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__NOAUTOLINKS__
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[[File:Dragonfolk Mage.png|thumb|Finneas Alistair Laith, absentminded scholar]]
[[File:Dragonfolk Mage.png|thumb|Finneas Alistair Laith, absentminded scholar]]


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'''<u><big>Mage Tracks</big></u>'''
'''<u><big>Mage Tracks</big></u>'''


'''Arcane Weaving.''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.
'''[[Mage#Arcane Weaving Track|Arcane Weaving.]]''' Some spells are especially mutable, capable of being sculpted into something new. You might master this ability, allowing you a diverse repertoire of effects.


'''Archmage.''' By focusing on a single function of magic - alchemy, illusory magic, or perhaps necromancy to name a few - you can become an unparalleled master of customizing the capabilities of your magic.
'''[[Mage#Archmage Track|Archmage.]]''' By focusing on a single function of magic alchemy, illusory magic, or perhaps necromancy to name a few you can become an unparalleled master of customizing the capabilities of your magic.


'''Sorcery.''' By manipulating chance, you mitigate the danger of arcane magic or can cause the magic to become even more unstable, with explosive results.
'''[[Mage#Sorcery Track|Sorcery.]]''' By manipulating chance, you mitigate the danger of arcane magic or can cause the magic to become even more unstable, with explosive results.


'''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#Tome Wizard Track|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''' ==
'''[[Mage#Occultism Track|Occultism.]]''' ''Harker's Guide to Vampire Hunting.'' 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.
 
== 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.
{| class="wikitable"
{| class="wikitable"
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|'''Mage Entry'''
|'''Mage Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|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 magic attribute.
 
'''Arcane Power.''' Each time you level up and spend your Talent Point on a Mage talent, gain +5 SP and +1 Arcane Power.


* <u>Learned</u>: Gain +6 Skill Points that you can spend on any skills with the INT tag.
'''Focus.''' Choose one of the nine functions of magic. This choice grants you a special bonus when you cast magic of that function.
* <u>Student of the Arcane</u>: Gain the Student of the Arcane Talent from the Arcane Magic stack if you did not already have it. INT is your Magic Attribute.
* <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 functions of magic from the chart below. 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 1 ft<sup>3</sup> 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 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 Spells cost you 1 fewer AP (min 1).  
|Altering spells cost you 1 fewer AP (min 1).  
|-
|-
|'''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 Signature after it is used.
|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 a spell that has the Enchanting function and Charms or Frightens a creature, multiply the duration of the effects by 1.5.
|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 Evoking magic, add additional damage equal to ½ your level.  
|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 die rolls.
|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 an undead under your control to instead have 1 HP. The undead in question is immediately destroyed.
|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 maximum HP equal to your Arcane Power Level.  
|Creatures that you summon gain additional max HP equal to your Arcane Power level.  
|-
|-
|'''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 +1.
|}
|}


== '''Arcane Weaving Track''' ==
=== Arcane Weaving Track ===
[[File:Arcane Weaving Track.png|thumb|325x325px|Arcane Weaving Track Progression]]
[[File:ArcaneWeavingTrack.png|center|frameless|450x450px|Arcane Weaving Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Arcane Weaver'''
|'''Arcane Weaver'''
|Mage Entry
|Mage Entry
|Spells with the metamagic tag cost you 4 fewer SP to cast.
|Spells with the metamagic tag cost you 4 fewer SP to cast (min 0).
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Spell Sculptor'''
|'''Spell Sculptor'''
|Arcane Weaver
|Arcane Weaver
|Sculpt Spell costs you ½ the SP cost to cast. This replaces your Arcane Weaver ability
|The Sculpt Spell arcane spell costs you 1⁄2 the SPC to cast.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Spell Sculptor II'''
|'''Spell Sculptor II'''
|Spell Sculptor
|Spell Sculptor
|Sculpt Spell costs no SP to upcharge.
|Sculpt Spell costs you no SP to upcharge.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Spell Sculptor III'''
|'''Spell Sculptor III'''
|Spell Sculptor II
|Spell Sculptor II
|Sculpt Spell costs 1 SP to cast, and no SP to upcharge.
|Sculpt Spell now costs you 1 SP to cast.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Spell Sniper'''
|'''Spell Sniper'''
|Arcane Weaver
|Arcane Weaver
|Extend Spell costs you ½ the SP to cast. This replaces your Arcane Weaver ability.
|The Extend Spell arcane spell costs you 1⁄2 the SPC to cast.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Spell Sniper II'''
|'''Spell Sniper II'''
|Spell Sniper
|Spell Sniper
|Upcharging Extend Spell becomes +2 SP per 15 ft.
|Upcharging Extend Spell becomes +15 ft range for the primary spell per +2 SP.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Mote Expert'''
|'''Mote Expert'''
|Arcane Weaver
|Arcane Weaver
|Delay Spell costs you ½ the SP to cast. This replaces your Arcane Weaver ability
|The Delay Spell arcane spell costs you 1⁄2 the SP to cast.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
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|'''Empower Spell Expert'''
|'''Empower Spell Expert'''
|Arcane Weaver
|Arcane Weaver
|Your Empower Spell’s APC is lowered by 2.
|The Empower Spell arcane spell’s APC is lowered by 2.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Arcane Weaver II'''
|'''Arcane Weaver II'''
|Arcane Weaver, Arcane Weaving 5
|Arcane Weaving 5
|Gain Metamagic Points equal to your INT. You can use these to cast Metamagic spells at a rate of 2 Metamagic Points per spell in place of SP. You regain all expended Metamagic points when you Take a Rest.  
|Gain Metamagic Points equal to your INT. You may spend 2 Metamagic points to cast an arcane spell or cantrip with the metamagic tag for 0 SP. You regain all expended Metamagic points when you Take a Rest.
If you spend Metamagic Points with a talent from the Arcane Weaving track in the Mage stack, you must declare the expenditure before you cast your spell.
When you spend Metamagic Points, you must declare the expenditure before you cast your arcane spell or cantrip.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Spell Point Cost'''
|'''Metamagic: Spell Point Cost'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend Metamagic Points to reduce a spell’s SPC by 2 SP per Metamagic Point.
|You may spend Metamagic Points to reduce an arcane spell’s SPC by 2 SP per Metamagic Point.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Morph Damage'''
|'''Metamagic: Morph Damage'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend 1 Metamagic Point to change a spell’s damage type from cold, corrosive, fire, or necrotic to a different damage type out of those options.
|You may spend 1 Metamagic Point to change an arcane spell or cantrip’s damage type from cold, corrosive, fire, or necrotic to a different damage type out of those options.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''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 an arcane spell or cantrip’s APC at a rate of 1 Metamagic Point per AP (min 1).
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''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 an arcane spell or cantrip. You may not combine this with other Metamagic expenditures, but you may halve the cost (min 1) multiple times.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Maximize'''
|'''Metamagic: Maximize'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend 6 Metamagic Points to maximize the damage of a spell.
|You may spend 6 Metamagic Points to maximize the damage of an arcane spell or cantrip.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Overcome'''
|'''Metamagic: Overcome'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend 1 Metamagic Point to ignore a creature’s Resist.
|You may spend 1 Metamagic Point to ignore a creature’s Resist with an arcane spell or cantrip.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Humane Spell'''
|'''Metamagic: Humane Spell'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend 1 Metamagic Point to modify a spell to deal psychic damage and become nonlethal.
|You may spend 1 Metamagic Point to modify an arcane spell or cantrip to deal psychic damage and become nonlethal.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Leeching'''
|'''Metamagic: Leeching'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend 1 Metamagic Point to regain HP equal to ½ the necrotic damage you deal with the modified spell, or 2 Metamagic Points to heal for all the necrotic damage.
|When you cast an arcane spell or cantrip that deals necrotic damage, you may spend 1 Metamagic Point to regain HP equal to 1⁄2 the necrotic damage you deal, or 2 Metamagic Points to heal for all the necrotic damage.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Duration'''
|'''Metamagic: Duration'''
|Arcane Weaver II
|Arcane Weaver II
|You may extend a spell with a duration of 1 minute or longer. It lasts for 1 additional minute per Metamagic Point you expend.
|You may extend an arcane spell or cantrip with a duration of 1 minute or longer. It lasts for +1 minute per Metamagic Point you expend.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic: Conjuring'''
|'''Metamagic: Conjuring'''
|Arcane Weaver II
|Arcane Weaver II
|You may spend 2 Metamagic Points to delay conjuring for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.
|You may spend 2 Metamagic Points to delay conjuring an arcane spell for one turn. If you do not resume conjuring at the start of your next turn, you lose the spell as if your conjuring were interrupted.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic Expert'''
|'''Metamagic Expert'''
|Arcane Weaver II
|Arcane Weaver II
|(1/Rest) You may regain expended Metamagic Points when you Recoup.  
|Gain the Metamagic Expert ability.
 
* '''Metamagic Expert (1/Rest).''' You may regain all expended Metamagic Points when you Recoup.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic Expert II'''
|'''Metamagic Expert II'''
|Metamagic Expert
|Metamagic Expert
|(1/Rest) You may regain expended Metamagic Points when you Catch your Breath.  
|Your Metamagic Expert ability now lets you regain all expended uses when you Catch your Breath.  
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Arcane Versatility'''
|'''Arcane Versatility'''
|Arcane Weaver II
|Arcane Weaver II
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP
|You may trade SP for Metamagic Points at a rate of 10 SP per 1 Metamagic Point, or Metamagic Points for SP at a rate of 1 Metamagic Point for 5 SP.
|''Mage, Arcane Weaving''
|''Mage, Arcane Weaving''
|-
|-
|'''Metamagic Caster'''
|'''Metamagic Caster'''
|Arcane Weaving 14
|Arcane Weaving 14
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself.  
|You weave magic in ways most cannot even comprehend, manipulating the leylines of the Fundamental Wellspring and bending them to your will, even altering reality itself. Your total Metamagic Points is now equal to your INT+6.
You gain 6 additional Metamagic Points (your total is now INT+6). Gain the Strand of Metamagic ability.
Gain the Strand of Metamagic ability.
* '''Strand of Metamagic.''' You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X.  
* '''Strand of Metamagic.''' You may spend X Metamagic Points to increase your d20 roll by X. You may spend 1 Reactive AP to spend X Metamagic Points and decrease the d20 roll of a hostile creature within 40 ft of you by X.
** '''Level 30:''' The final cap for your INT increases from 12 to 14.
* '''''Level 30:''''' The final cap for your INT increases from 12 to 14.
|''Mage, Arcane Weaving, '''Capstone'''''
|''Mage, Arcane Weaving, '''Capstone'''''
|}
|}


== '''Archmage Track''' ==
=== Archmage Track ===
[[File:Archmage Track.png|thumb|260x260px|Archmage Track Progression]]
[[File:ArchmageTrack.png|center|frameless|1028x1028px|Archmage Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Arcane Intellectual'''
|'''Arcane Intellectual'''
|Mage Entry
|Mage Entry
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring. You may now only take talents from the Mage and Arcane Magic stacks.  
|You dedicate yourself to scholarly pursuits, the study of arcane magics, and the mastery of the Fundamental Wellspring.
You immediately learn all arcane cantrips and can add your INT to damage dealt by cantrips.
You may now only take talents from the Mage and Arcane Magic stacks.
 
You immediately learn all arcane cantrips and add your INT to damage dealt by cantrips.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Alchemy'''
|'''Mage: Alchemy'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Alchemy Focus. If you already had the Alchemy Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Alchemy Focus. If you already had the Alchemy Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Alchemy II'''
|'''Mage: Alchemy II'''
|Mage: Alchemy
|Mage: Alchemy
|Your Alchemy creation can now be up to 5 ft by 15 ft and be crafted objects that do not feature moving parts (such as a ladder or sword). You must have at least 4 Skill Points in the associated skill to create in this way (Such as carpentry for a ladder or blacksmithing for a sword). The value of crafted creations can be no higher than the value of the materials.
|Alchemy Focus can now be up to 5 ft x 5 ft x 15 ft They can also be crafted objects that do not feature moving parts (such as a ladder or sword). You must have at least 4 Skill Points in the associated skill to create crafted objects in this way (Such as Carpentry for a ladder or Smithing for a sword). The value of crafted creations can be no higher than the value of the materials.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Alchemy III'''
|'''Mage: Alchemy III'''
|Mage: Alchemy II
|Mage: Alchemy II
|Your Alchemy creation can now be 15 ft wide, tall, and long.
|Alchemy Focus can now be 15 ft x 15 ft x 15 ft.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Alchemy IV'''
|'''Mage: Alchemy IV'''
|Mage: Alchemy III
|Mage: Alchemy III
|Your Alchemy creation can now feature moving parts such as doors or windows.
|Alchemy Focus can now create objects featuring moving parts such as doors or windows.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Alchemy V'''
|'''Mage: Alchemy V'''
|Mage: Alchemy IV
|Mage: Alchemy IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the alchemy tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the alchemy tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Altering'''
|'''Mage: Altering'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Altering Focus. If you already had the Altering Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Altering Focus. If you already had the Altering Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Altering II'''
|'''Mage: Altering II'''
|Mage: Altering
|Mage: Altering
|Your [[Arcane Swap]] spell can now be cast on a willing, friendly creature also in range that is no more than one Size larger or smaller than the target of the swap, instead of being cast on yourself.
|With you [[Arcane Swap]] arcane spell, if you target a willing creature, you may swap them with another willing creature in range that is within one Size category of the original target, instead of swapping yourself.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''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.
|Arcane Swap now has no minimum size, and can target objects that are no larger than one Size larger than you, or twice your weight.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
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|'''Mage: Altering V'''
|'''Mage: Altering V'''
|Mage: Altering IV
|Mage: Altering IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the altering tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the altering tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Divining'''
|'''Mage: Divining'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Divining Focus. If you already had the Divining Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag
|Gain the Divining Focus. If you already had the Divining Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Divining II'''
|'''Mage: Divining II'''
|Mage: Divining
|Mage: Divining
|You can now use your Divining feature on a Signature twice before it is dispelled.
|You can use your Signature Scry ability on a Signature twice before it is dispelled.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Divining III'''
|'''Mage: Divining III'''
|Mage: Divining II
|Mage: Divining II
|Your Signatures are no longer dispelled by your Divining feature.
|Your Signatures are no longer dispelled by your Signature Scry ability.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Divining IV'''
|'''Mage: Divining IV'''
|Mage: Divining III
|Mage: Divining III
|(2/Rest) You may now teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature
|Gain the Homing Beacon ability.
 
* '''Homing Beacon (2/Rest).''' You may teleport yourself to a Signature by meditating on one of your Signatures for 10 minutes. This dispels the Signature.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Divining V'''
|'''Mage: Divining V'''
|Mage: Divining IV
|Mage: Divining IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the divining tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the divining tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Enchanting'''
|'''Mage: Enchanting'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Enchanting Focus. If you already had the Enchanting Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Enchanting Focus. If you already had the Enchanting Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Enchanting II'''
|'''Mage: Enchanting II'''
|Mage: Enchanting
|Mage: Enchanting
|An object that has your Signature costs 0 SP to possess with the [[Possess Object]] spell.
|An object that has your Signature costs 0 SP to possess with the [[Possess Object]] arcane spell.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Enchanting III'''
|'''Mage: Enchanting III'''
|Mage: Enchanting II
|Mage: Enchanting II
|Using your Unravel Magic spell always costs ½ the SPC of the spell you are targeting if it is an Enchanting spell, regardless of its source.
|Your [[Unravel Magic]] arcane spell costs 1⁄2 the SPC of the spell you are targeting if it is a spell with the enchanting tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Enchanting IV'''
|'''Mage: Enchanting IV'''
|Mage: Enchanting III
|Mage: Enchanting III
|If you discover enchanting magic using the [[Sense Magic]] spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.
|If you discover enchanting magic using the [[Sense Magic]] arcane spell, you learn who the caster is, provided that you already know their true name and they are within 1 mile of you.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Enchanting V'''
|'''Mage: Enchanting V'''
|Mage: Enchanting IV
|Mage: Enchanting IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the enchanting tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the enchanting tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Evoking'''
|'''Mage: Evoking'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Evoking Focus. If you already had the Evoking Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Evoking Focus. If you already had the Evoking Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Evoking II'''
|'''Mage: Evoking II'''
|Mage: Evoking
|Mage: Evoking
|(END/Rest) You may now add additional damage equal to your level. This replaces your original Evoking Focus ability.  
|Devastating Blast becomes damage equal to your character level.  
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Evoking III'''
|'''Mage: Evoking III'''
|Mage: Evoking II
|Mage: Evoking II
|You may add your INT to any damage rolls you make when using Evoking cantrips, chants, or prayers.
|When you use Devastating Blast on an evoking spell the additional damage is equal to your character level + INT.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Evoking IV'''
|'''Mage: Evoking IV'''
|Mage: Evoking III
|Mage: Evoking III
|When you cast an Evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.
|Gain the Overchannel ability.
 
* '''Overchannel.''' When you cast an evoking spell, you may gain additional SP by gaining Death Points. For each Death Point you gain, you gain 10 SP. You lose any excess SP that you gained from this feature.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Evoking V'''
|'''Mage: Evoking V'''
|Mage: Evoking IV
|Mage: Evoking IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the evoking tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the evoking tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Illusory'''
|'''Mage: Illusory'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Illusory Focus. If you already had the Illusory Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Illusory Focus. If you already had the Illusory Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''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.
|Gain the Illusory Duplicate ability.
 
* '''Illusory Duplicate (1/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, they hit and destroy one of your duplicates instead.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
Line 368: Line 391:
|'''Mage: Illusory V'''
|'''Mage: Illusory V'''
|Mage: Illusory IV
|Mage: Illusory IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the illusory tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the illusory tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Necromancy'''
|'''Mage: Necromancy'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Necromancy Focus. If you already had the Necromancy Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Necromancy Focus. If you already had the Necromancy Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''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]] arcane spell is now Indefinite, but your max SP are 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 max SP are 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 max SP are now reduced by only 4 for each active skeleton under your control.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Necromancy V'''
|'''Mage: Necromancy V'''
|Mage: Necromancy IV
|Mage: Necromancy IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the necromancy tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the necromancy tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Summoning'''
|'''Mage: Summoning'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Summoning Focus. If you already had the Summoning Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Summoning Focus. If you already had the Summoning Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Summoning II'''
|'''Mage: Summoning II'''
|Mage: Summoning
|Mage: Summoning
|Creatures you create using a Summoning spell add ½ your INT to their attack rolls.
|Creatures you create using a summoning spell add 1⁄2 your INT to their attack rolls.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Summoning III'''
|'''Mage: Summoning III'''
|Mage: Summoning II
|Mage: Summoning II
|Creatures you create using a Summoning spell add ½ your INT to their damage rolls.
|Creatures you create using a summoning spell add 1⁄2 your INT to their damage rolls.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Summoning IV'''
|'''Mage: Summoning IV'''
|Mage: Summoning III
|Mage: Summoning III
|Creatures you create using a Summoning spell add your INT to their attack and damage rolls
|Summoning II and III become: Creatures you create using a summoning spell add your INT to their attack and damage rolls.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Summoning V'''
|'''Mage: Summoning V'''
|Mage: Summoning IV
|Mage: Summoning IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the summoning tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the summoning tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Warding'''
|'''Mage: Warding'''
|Arcane Intellectual
|Arcane Intellectual
|You gain the Warding Focus. If you already had the Warding Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|Gain the Warding Focus. If you already had the Warding Focus, you gain +6 Skill Points that you can spend on any skills with the INT tag.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Warding II'''
|'''Mage: Warding II'''
|Mage: Warding
|Mage: Warding
|When you cast [[Mage Armor]] on yourself, and would be the victim of [[Actions#Massive Damage|Massive Damage]] you can reduce that damage by ½. If you do, your Mage Armor is dispelled.
|When you cast the [[Mage Armor]] arcane spell on yourself, and would be the victim of [[Actions#Massive Damage|Massive Damage]] you can reduce that damage by 1⁄2. If you do, your Mage Armor is dispelled.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
Line 438: Line 461:
|'''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 now increases all defenses by +5.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Mage: Warding V'''
|'''Mage: Warding V'''
|Mage: Warding IV
|Mage: Warding IV
|Choose one cantrip, chant, or prayer and one spell. Each of these choices must have the warding tag. You may now cast these as if they were an arcane cantrip and arcane spell.
|Choose one cantrip, chant, or prayer, and one spell from any magic source. Each of these choices must have the warding tag. These count as arcane, if they were not already.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''High Mage'''
|'''High Mage'''
|Arcane 14
|Archmage 14
|(1/Rest) You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. You may regain half your SP when you Recoup.  
|You are renowned as a highly skilled arcane caster, and many hopefuls will seek you out to try to earn your favor as an instructor. Gain the High Mage ability.
 
* '''High Mage (1/Rest).''' You may regain half your SP when you Recoup.
|''Mage, Archmage''
|''Mage, Archmage''
|-
|-
|'''Archmage'''
|'''Archmage'''
|High Mage, Arcane Power 29
|High Mage, Arcane Power 29
|Your spells can no longer be dispelled, identified, detected, scryed on, or targeted in any way by a caster with a level or Monster Level below your Character Level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.
|Your spells can no longer be dispelled, identified, detected, scried on, or targeted in any way by a caster with a character level or ML below your character level. Even then, a creature can only target your spells if they spend at least 90 SP or expend the equivalent of 90 SP through innate casting.
|''Mage, Archmage, '''Capstone'''''
|''Mage, Archmage, '''Capstone'''''
|}
|}


== '''Sorcery Track''' ==
=== Sorcery Track ===
[[File:Sorcery Track.png|thumb|526x526px|Sorcery Track Progression]]
[[File:SorceryTrack.png|center|frameless|535x535px|Sorcery Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
Line 467: Line 492:
|'''Sorcery Focus'''
|'''Sorcery Focus'''
|Mage Entry
|Mage Entry
|You can no longer take backlash damage that is higher than your current Character Level while you have your focus on your person. You take damage equal to the Spell’s SPC (min 1) or equal to your level, whichever is lower.
|You can no longer take backlash damage that is higher than your current character level while you have your focus on your person. You take damage equal to the arcane spell or cantrip’s SPC (min 1) or equal to your character level, whichever is lower.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
Line 473: Line 498:
|Sorcery Focus
|Sorcery Focus
<u>Incompatible</u>: Wellspring Tap
<u>Incompatible</u>: Wellspring Tap
|By acting more carefully, you trigger backlash less frequently. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.
|By acting more carefully, you trigger backlash less frequently with spells. When you would trigger backlash, you can now roll a 1d20, and on a 10 or higher, the backlash does not occur. However, your critical casts now only reduce the SPC by 5, instead of 10.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Careful Casting II'''
|'''Careful Casting II'''
|Careful Casting
|Careful Casting
|You can no longer trigger backlash, and your critical casts do not cost fewer SP or restore SP
|You can no longer trigger backlash with spells, and your critical casts cannot reduce SPC or restore SP.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Careful Casting III'''
|'''Careful Casting III'''
|Careful Casting II
|Careful Casting II
|You may now choose if you are carefully casting spells or not. When you use Careful Cast, you cannot trigger backlash and your critical casts do not cost fewer SP. You must declare this before rolling.
|You may now choose if you are carefully casting spells or not. When you use Careful Cast on spells, you cannot trigger backlash and your critical casts cannot reduce SPC. You must declare this before rolling.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
Line 494: Line 519:
|'''Wellspring Tap II'''
|'''Wellspring Tap II'''
|Wellspring Tap
|Wellspring Tap
|If you critically cast on a spell that costs fewer than 10 SP, you regain that amount of SP.
|Wellspring Tap now applies to spells that cost 10 SP or fewer.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
Line 509: Line 534:
|'''Inertia'''
|'''Inertia'''
|Careful Casting - Cantrips
|Careful Casting - Cantrips
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP
|When you are the victim of a critical hit or critical cast, you regain 1d10 SP.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Cantrip Focus'''
|'''Cantrip Focus'''
|Inertia
|Inertia
|When you are carefully casting a cantrip, you gain TA.
|When you are carefully casting a cantrip, you gain +1 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 TA (2 total from this feature).
|Cantrip Focus becomes +2 TA.
|''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 TA (3 total from this feature).
|Cantrip Focus becomes +3 TA.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Cantrip Focus IV'''
|'''Cantrip Focus IV'''
|Cantrip Focus III
|Cantrip Focus III
|You can now add half your INT to your cantrip damage.
|You can now add your 1⁄2 your INT to your cantrip damage.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Cantrip Focus V'''
|'''Cantrip Focus V'''
|Cantrip Focus IV
|Cantrip Focus IV
|You can now critically cast on cantrips, but cannot trigger backlash on cantrips.
|You can now critically cast on cantrip and you can no longer trigger backlash on cantrips.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
Line 559: Line 584:
|'''Unstable Casting V'''
|'''Unstable Casting V'''
|Unstable Casting IV
|Unstable Casting IV
|Unstable Cast becomes an ability and you can declare if you are casting normally or using Unstable Cast. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.
|When casting, you may now declare if you are casting the spell normally or using Unstable Casingt. If you are casting normally, you crit on a 20 and backlash on a 1, unless you are carefully casting.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Explosive Critical'''
|'''Explosive Critical'''
|Sorcery 11
|Cantrip Focus V or Unstable Casting V
|Your cantrip crits deal critical damage as if they were a physical attack.
|Your cantrip crits deal critical damage as if they were a weapon attack.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Explosive Critical II'''
|'''Explosive Critical II'''
|Explosive Critical
|Explosive Critical
|Your cantrip crits may also deal the same damage to one additional target that is within 5 ft of your target.
|When you crit on a cantrip, you may also apply the damage to one additional target that is within 5 ft of your target.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Explosive Critical III'''
|'''Explosive Critical III'''
|Explosive Critical II
|Explosive Critical II
|Your cantrip crits cause your damage dice to explode. You may indefinitely reroll any damage dice that landed on their maximum possible damage (such as a 6 on a d6) and add that to the total damage.
|Your cantrip crits cause your damage dice to explode. When you crit and roll max damage on a damage die, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add the sum of all of those damage dice together.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
Line 584: Line 609:
|'''Inertia III'''
|'''Inertia III'''
|Inertia II
|Inertia II
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Deal 1d10+INT damage of that type to all creatures within 5 ft of you, including friendly creatures.
|When you are the victim of a critical hit, you explode with your choice of fire, cold, or necrotic damage. Deal 1d10+INT damage of that type to all creatures within 5 ft of you.
|''Mage, Sorcery''
|''Mage, Sorcery''
|-
|-
|'''Grand Sorcerer'''
|'''Grand Sorcerer'''
|Sorcery 14
|Explosive Critical III or Inertia III
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.  
|You are a battle hardened sorcerer of great renown, capable of harnessing the destructive power of the Fundamental Wellspring to turn the tide of a battle. Generals and monarchs would pay high sums or large favors to earn your support in a conflict.
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast.
Backlash no longer ends your turn, and you now regain 1 AP when you critically cast.
* '''Level 30.''' You can spend 1 LUCK point to reroll all of your damage dice.
* '''''Level 30:''''' You can spend 1 Luck Point to reroll all of your damage dice.
|''Mage, Sorcery, '''Capstone'''''
|''Mage, Sorcery, '''Capstone'''''
|}
|}


== '''Tome Wizard Track''' ==
=== Tome Wizard Track ===
[[File:Tome Wizard Track.png|thumb|578x578px|Tome Wizard Track Progression]]
[[File:TomeWizardTrack.png|center|frameless|573x573px|Tome Wizard Track Progression]]
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
!'''PreReq'''
!PreReq
!Description
!Description
!Tags
!Tags
Line 605: Line 630:
|'''Awakened Spellbook'''
|'''Awakened Spellbook'''
|Mage Entry
|Mage Entry
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.  
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.
You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you.  
You can no longer be separated from your Spellbook as it becomes partially ethereal, gains limited sentience, and has the ability to hover nearby. In this form, the Awakened Spellbook cannot be targeted and occupies the same space as you.
You gain +1 to all your mental defenses
 
Gain +1 to your mental defenses.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Spell Scribe'''
|'''Spell Scribe'''
|Awakened Spellbook
|Awakened Spellbook
|Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. When cast, the vellum dissolves and you can cast the spell normally again.  
|Gain the Spell Scribe ability.
If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(the spell’s SPC/2). On a fail, the spell fizzles and the vellum dissolves.  
 
Your Spellbook can only produce one enchanted vellum a day, regaining the ability to do so after Taking a Rest. It cannot produce an enchanted vellum while there is another enchanted vellum or spell scroll available.
* '''Spell Scribe (1/Rest).''' Your Spellbook can produce an enchanted vellum. You can cast a spell you know on this vellum, which causes it to become a spell scroll. While there is an active scroll, you can not cast that spell normally. Any creature can use this spell scroll to cast the spell using the required AP without expending SP. They use their own spellcasting attribute when applicable. If they do not have one, they use INT. When cast, the spell scroll dissolves and you can cast the spell normally again. If the SPC of the spell is over 16, the user of the scroll must make an INT/Arcana check after spending the required AP. The creature must beat a DC of 10+(1⁄2 the spell’s SPC). On a failure, the spell fizzles and the spell scroll dissolves. You may only produce one spell scroll at a time in this way. If you would create a new one and your previous one is unused, the previous one disintegrates.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Awakened Spellbook II'''
|'''Awakened Spellbook II'''
|Spell Scribe
|Spell Scribe
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.  
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.
Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as the caster automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire.  
Your Awakened Spellbook can now occupy any space within 15 ft of you, and any spells that you cast can originate from you or the Awakened Spellbook. If you move more than 15 ft away, the book hovers back to occupy the same space as you automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire.
You gain another +1 to your mental defenses.
 
Gain +1 to your mental defenses.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Spell Scribe'''
|'''Spell Scribe II'''
|Awakened Spellbook II
|Awakened Spellbook II
|You can now have two spell scrolls or enchanted vellums active at a time. Your Spellbook still only produces one per day
|You can now maintain two spell scrolls at a time using your Spell Scribe ability. If you would create a new one and your previous scrolls are unused, choose one to disintegrate. Your Spellbook still only produces one enchanted vellum per day.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Tome Familiar'''
|'''Tome Familiar'''
|Spell Scribe II
|Spell Scribe II
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill the Line of Sight and Line of Effect requirements for spells that originate from it. You must still perform any gesture or verbal components.
|Your Awakened Spellbook can now be 30 ft from you without being recalled to the space you occupy. It can now fulfill Visual, Line of Sight and Line of Effect requirements for spells that originate from it. You must still perform any Gesture or Verbal requirements.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Awakened Spellbook III'''
|'''Awakened Spellbook III'''
|Tome Familiar
|Tome Familiar
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.  
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.
You can imbue the mote of a spell that you captured through the Steal Spell spell into your spellbook, instead of casting it. When imbued in this way, that spell becomes an Arcane spell for you until you replace it with another stolen spell.
You can imbue the mote of a spell that you captured through the Steal Spell arcane spell into a slot in your spellbook, instead of casting it. When imbued in this way, that spell becomes an arcane spell for you until you replace it with another stolen spell. You have one slot for Stolen Spells.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
Line 645: Line 672:
Gain the Joint Cast ability.
Gain the Joint Cast ability.


* '''Joint Cast.''' (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.
* '''Joint Cast (3/Rest).''' When you are casting a cantrip, your Awakened Spellbook can also cast that cantrip on a target of its own, or the same target, assuming all other conditions of the cantrip are met.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Spellstealing'''
|'''Spellstealing'''
|Tome Familiar II
|Tome Familiar II
|You gain an additional slot for stolen spells (Currently 2 total from this track).
|Gain +1 slot in your spellbook for stolen spells.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Spell Thief'''
|'''Spell Thief'''
|Spellstealing
|Spellstealing
|You gain a +5 bonus to your Steal Spell rolls.
|Gain +5 to your Steal Spell rolls.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Awakened Spellbook IV'''
|'''Awakened Spellbook IV'''
|Spell Thief
|Spell Thief
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.  
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.
You gain another +1 to your mental defenses.  
Gain +1 to your mental defenses.
You can now cast multiple Arcane Rituals: 2/Rest
 
You can now cast two arcane rituals per Rest.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Spellstealing II'''
|'''Spellstealing II'''
|Awakened Spellbook IV
|Awakened Spellbook IV
|You gain an additional slot for Stolen Spells (Currently three total from this track).
|Gain +1 slot in your spellbook for stolen spells.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Spell Scribe III'''
|'''Spell Scribe III'''
|Spellstealing II
|Spellstealing II
|The roll others must make to use your scroll can no longer be higher than 15.
|The DC of the INT/Arcana check for others to use your spell scroll is 10+(1⁄2 the spell’s SPC) or 15, whichever is lower.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Spellstealing III'''
|'''Spellstealing III'''
|Spell Scribe III
|Spell Scribe III
|You learn one of the following of your choice:  
|You learn one of the following of your choice:
Divine ritual


Occult ritual
* Divine ritual
* Occult ritual
* Primal invocation
* Psionic invocation
* Psionic manifestation


Primal invocation
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.
 
Psionic invocation
 
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.
This spot in your spellbook does not count towards your three Stolen Spell slots.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Awakened Spellbook IV'''
|'''Awakened Spellbook V'''
|Spellstealing III
|Spellstealing III
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.  
|Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.
You gain another +1 to your mental defenses.  
Gain +1 to your mental defenses.
You can now cast more Arcane Rituals: 3/Rest.  
 
You can now cast three arcane rituals per Rest.
|''Mage, Tome Wizard''
|''Mage, Tome Wizard''
|-
|-
|'''Tome Wizard'''
|'''Tome Wizard'''
|Awakened Spellbook V
|Awakened Spellbook V
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your Grimoire spell on it freely for the purposes of storing information, targeting a page instead, and you can choose whether or not you forget the information stored inside.  
|Your spellbook fully awakens, gaining its own personality. It is intensely loyal to you while you treat it well. You can use your Grimoire arcane spell on it freely for the purposes of storing information, targeting a single page rather than the whole book, and you can choose whether or not you forget the information stored inside.
Additionally, you gain another slot for Stolen Spells (four total) and an additional enchanted vellum (three total).
Additionally, you gain +1 slot in your spellbook for stolen spells.


* '''Level 30.''' If you die, your book will live on and pass the knowledge scribed inside to whomever it deems worthy.
Also, you can now maintain three spell scrolls at a time using your Spell Scribe ability. If you would create a new one and your previous scrolls are unused, choose one to disintegrate. Your Spellbook still only produces one enchanted vellum per day.
* '''''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'''''
|}
''*Updated to v1.2''
== Other Subclass Tracks ==
[[File:OccultismTrack.png|thumb|558x558px|Occultism Track Progression]]
=== Occultism Track ===
''Source: Harker's Guide to Vampire Hunting''
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. Initiate of the Occult does not grant you additional SP when you gain it in this way. If you already have it, gain +1 Occult Power. 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 (1/Recoup).''' For 1 AP, roll your blade’s damage die, lose that many SP, and gain that much Shield HP.
|''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
|Gain the Arcane Parry ability.
* '''Arcane Parry (2/Recoup).''' 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.
|''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 gains the Devouring Shade ability.
* '''Devouring Shade (1/Rest).''' 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.
* '''''Level 30:''''' Devouring Void becomes 1/Recoup and becomes 1d10 necrotic.
|''Mage, Occultism, '''Capstone'''''
|}
{| class="wikitable"
|+Dark Power Table
|'''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 does not 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.
|}
|}