ====== {{:paths:pasted:20231120-214846.jpeg|Arcane laws are made to be broken and exploited.}} //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.// ---- ===== Key Skills ===== Upon selecting the Path of Arcana, you gain the following Key Skills: * [[priority:skills:knowledge|Knowledge]] (Arcana) * [[priority:skills:knowledge|Knowledge]] (Esoteric) * [[priority:skills:fly|Fly]] * [[priority:skills:use_magic_device|Use Magic Device]] * [[priority:skills:research|Research]] ===== Animal Speaker ===== ==== Feral Speech ==== * **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). In addition, you may cast spells whilst under your own Polymorph effects (but not a hostile Polymorph effect). You must 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. ==== Animagus ==== * **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. ===== Arcane Apprentices ===== ==== Find Familiar ==== * **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 may select this Talent more than once, gaining an additional familiar each time. You must pay additional Experience to improve any additional familiars. For more information, see the [[~:Familiar]] page. ==== Improved Familiar ==== * **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. For more information, see the [[~:Improved Familiar]] page. ---- ===== Beyond Morality ===== * **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) ===== Consume Magic Items ===== * **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). ===== Eldritch Aim ===== * **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. ===== Eldritch Eye ===== * **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. ===== Knowledge Is Power ===== * **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. ===== Spell Architect ===== * **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: * 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 damage, but the lightning ball affects a 20-foot-radius spread instead. ===== 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. ===== Spell Specialist ===== ==== Spell Specialization ==== * **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). ==== 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. ==== Spell Perfection ==== * **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. ---- ===== Arcane Scrivener ===== ==== Scroll Lore ==== * **Requirements:** Craft (Scribe) 3, 10 EXP You may create a Scroll of any spell which you know. See the [[equipment:magic_items|Magic Items]] page for more information about Scrolls. 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. All scroll formulae must be stored in a [[equipment:tools_and_kits#formula_book|Formula Book]]. Creating the Formula itself has no TU cost, it is solely a time expenditure. ==== Spellbook ==== * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Spellcraft 1, Knowledge (Arcana) 1, 25 EXP 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. 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. 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. 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. ==== Bookmark ==== * **Requirements:** Spellbook, 1 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. This Talent can be taken multiple times! ---- ===== Spellthief (Sp) ===== * **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. ===== Soulfire ===== * **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. 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.