Mage: Difference between revisions

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* <u>Learned</u>: Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.
* <u>Learned</u>: Gain +6 Skill Points, which you can spend on any [[skills]] with the INT tag.
* <u>Student of the Arcane</u>: Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.
* <u>[[Student]] of the Arcane</u>: Gain the Student of the Arcane Talent from the arcane stack if you did not already have it. INT is your Magic Attribute for mage magic.
* <u>Arcane Power</u>:  Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.
* <u>Arcane Power</u>:  Each time you level up and spend your talent point on a mage talent, gain +5 SP and +1 Arcane Power.
* <u>Focus</u>: Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic from the list below. This choice grants you a special bonus when you cast magic of that function.
* <u>Focus</u>: Choose one of the nine [[Magic in MythCraft#Functions of Magic|functions]] of magic from the list below. This choice grants you a special bonus when you cast magic of that function.
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|'''Alchemy'''
|'''Alchemy'''
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. 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.
|You can spend 10 minutes changing and simply shaping 1 cubic foot of a raw material to your needs. 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.
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|'''Altering'''
|'''Altering'''
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|'''Divining'''
|'''Divining'''
|You can now 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 Arcane Signature after it is used.
|You can now 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 Arcane [[Signature]] after it is used.
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|'''Enchanting'''
|'''Enchanting'''
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|'''Evoking'''
|'''Evoking'''
|(END/REST) When you deal damage with Evoking magic, add additional damage equal to 1⁄2 your level. You regain all expended uses when you Take a Rest.
|(END/REST) When you deal [[damage]] with Evoking magic, add additional damage equal to 1⁄2 your level. You regain all expended uses when you Take a Rest.
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|'''Illusory'''
|'''Illusory'''
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|'''Necromancy'''
|'''Necromancy'''
|When you would be reduced to 0 HP, you can sacrifice an undead under your control to instead have 1 HP. The undead in question is immediately destroyed.
|When you would be reduced to 0 HP, you can sacrifice an [[undead]] under your control to instead have 1 HP. The undead in question is immediately destroyed.
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|'''Summoning'''
|'''Summoning'''
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|'''Warding'''
|'''Warding'''
|When you cast Warding magic that increases any of a creature’s Defenses, that creature’s AR increases by an additional +1.
|When you cast Warding magic that increases any of a creature’s defenses, that creature’s AR increases by an additional +1.
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|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
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|'''Metamagic: Hasten'''
|'''Metamagic: [[Hasten]]'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).
|You may spend Metamagic Points to reduce a spell’s APC at a rate of 1 Metamagic Point per AP (min 1).
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|'''Mage: Illusory II'''
|'''Mage: Illusory II'''
|Mage: Illusory
|Mage: Illusory
|You may create one Illusory Duplicate of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.
|You may create one Illusory [[Duplicate]] of yourself when you cast your first Illusory spell after Taking a Rest. When you are subject to physical damage, the attacker must roll an even number to hit you. If they roll an odd number, one of your duplicates is destroyed instead. Regain the ability to create Illusory Duplicates when you complete a Rest.
|''Mage, Archmage''
|''Mage, Archmage''
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|'''Mage: Necromancy II'''
|'''Mage: Necromancy II'''
|Mage: Necromancy
|Mage: Necromancy
|The duration of the Raise Skeleton spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].
|The duration of the Raise [[Skeleton]] spell is now Indefinite, but your maximum SP are reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].
|''Mage, Archmage''
|''Mage, Archmage''
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|'''Mage: Warding II'''
|'''Mage: Warding II'''
|Mage: Warding
|Mage: Warding
|When you cast Mage Armor on yourself, and would be the victim of Massive Damage, you can reduce that damage by 1⁄2. If you do, your [[Mage Armor]] is dispelled.
|When you cast Mage [[Armor]] on yourself, and would be the victim of Massive Damage, you can reduce that damage by 1⁄2. If you do, your [[Mage Armor]] is dispelled.
|''Mage, Archmage''
|''Mage, Archmage''
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|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
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|'''Spell Thief'''
|'''Spell [[Thief]]'''
|Spellstealing
|Spellstealing
|You gain a +5 bonus to your Steal Spell rolls.
|You gain a +5 bonus to your Steal Spell rolls.
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[[Psionic Magic|Psionic]] meditation
[[Psionic Magic|Psionic]] meditation


If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if primal or psionic, or 10+ the Divine or Occult power requirement if divine or occult. If you fail this check, you may never attempt to cast it again and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.
If your choice has a tier or power requirement, roll an INT/Arcana check, the DC of which is 10+ double the Tier if [[primal]] or [[psionic]], or 10+ the [[Divine]] or [[Occult]] power requirement if divine or occult. If you fail this check, you may never attempt to cast it again and must make a new selection in its place. This spot in your spellbook does not count towards your three Stolen Spell slots.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
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