Mage
"Magic is a wondrous gift. Why exert unnecessary effort when a flick of the wrist or a glance of the eye can accomplish the same?" - Finneas Alistair Laith, absentminded scholar

You have 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.
Mage Tracks
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.
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.
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.
Talent | PreReq | Description | Tags |
---|---|---|---|
Mage Entry | Character Level 2 | 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. Focus. Choose one of the nine functions of magic. This choice grants you a special bonus when you cast magic of that function. |
Class Entry, Mage |
Focus | Description |
---|---|
Alchemy | 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 spells cost you 1 fewer AP (min 1). |
Divining | Gain the Signature Scry ability.
|
Enchanting | When you cast an enchanting spell that Charms or Frightens a creature, multiply the duration of the effects by x1.5. |
Evoking | Gain the Devastating Blast ability.
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Illusory | Creatures attempting to identify your illusions have a -2 to their checks. |
Necromancy | Gain the Lifetime Warranty ability.
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Summoning | Creatures that you summon gain additional max HP equal to your Arcane Power level. |
Warding | When you cast warding magic that increases any of a creature’s defenses, that creature’s AR increases by +1. |
Arcane Weaving Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Arcane Weaver | Mage Entry | Spells with the metamagic tag cost you 4 fewer SP to cast (min 0). | Mage, Arcane Weaving |
Spell Sculptor | Arcane Weaver | The Sculpt Spell arcane spell costs you 1⁄2 the SPC to cast. | Mage, Arcane Weaving |
Spell Sculptor II | Spell Sculptor | Sculpt Spell costs you no SP to upcharge. | Mage, Arcane Weaving |
Spell Sculptor III | Spell Sculptor II | Sculpt Spell now costs you 1 SP to cast. | Mage, Arcane Weaving |
Spell Sniper | Arcane Weaver | The Extend Spell arcane spell costs you 1⁄2 the SPC to cast. | Mage, Arcane Weaving |
Spell Sniper II | Spell Sniper | Upcharging Extend Spell becomes +15 ft range for the primary spell per +2 SP. | Mage, Arcane Weaving |
Mote Expert | Arcane Weaver | The Delay Spell arcane spell costs you 1⁄2 the SP to cast. | Mage, Arcane Weaving |
Mote Expert II | Mote Expert | You can now cause a mote created by Delay Spell to be invisible, and leave it in a space you are occupying. After you move out of that space, it will trigger upon another creature touching it. | Mage, Arcane Weaving |
Mote Expert III | Mote Expert II | You can no longer lose control of your mote and activate its magic prematurely while you have only one mote on your person. | Mage, Arcane Weaving |
Empower Spell Expert | Arcane Weaver | The Empower Spell arcane spell’s APC is lowered by 2. | Mage, Arcane Weaving |
Arcane Weaver II | Arcane Weaving 5 | 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.
When you spend Metamagic Points, you must declare the expenditure before you cast your arcane spell or cantrip. |
Mage, Arcane Weaving |
Metamagic: Spell Point Cost | Arcane Weaver II | You may spend Metamagic Points to reduce an arcane spell’s SPC by 2 SP per Metamagic Point. | Mage, Arcane Weaving |
Metamagic: Morph Damage | Arcane Weaver II | 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 |
Metamagic: Hasten | Arcane Weaver II | 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 |
Metamagic: Overclock | Arcane Weaver II | 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 |
Metamagic: Maximize | Arcane Weaver II | You may spend 6 Metamagic Points to maximize the damage of an arcane spell or cantrip. | Mage, Arcane Weaving |
Metamagic: Overcome | Arcane Weaver II | You may spend 1 Metamagic Point to ignore a creature’s Resist with an arcane spell or cantrip. | Mage, Arcane Weaving |
Metamagic: Humane Spell | Arcane Weaver II | You may spend 1 Metamagic Point to modify an arcane spell or cantrip to deal psychic damage and become nonlethal. | Mage, Arcane Weaving |
Metamagic: Leeching | Arcane Weaver II | 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 |
Metamagic: Duration | Arcane Weaver II | 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 |
Metamagic: Conjuring | Arcane Weaver II | 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 |
Metamagic Expert | Arcane Weaver II | Gain the Metamagic Expert ability.
|
Mage, Arcane Weaving |
Metamagic Expert II | Metamagic Expert | Your Metamagic Expert ability now lets you regain all expended uses when you Catch your Breath. | Mage, Arcane Weaving |
Arcane Versatility | 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. | Mage, Arcane Weaving |
Metamagic Caster | 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. Your total Metamagic Points is now equal to your INT+6.
Gain the Strand of Metamagic ability.
|
Mage, Arcane Weaving, Capstone |
Archmage Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Arcane Intellectual | 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 immediately learn all arcane cantrips and add your INT to damage dealt by cantrips. |
Mage, Archmage |
Mage: Alchemy | Arcane Intellectual | 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: Alchemy II | Mage: Alchemy | 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: Alchemy III | Mage: Alchemy II | Alchemy Focus can now be 15 ft x 15 ft x 15 ft. | Mage, Archmage |
Mage: Alchemy IV | Mage: Alchemy III | Alchemy Focus can now create objects featuring moving parts such as doors or windows. | Mage, Archmage |
Mage: Alchemy V | Mage: Alchemy IV | 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: Altering | Arcane Intellectual | 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: Altering II | Mage: Altering | 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: Altering III | Mage: Altering II | 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: Altering IV | Mage: Altering III | You can no longer be teleported against your will | Mage, Archmage |
Mage: Altering V | Mage: Altering IV | 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: Divining | Arcane Intellectual | 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: Divining II | Mage: Divining | You can use your Signature Scry ability on a Signature twice before it is dispelled. | Mage, Archmage |
Mage: Divining III | Mage: Divining II | Your Signatures are no longer dispelled by your Signature Scry ability. | Mage, Archmage |
Mage: Divining IV | Mage: Divining III | Gain the Homing Beacon ability.
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Mage, Archmage |
Mage: Divining V | Mage: Divining IV | 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: Enchanting | Arcane Intellectual | 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: Enchanting II | Mage: Enchanting | An object that has your Signature costs 0 SP to possess with the Possess Object arcane spell. | Mage, Archmage |
Mage: Enchanting III | Mage: Enchanting II | 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: Enchanting IV | Mage: Enchanting III | 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: Enchanting V | Mage: Enchanting IV | 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: Evoking | Arcane Intellectual | 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: Evoking II | Mage: Evoking | Devastating Blast becomes damage equal to your character level. | Mage, Archmage |
Mage: Evoking III | Mage: Evoking II | When you use Devastating Blast on an evoking spell the additional damage is equal to your character level + INT. | Mage, Archmage |
Mage: Evoking IV | Mage: Evoking III | Gain the Overchannel ability.
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Mage, Archmage |
Mage: Evoking V | Mage: Evoking IV | 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: Illusory | Arcane Intellectual | 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: Illusory II | Mage: Illusory | Gain the Illusory Duplicate ability.
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Mage, Archmage |
Mage: Illusory III | Mage: Illusory II | Your Illusory Duplicates ability creates two duplicates. | Mage, Archmage |
Mage: Illusory IV | Mage: Illusory III | Your Illusory Duplicates ability creates three duplicates. | Mage, Archmage |
Mage: Illusory V | Mage: Illusory IV | 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: Necromancy | Arcane Intellectual | 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: Necromancy II | Mage: Necromancy | 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: Necromancy III | Mage: Necromancy II | Your max SP are now reduced by only 8 for each active skeleton under your control. | Mage, Archmage |
Mage: Necromancy IV | Mage: Necromancy III | Your max SP are now reduced by only 4 for each active skeleton under your control. | Mage, Archmage |
Mage: Necromancy V | Mage: Necromancy IV | 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: Summoning | Arcane Intellectual | 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: Summoning II | Mage: Summoning | Creatures you create using a summoning spell add 1⁄2 your INT to their attack rolls. | Mage, Archmage |
Mage: Summoning III | Mage: Summoning II | Creatures you create using a summoning spell add 1⁄2 your INT to their damage rolls. | Mage, Archmage |
Mage: Summoning IV | Mage: Summoning III | Summoning II and III become: Creatures you create using a summoning spell add your INT to their attack and damage rolls. | Mage, Archmage |
Mage: Summoning V | Mage: Summoning IV | 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: Warding | Arcane Intellectual | 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: Warding II | Mage: Warding | When you cast the Mage Armor arcane spell 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: Warding III | Mage: Warding II | Your Mage Armor now increases all defenses by +4. | Mage, Archmage |
Mage: Warding IV | Mage: Warding III | Your Mage Armor can no longer be dispelled by others, and now increases all defenses by +5. | Mage, Archmage |
Mage: Warding V | Mage: Warding IV | 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 |
High Mage | Archmage 14 | 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.
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Mage, Archmage |
Archmage | High Mage, Arcane Power 29 | 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 |
Sorcery Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Sorcery Focus | 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 arcane spell or cantrip’s SPC (min 1) or equal to your character level, whichever is lower. | Mage, Sorcery |
Careful Casting | Sorcery Focus
Incompatible: Wellspring Tap |
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 |
Careful Casting II | Careful Casting | You can no longer trigger backlash with spells, and your critical casts cannot reduce SPC or restore SP. | Mage, Sorcery |
Careful Casting III | Careful Casting II | 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 |
Wellspring Tap | Sorcery Focus
Incompatible: Careful Casting |
If you critically cast on a spell that costs fewer than 5 SP, you regain that amount of SP. | Mage, Sorcery |
Wellspring Tap II | Wellspring Tap | Wellspring Tap now applies to spells that cost 10 SP or fewer. | Mage, Sorcery |
Wellspring Tap III | Wellspring Tap II | You regain 1d4+LUCK HP when you critically cast. | Mage, Sorcery |
Careful Casting - Cantrips | Sorcery 4 | You can now carefully cast cantrips. You must declare if you are carefully casting before you roll. You gain no benefit from critically hitting on a carefully cast cantrip, and cannot trigger backlash when doing so. | Mage, Sorcery |
Inertia | Careful Casting - Cantrips | When you are the victim of a critical hit or critical cast, you regain 1d10 SP. | Mage, Sorcery |
Cantrip Focus | Inertia | When you are carefully casting a cantrip, you gain +1 TA. | Mage, Sorcery |
Cantrip Focus II | Cantrip Focus | Cantrip Focus becomes +2 TA. | Mage, Sorcery |
Cantrip Focus III | Cantrip Focus II | Cantrip Focus becomes +3 TA. | Mage, Sorcery |
Cantrip Focus IV | Cantrip Focus III | You can now add your 1⁄2 your INT to your cantrip damage. | Mage, Sorcery |
Cantrip Focus V | Cantrip Focus IV | You can now critically cast on cantrip and you can no longer trigger backlash on cantrips. | Mage, Sorcery |
Unstable Casting | Inertia | You critically cast on a 19-20, and trigger backlash on a 1-2. | Mage, Sorcery |
Unstable Casting II | Unstable Casting | You critically cast on a 18-20, and trigger backlash on a 1-3. | Mage, Sorcery |
Unstable Casting III | Unstable Casting II | You critically cast on a 17-20, and trigger backlash on a 1-4 | Mage, Sorcery |
Unstable Casting IV | Unstable Casting III | You critically cast on a 16-20, and trigger backlash on a 1-5 | Mage, Sorcery |
Unstable Casting V | Unstable Casting IV | 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 |
Explosive Critical | Sorcery 11 | Your cantrip crits deal critical damage as if they were a weapon attack. | Mage, Sorcery |
Explosive Critical II | Explosive Critical | 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 |
Explosive Critical III | Explosive Critical II | 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 |
Inertia II | Explosive Critical | Your next cantrip automatically crits after you are the victim of a critical hit. | Mage, Sorcery |
Inertia III | 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. | Mage, Sorcery |
Grand Sorcerer | Sorcery 14 | 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.
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Mage, Sorcery, Capstone |
Tome Wizard Track
Talent | PreReq | Description | Tags |
---|---|---|---|
Awakened Spellbook | Mage Entry | 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. Gain +1 to your mental defenses. |
Mage, Tome Wizard |
Spell Scribe | Awakened Spellbook | Gain the Spell Scribe ability.
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Mage, Tome Wizard |
Awakened Spellbook II | Spell Scribe | 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 you automatically. It can move 15 ft per turn and moves at the end of your turn if you so desire. Gain +1 to your mental defenses. |
Mage, Tome Wizard |
Spell Scribe II | Awakened Spellbook II | 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 |
Tome Familiar | 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 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 |
Awakened Spellbook III | Tome Familiar | 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 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 |
Tome Familiar II | 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.
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Mage, Tome Wizard |
Spellstealing | Tome Familiar II | Gain +1 slot in your spellbook for stolen spells. | Mage, Tome Wizard |
Spell Thief | Spellstealing | Gain +5 to your Steal Spell rolls. | Mage, Tome Wizard |
Awakened Spellbook IV | Spell Thief | Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.
Gain +1 to your mental defenses. You can now cast two arcane rituals per Rest. |
Mage, Tome Wizard |
Spellstealing II | Awakened Spellbook IV | Gain +1 slot in your spellbook for stolen spells. | Mage, Tome Wizard |
Spell Scribe III | Spellstealing II | 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 |
Spellstealing III | Spell Scribe III | You learn one of the following of your choice:
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 |
Awakened Spellbook V | Spellstealing III | Learn a new spell with the arcane ritual tag whose SPC does not exceed your total SP.
Gain +1 to your mental defenses. You can now cast three arcane rituals per Rest. |
Mage, Tome Wizard |
Tome Wizard | 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 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 +1 slot in your spellbook for stolen spells. 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.
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Mage, Tome Wizard, Capstone |
*Updated to v1.2
Other Subclass Tracks
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.
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.
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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.
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.
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Mage, Occultism |
Death by a Thousand Cuts | Psychic Ward | You have the following Sacrifice ability.
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Mage, Occultism |
Arcane Parry | Death by a Thousand Cuts | Gain the Arcane Parry ability.
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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.
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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.
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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.
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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.
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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.
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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.
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Mage, Occultism, Capstone |
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. |