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|'''Mage Entry''' | |'''Mage Entry''' | ||
|Character Level 2 | |Character Level 2 | ||
|When you take this entry talent, you gain the following | |When you take this entry talent, you gain the following benefits. | ||
* | * '''Learned.''' Gain +6 Skill Points that you can spend on any skills with the INT tag. | ||
* | * '''Student of the Arcane.''' Gain the Student of the Arcane talent if you did not already have it. If you already have it, gain +5 SP and +1 Arcane Power instead. INT is your magicattribute. | ||
* | * '''Arcane Power.''' Each time you level up and spend your Talent Point on a Mage talent, gain +5 SP and +1 Arcane Power. | ||
* | * '''Focus.''' Choose one of the nine functions of magic. This choice grants you a special bonus when you cast magic of that function. | ||
|''Class Entry, Mage'' | |''Class Entry, Mage'' | ||
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|'''Alchemy''' | |'''Alchemy''' | ||
|You can spend 10 minutes changing and simply shaping | |You can spend 10 minutes changing and simply shaping raw materials to your needs. Your creation cannot exceed 1 ft x 1 ft x 2 ft. This could be making a branch into a crowbar, or a crowbar into a long wire, or a long wire into a bundle of tinder, but cannot create complex objects or machines. The material can be refined (such as smelted ore or cut timber), but cannot be crafted (such as a sword or a door). | ||
Even the most talented alchemists have not discovered how to transmute silver, gold, or diamond, and thus those materials are unavailable for this ability. | |||
|- | |- | ||
|'''Altering''' | |'''Altering''' | ||
|Altering | |Altering spells cost you 1 fewer AP (min 1). | ||
|- | |- | ||
|'''Divining''' | |'''Divining''' | ||
| | |Gain the Signature Scry ability. | ||
* '''Signature Scry.''' Spend 10 minutes meditating, after which you can see, hear, and smell from one of your arcane Signatures as if you were present in a vacant space within 5 ft of its location for 1 minute. This magic consumes and dispels the Signature after it is used. | |||
|- | |- | ||
|'''Enchanting''' | |'''Enchanting''' | ||
|When you cast | |When you cast an enchanting spell that Charms or Frightens a creature, multiply the duration of the effects by x1.5. | ||
|- | |- | ||
|'''Evoking''' | |'''Evoking''' | ||
|(END/Rest) When you deal damage with | |Gain the Devastating Blast ability. | ||
* '''Devastating Blast (END/Rest).''' When you deal damage with evoking magic, add damage equal to 1⁄2 your character level. | |||
|- | |- | ||
|'''Illusory''' | |'''Illusory''' | ||
|Creatures attempting to identify your illusions have a -2 to their | |Creatures attempting to identify your illusions have a -2 to their checks. | ||
|- | |- | ||
|'''Necromancy''' | |'''Necromancy''' | ||
|When you would be reduced to 0 HP, you can sacrifice | |Gain the Lifetime Warranty ability. | ||
* '''Lifetime Warranty.''' When you would be reduced to 0 HP, you can sacrifice a creature with the undead tag under your control for 0 Reactive AP to immediately gain 1 HP. The undead in question is destroyed. | |||
|- | |- | ||
|'''Summoning''' | |'''Summoning''' | ||
|Creatures that you summon gain additional | |Creatures that you summon gain additional max HP equal to your Arcane Power level. | ||
|- | |- | ||
|'''Warding''' | |'''Warding''' | ||
|When you cast | |When you cast warding magic that increases any of a creature’s defenses, that creature’s AR increases by +1. | ||
|} | |} | ||