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Path of Arcana

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:

Animal Speaker

Feral Speech

  • Requirements: CL 3, Knowledge (Nature) 5, Knowledge (Arcana) 5, 10 EXP

You may use 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: CL 5, 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: CL 1, 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 Familiars page.

Improved Familiar

  • Requirements: CL 7, 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: CL 10, Knowledge (Arcana) 10, Knowledge (Religion) 10, True Neutral Alignment, 25 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 evil. If 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).

Black Magic

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.

Dual Cast

  • Requirements: CL 15, Knowledge (Arcana) 15, Surecast, Quicken Spell, 50 EXP

You may use the Quicken Spell Metamagic Talent twice in one Swift Action, paying the associated Metamagic cost for any spells affected as normal.

Triple Cast

  • Requirements: CL 20, Knowledge (Arcana) 20, Dual Cast, 100 EXP

You may use the Quicken Spell Metamagic Talent three times in one Swift Action, paying the associated Metamagic cost for any spells affected as normal.


Consume Magic Items

  • Requirements: CL 3, 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).

Eldritch Aim

  • Requirements: CL 5, 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: CL 3, 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 Darkvision 60 feet, and are under the effects of Detect Magic for the duration. You gain a +8 bonus on Perception checks to notice invisible creatures while the eye is open as well.

Knowledge Is Power

  • Requirements: Intelligence 14, CL 3, 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.

Ley Line Manipulation

Summon Ley Lines

  • Requirements: CL 5, Knowledge (Arcana) 10, Knowledge (Nature) 10, 25 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.

Whilst occupying a square that has active Ley Lines, a you gain the effects of Arcane Concordance, as if you were affected by the spell with a caster level equal to your CL. The Ley Lines last for a number of rounds equal to your Caster Level.

Aetherial Manipulation

  • Requirements: CL 7, Summon Ley Lines, 20 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 way, but any other movement you attempt as part of your Move Action provokes as normal.

Channel Ley Lines

  • Requirements: CL 7, Spellcraft 10, Summon Ley Lines, 25 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 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, and if you take damage, you must succeed at a Concentration check (DC = 15 + damage taken) or lose the charge and the action.


Spell Architect

  • Requirements: CL 7, Spellcraft 10, Knowledge (Arcana) 10, 30 EXP

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:

  • 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.

Spell Specialist

Spell Specialization

  • Requirements: CL 3, Spellcraft 5, 10 EXP

You are treated as being one Caster Level higher for a single specific Spell of your choice. This heightened Caster Level breaches the normal Caster Level cap for your spell (for example, if you specialized in Fireball, your Fireballs could deal 11d6 damage at Caster Level 10).

Improved Spell Specialization

  • Requirements: CL 10, Spellcraft 10, Spell Specialization, 25 EXP

You are treated as being one Caster Level higher for the same 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: CL 15, Spellcraft 20, Improved Spell Specialization, any 3 Metamagic Talents, 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 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 Wizard School, Spell Penetration, and so on), double the bonus granted by that Talent when applied to this spell.


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 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.

Spellthief

  • Requirements: CL 3, BaB 3, 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.

Soulfire

  • Requirements: CL 5, 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 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.