Mage: Difference between revisions

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'''Tome Wizard.''' If you enchant a tome or scroll you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.
'''Tome Wizard.''' If you enchant a tome or scroll you can learn far more magic than you might otherwise, as the tome gradually comes to life and helps you learn and cast more spells.


== '''Mage Entry Talent''' ==
== Core Subclass Tracks ==
 
=== Mage Entry Talent ===
After gaining the Mage Entry Talent, you can take talents from any of the Mage tracks.
After gaining the Mage Entry Talent, you can take talents from any of the Mage tracks.
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== '''Arcane Weaving Track''' ==
=== Arcane Weaving Track ===
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]
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== '''Archmage Track''' ==
=== Archmage Track ===
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]
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== '''Sorcery Track''' ==
=== Sorcery Track ===
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]
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== '''Tome Wizard Track''' ==
=== Tome Wizard Track ===
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]
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* '''Level 30.''' If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.
* '''Level 30.''' If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.
|''Mage, Tome Wizard, '''Capstone'''''
|''Mage, Tome Wizard, '''Capstone'''''
|}
== Other Subclass Tracks ==
=== Occultism Track ===
You are endlessly fascinated with esoteric texts detailing the darkest side of ritual and the bloody underbelly of arcana. With your corrupt spellbook and sacrificial dagger in hand, you carve your way through flesh and magic alike. Weaving sinew and magic to your own dark purposes, your versatility both in and out of combat is nigh unparalleled.
{| class="wikitable"
!Talent
!PreReq
!Description
!Tags
|-
|'''Occultist'''
|Mage Entry
|Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead''.'' Mage talents with the occultism tag give you +1 to both Arcane and Occult Power instead of just to Arcane Power, including this talent.
|''Mage, Occultism''
|-
|'''Source Synthesis'''
|Occultist
|''Repeatable.'' Learn one arcane cantrip or occult chant, one occult ritual, and two spells that you may select from the Arcane or Occult Source.
|''Mage, Occultism, Repeatable''
|-
|'''Ritual Blade'''
|Occultist
Incompatibilities: Shade Familiar
|You have a ritual blade with the stats of both a dagger and knife (allowing you to use either DEX or INT).
You may use this blade to surgically rearrange your Essence.
Gain the Essence Surgery ability.
'''Essence Surgery.''' For 1 AP, roll your blade's damage die, lose that many SP, and gain that much Shield HP. (1/Recoup)
|''Mage, Occultism''
|-
|'''Bloodlet'''
|Ritual Blade
|You may use your ritual blade to conduct dark rites that give you unholy strength.
You may target a creature that is Restrained or Paralyzed and has fewer than 10 HP. By conducting a 10-minute rite, you can use one of your “Sacrifice” abilities. The first time an allied creature witnesses you use a Sacrifice ability, the ally gains +1 Fear.
You gain the following Sacrifice ability.
'''''Bloodlet:''''' You exsanguinate the creature, bleeding it dry. Gain a number of “Sanguine Charges” equal to your INT. You may use a Sanguine Charge by spending 1 AP,  gaining 1d6 Shield HP, or if you are Bloodied, +1d6 HP.
You may only have one Sacrifice ability active at a time. If you use another Sacrifice ability or Take a Rest, your active Sacrifice ability expires.
|''Mage, Occultism''
|-
|'''Shade Familiar'''
|Occultist
Incompatibilities: Ritual Blade
|You have a familiar, a shade from an infernal plane.
This familiar has an amorphous form, like a black mist. It follows your nonverbal commands and acts before, during, or after your turn. It has 1 AP. It cannot take damage and is immune to all conditions.
It has Darkvision 60 ft and has the auditory and tactile senses of an average humanoid. It cannot physically interact with objects and has a speed of 20 ft, hovering 2 ft above the ground.
Your familiar may occupy the space of a willing creature, granting that creature the Concealed condition.
You may spend 1 AP to briefly glimpse the world through your familiar's senses.
|''Mage, Occultism''
|-
|'''Ethereal Shade'''
|Shade Familiar
|Your familiar gains the Ethereal trait.
|''Mage, Occultism''
|-
|'''Occult Bargain'''
|Ethereal Shade or Bloodlet
|When you finish Taking a Rest, choose two arcane cantrips and three arcane spells that you do not know.
You learn those choices until you use this feature again. Each spell and cantrip that you learn in this way has the dark power tag (see the following table to determine its effect).
|''Mage, Occultism''
|-
|'''Precision Cast'''
|Occult Bargain
|You may deal nonlethal damage whenever dealing damage from the Arcane and Occult Source if you only target one creature.
|''Mage, Occultism''
|-
|'''Psychic Ward'''
|Precision Cast, Bloodlet
|You have the following Sacrifice ability.
'''''Psychic Ward:''''' You remove and consume the target creature's brain. Until you Take a Rest or use another Sacrifice ability, you may use your LOG in place of your REF, and your WILL in place of your FORT.
|''Mage, Occultism''
|-
|'''Death by a Thousand Cuts'''
|Psychic Ward
|You have the following Sacrifice ability.
'''''Death by a Thousand Cuts:''''' You slowly kill your Sacrifice creature in the most deliberately painful way possible. The next time you roll Initiative and this Sacrifice ability is still active, your crit range with your ritual blade increases by +2. The first time you crit with your ritual blade while this Sacrifice is still active, the target creature also gains Bleeding 2d4.
|''Mage, Occultism''
|-
|'''Arcane Parry'''
|Death by a Thousand Cuts
|When you are hit by an attack roll that targets only you, you may spend 1 Reactive AP and X SP to reduce the attack roll by X. (2/Recoup)
|''Mage, Occultism''
|-
|'''Twin Sacrifice'''
|Arcane Parry
|You may have two Sacrifice abilities active at one time. You may choose the same Sacrifice ability twice, or choose different ones. You must sacrifice one creature per active ability (you cannot sacrifice one creature to gain multiple benefits).
|''Mage, Occultism''
|-
|'''Vengeful Stare'''
|Precision Cast, Ethereal Shade
|Your familiar gains Vengeful Stare that it can use by spending its 1 AP. It can make an attack with this weapon X/Rest, where X = your current Fear.
'''''Vengeful Stare:''''' ''Ranged 60 ft Natural Weapon.'' +INT vs WILL. '''Hit:''' 1d10 psychic damage and the creature is Dazed until the end of its next turn.
|''Mage, Occultism''
|-
|'''Blackened Shade'''
|Vengeful Stare
|Your familiar blocks Line of Sight and the space it occupies is considered magical darkness. It exudes a 5 ft radius aura around it that turns bright light into dim light, and dim light into magical darkness.
|''Mage, Occultism''
|-
|'''Sweet Nothings'''
|Blackened Shade
|You may choose for your familiar to haunt your dreams while you sleep. If you do, then you cannot be magically contacted or divined in your dreams by any means. When you awaken, gain +1 Fear.
|''Mage, Occultism''
|-
|'''Wings of Darkness'''
|Sweet Nothings
|Your familiar’s speed increases to 30 ft, and it can now fly instead of just hovering.
|''Mage, Occultism''
|-
|'''Precision Blast'''
|Wings of Darkness or Twin Sacrifice
|You may deal nonlethal damage whenever dealing damage from the Arcane and Occult Source, even if you target multiple creatures.
|''Mage, Occultism''
|-
|'''Heartburn'''
|Precision Blast, Twin Sacrifice
|You gain the following Sacrifice ability.
'''''Heartburn:''''' Cut out the still-beating heart of your Sacrifice. Place the heart on a hook or string it onto a necklace so that you may keep it on your person. The next time you would gain a Death Point while this ability is active, the heart bursts into flame instead. You regain 1 HP and gain +1 Fear when this happens.
|''Mage, Occultism''
|-
|'''Mass Sacrifice'''
|Heartburn
|You may have a number of active Sacrifice abilities equal to 1/2 your INT. You may choose the same Sacrifice ability multiple times, or choose different ones. You must sacrifice one creature per active ability (you cannot sacrifice one creature to gain multiple benefits).
|''Mage, Occultism''
|-
|'''Dark Feast'''
|Mass Sacrifice
|You gain the following Sacrifice ability.
'''''Dark Feast:''''' You may eat an entire Sacrifice target. Gain the benefits of Taking a Rest. You and all allies that are aware of this Sacrifice’s occurrence all gain +2 Fear.
|''Mage, Occultism''
|-
|'''Hungering Shade'''
|Precision Blast, Wings of Darkness
|Your familiar can become Large, or return to Medium size after being Large, by spending 1 AP. It now has 2 AP on each of its turns.
When a hostile creature ends its turn within your familiar’s space or your familiar’s aura, you gain 1d6 Shield HP.
|''Mage, Occultism''
|-
|'''Grasping Tentacles'''
|Hungering Shade
|Your familiar gains Grasping Tentacles that it can use by spending its 1 AP.
'''''Grasping Tentacles:''''' ''Reach 15 ft Natural Weapon.'' +your INT vs REF. '''Hit:''' Creature is Grappled and pulled 10 ft closer to the familiar.
|''Mage, Occultism''
|-
|'''Blackened Shade II'''
|Grasping Tentacles
|Your familiar’s aura increases to 15 ft. Creatures in the aura or in the shade's space that are hostile to you are Chilled.
|''Mage, Occultism''
|-
|'''Occult Bargain II'''
|Blackened Shade II or Dark Feast
|When you use Occult Bargain, also learn one spell from any magic source that has an SPC of 20 or fewer. It gains a dark power effect as described in Occult Bargain.
|''Mage, Occultism''
|-
|'''Carnal Supper'''
|Occult Bargain II, Dark Feast
|When you use a Sacrifice ability, you may bestow the benefit upon a willing ally that participates in the relevant rites. This counts towards the number of Sacrifices that you may have active at one time.
'''''Level 30:''''' The number of Sacrifices you can have active at one time becomes equal to your INT. You must still sacrifice one creature per active ability (you cannot sacrifice one creature to gain multiple benefits).
|''Mage, Occultism, '''Capstone'''''
|-
|'''Devouring Shade'''
|Occult Bargain II, Blackened Shade II
|Your familiar may spend 1 AP to become Huge if it was Large, or to become Large if it was Huge.
Your familiar may spend 2 AP to become a devouring void. Its aura, and the spaces that it occupies, become Hazardous Terrain (1d6 necrotic) for creatures that are hostile to you. The devouring void lasts for 1 minute or until you end it early by spending 1 AP. (1/Rest)
'''''Level 30:''''' Devouring Void becomes 1/Recoup and becomes 1d10 necrotic.
|''Mage, Occultism, '''Capstone'''''
|}
{| class="wikitable"
|'''Name'''
|'''Type of Magic'''
|'''Description'''
|-
|Abrasive Chant
|''Cantrip that deals damage''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you suffer the damage instead.
|-
|Wellspring’s Blessing
|''Cantrip that does not deal damage''
|If you do not suffer dark power, you become Protected until the end of your next turn.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, you suffer 1d6 necrotic damage.
|-
|Wyrd Cantrip
|''Cantrip that imposes negative condition''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you suffer the condition for the written duration instead.
|-
|Fundamental Gambit
|''Cantrip that targets an ally''
|Extend the duration by 1 round if successful.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself.
|-
|Abrasive Spell
|''Spell that deals damage to one creature''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you suffer the damage instead.
|-
|Fundamental Scourge
|''Spell that deals AOE damage''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you cast the spell and it is centered on you.
|-
|Wyrd Spell
|''Spell that imposes a negative condition''
|Gain +1 TA on the attack roll.
'''Dark Power:''' On a crit fail, you suffer the condition for the written duration instead.
|-
|Wyrd Reconstruction
|''Spell that heals if successful''
|The spell adds additional healing equal to 1⁄2 your INT.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.
|-
|Occult Interference
|''Spell that targets self or an ally and doesn’t heal''
|If successful, the target gains +5 ft speed and +1 TA for the duration.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, a fiend is angry that you stole power from it. For the next 24 hours, any creatures with the fiend or undead tag that you encounter have a sense of aggression towards you that they cannot quite identify.
|-
|Fundamental Manifestation
|''Spell that summons''
|The creature you can summon with this spell can be 1 ML higher than normal.
'''Dark Power:''' Roll 1d20 for dark power. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a creature with the fiend or eldritch tag of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is summoned to an unoccupied place within 30 ft of you and is hostile to you and your allies.
|}
|}