Arcane
Academic scholar of magic, pursuing mastery of its underlying principles above all else.
Pick Tree
13 picks along the Arcane path. Pair them with the general Mage class picks.
Level 2
Empowered Bolts
Choosing this locks Arcane as your Specialization. Arcane bolts gain INT Bonus to damage and level 1 bolts cost half as much to cast.
Details →Bolt Mastery
Requires: Pick: Empowered Bolts
You may cast Arcane Bolts during any Movement Action.
Details →Level 3
Arcane Haste
Requires: Pick: Empowered Bolts
You may Quicken Arcane Spells equal to your level times per day.
Details →Arcane Initiate
Requires: Pick: Empowered Bolts
Gain +2 to Initiative Rolls. You may spend a Bonus Action to activate Arcane Aura on your turn.
Details →Requires: Pick: Empowered Bolts
Spend 1 Action to cast Spell Shock. A forceful shockwave of arcane and sonic energy emanates from your position in a 15 meters radius. Any enemy inside the radius must succeed on a FCS Save against your INT Check or Take INT die + bonus Crushing Damage and become Dazed for 3 rounds.
Details →Level 4
Requires: Pick: Empowered Bolts
When you cast this as a Bonus Action during your turn, you gain the ability to manipulate devices and objects in an intricate way, as if you were holding them in your hands. Even objects worn or held by enemy characters. You may lift and move objects not worn or held by anyone within the 30m range. Additionally you may attempt to manipulate objects that are held by others with an opposed INT vs AGI roll. On success you may, for example, force the target to lose grip of their weapon, or become entangled on their cape. You may move objects to block pathways or doors. You may lift objects up to 10 times and push objects up to 30 times your INT bonus in meters. Single use of the spell allows for one object to be focused on.
Details →Requires: Pick: Empowered Bolts
As a 1½ Action, you unleash a deadly cloud of Arcane Bolts at a point up to 40 meters away. All characters inside a 10 meter radius centered on the point must succeed on a AGI Roll or take Force damage equal to INT Roll + Bonus, or half as much on success (rounded down). You may designate up to two characters in the target zone who may reroll a failed save.
Details →Level 5
Arcane Manifestation
Requires: Pick: Empowered Bolts
For 5 rounds, become a manifestation of Arcane energy. Whenever you cast any spell, also fire an Arcane Bolt at a target of your choice at no cost. When you cast Arcane Bolts, they duplicate to a second target. You may travel through your own bolt paths - teleport to any location your Arcane Bolts hit this round as a Free Action once per round.
Details →Level 6
Arcane Resonance
Requires: Pick: Empowered Bolts
When you hit a creature with an Arcane Bolt, it becomes Resonant until the end of your next turn. If you hit a Resonant creature with another Arcane Bolt, the second hit deals an additional 1d8 Force damage and the Resonant mark is consumed. Free Arcane Bolts (such as those generated by Arcane Aura) can both apply and trigger Resonance.
Details →Level 7
Living Arcanum
Requires: Pick: Empowered Bolts, Arcane Manifestation
While Arcane Manifestation is active, you gain All Resistances(1). Additionally, Arcane Resonance triggers on every Arcane Bolt hit rather than requiring a second hit - each bolt deals the bonus 1d8 Force damage on impact.
Details →Level 8
Requires: Pick: Empowered Bolts
You create a 10 meter radius vortex of raw Arcane energy centered on a point you can see within 30 meters. The vortex lasts for 3 rounds. While inside the vortex: - Arcane spells originating from within the vortex deal +INT Bonus additional Force damage. The bonus is based on the Vortex caster's INT Bonus. - Non-Arcane spells are suppressed: casters suffer -5 to hit rolls and their spell damage is reduced by half your INT Bonus. - You may move the vortex up to 5 meters as a Bonus Action on your turn. The vortex is visible as a shimmering distortion in the air. It does not deal damage on its own.
Details →Level 9
Arcane Supremacy
Requires: Pick: Empowered Bolts
Your Counterspell no longer costs Bonus Actions - it becomes a Free Action usable once per round. When you successfully Counterspell an enemy spell, you absorb residual energy and recover WP equal to the countered spell's level × 3. Additionally, Arcane Vortex's suppression penalty increases to -7 to hit for non-Arcane spells while you are inside the Vortex.
Details →Level 10
Arcanolypse
Requires: Pick: Empowered Bolts
Designate a point within 50 meters. Until the start of your next turn, all magic within 50 meters of that point performs at maximum capacity - all spell rolls become maximum values, all magical damage and healing are maximized. This affects all creatures and effects indiscriminately. At the start of your next turn, all conditions except Exhausted, Fatigued, and Dying are removed from all creatures within 100 meters of the epicenter. All magic within 100 meters is then extinguished - no spells function, no magical effects persist, magic items become mundane. The null zone lasts for 10 rounds.
Details →