"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

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.
  • 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 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.
  • Devastating Blast (END/Rest). When you deal damage with evoking magic, add damage equal to 1⁄2 your character level.
Illusory Creatures attempting to identify your illusions have a -2 to their checks.
Necromancy 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 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

 
Arcane Weaving Track Progression
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.
  • Metamagic Expert (1/Rest). You may regain all expended Metamagic Points when you Recoup.
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.

  • 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.
Mage, Arcane Weaving, Capstone

Archmage Track

 
Archmage Track Progression
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.
  • 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: 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.
  • 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: 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.
  • 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: 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.
  • High Mage (1/Rest). You may regain half your SP when you Recoup.
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

 
Sorcery Track Progression
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.

  • Level 30: You can spend 1 Luck Point to reroll all of your damage dice.
Mage, Sorcery, Capstone

Tome Wizard Track

 
Tome Wizard Track Progression
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.
  • 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
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.

  • 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
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:
  • Divine ritual
  • Occult ritual
  • Primal invocation
  • Psionic invocation
  • Psionic manifestation

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.

  • 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

*Updated to v1.2

Other Subclass Tracks

 
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.

Talent PreReq Description Tags
Occultist Mage Entry Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. Mage talents with the occultism tag give you +1 to both Arcane and Occult Power instead of just to Arcane Power, including this talent. Mage, Occultism
Source Synthesis Occultist Repeatable. Learn one arcane cantrip or occult chant, one occult ritual, and two spells that you may select from the Arcane or Occult Source. Mage, Occultism, Repeatable
Ritual Blade Occultist

Incompatibilities: Shade Familiar

You have a ritual blade with the stats of both a dagger and knife (allowing you to use either DEX or INT).

You may use this blade to surgically rearrange your Essence.

Gain the Essence Surgery ability.

  • Essence Surgery (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
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.