Mage: Difference between revisions

78 bytes removed ,  12 January 2024
added comma after "case" in introduction, corrected "chose" in Metamagic: Overclock, in Mage: Altering II removed comma after first size and uncapitalized second size, Changed are to is in Mage: Necromancy II, as well as Necromancy III and IV. Removed comma after "others" in Mage: Warding IV, in Cantrip Focus IV removed an extra "your" before half, removed comma after "occupy" in Tome Familiar II, removed comma after "again" in Spellstealing III,
m (removed Link from arcane in opening information)
(added comma after "case" in introduction, corrected "chose" in Metamagic: Overclock, in Mage: Altering II removed comma after first size and uncapitalized second size, Changed are to is in Mage: Necromancy II, as well as Necromancy III and IV. Removed comma after "others" in Mage: Warding IV, in Cantrip Focus IV removed an extra "your" before half, removed comma after "occupy" in Tome Familiar II, removed comma after "again" in Spellstealing III,)
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You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of arcane magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.
You’ve always had a spark of talent within you, perhaps the ability to literally conjure forth sparks when agitated or excited. Ever curious about the world and the power within you, you have never shied away from experimentation with your magical powers. In your youth, this caused your family endless grief and singed eyebrows. Now, having mastered the basics of [[arcane]] magic, you seek to continue your study and uncover ever deeper mysteries of the fundamental wellspring of magic.


Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.
Developing skill as an arcane caster necessitates that you maintain Attunation with the Fundamental Wellspring. This entails different practices for different casters, so in your case, it might involve reading complex arcane texts or meditating intensely on the metaphysics or astrophysics of the universe. Be proactive, for if you become lackadaisical in maintaining Attunation, your skill will gradually atrophy, and you might lose your arcane ability altogether if you do not diligently cultivate this Attunation.


'''<u><big>Mage Tracks</big></u>'''
'''<u><big>Mage Tracks</big></u>'''
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|'''Metamagic: Overclock'''
|'''Metamagic: Overclock'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you chose to spend a point in this manner, but you may halve the cost (min 1) multiple times.
|You may spend 1 Metamagic Point to halve the SPC of upcharging a spell. You may not use Metamagic Points on other Metamagic if you choose to spend a point in this manner, but you may halve the cost (min 1) multiple times.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
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|'''Mage: Altering III'''
|'''Mage: Altering III'''
|Mage: Altering II
|Mage: Altering II
|Your Arcane Swap spell now has no minimum size, and can be cast on objects that are no larger than one Size larger than you, or twice your weight.
|Your Arcane Swap spell now has no minimum size and can be cast on objects that are no larger than one size larger than you, or twice your weight.
|''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 is reduced by 16 for each active skeleton under your control. You can no longer upcharge [[Raise Skeleton]].
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Necromancy III'''
|'''Mage: Necromancy III'''
|Mage: Necromancy II
|Mage: Necromancy II
|Your maximum SP are now reduced by only 8 for each active skeleton under your control.
|Your maximum SP is now reduced by only 8 for each active skeleton under your control.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Necromancy IV'''
|'''Mage: Necromancy IV'''
|Mage: Necromancy III
|Mage: Necromancy III
|Your maximum SP are now reduced by only 4 for each active skeleton under your control.
|Your maximum SP is now reduced by only 4 for each active skeleton under your control.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
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|'''Mage: Warding IV'''
|'''Mage: Warding IV'''
|Mage: Warding III
|Mage: Warding III
|Your Mage Armor can no longer be dispelled by others, and increases all defenses by +5.
|Your Mage Armor can no longer be dispelled by others and increases all defenses by +5.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
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|'''Cantrip Focus'''
|'''Cantrip Focus'''
|Inertia
|Inertia
|When you are carefully casting a cantrip, you gain [[Tactical Advantages|TA]].
|When you are carefully casting a cantrip, you gain TA.
|''Mage, Sorcery''  
|''Mage, Sorcery''  
|-
|-
|'''Cantrip Focus II'''
|'''Cantrip Focus II'''
|Cantrip Focus
|Cantrip Focus
|When you are carefully casting a cantrip, you gain another [[Tactical Advantages|TA]] (2 total from this feature).
|When you are carefully casting a cantrip, you gain another TA (2 total from this feature).
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Cantrip Focus III'''
|'''Cantrip Focus III'''
|Cantrip Focus II
|Cantrip Focus II
|When you are carefully casting a cantrip, you gain another [[Tactical Advantages|TA]] (3 total from this feature).
|When you are carefully casting a cantrip, you gain another TA (3 total from this feature).
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Cantrip Focus IV'''
|'''Cantrip Focus IV'''
|Cantrip Focus III
|Cantrip Focus III
|You can now add your half your INT to your cantrip damage.
|You can now add half your INT to your cantrip damage.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
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|'''Tome Familiar II'''
|'''Tome Familiar II'''
|Awakened Spellbook III
|Awakened Spellbook III
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy, and can hover up to 30 ft in the air. Gain the Joint Cast ability.
|Your Awakened Spellbook can now be 120 ft from you without being recalled to the space you occupy and can hover up to 30 ft in the air. Gain the Joint Cast ability.


* <u>Joint Cast</u>: (3/Rest) When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. You regain all expended uses when you Take a Rest.
* <u>Joint Cast</u>: (3/Rest) When you are casting a cantrip, your Awakened Spellbook can duplicate that cantrip on a target of its own, or the same target, assuming all other [[conditions]] of the cantrip are met. You regain all expended uses when you Take a Rest.
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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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