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    Default Re: Arcane Magic [Base Class and System Overhaul, WIP, PEACH]

    Lores
    A lore is a collection of spells of a similar theme an arcanist can learn.
    An arcanist, upon gaining a new level, can learn first level spells from any lore, but to learn higher level spells, prerequisites must be met: the arcanist must have a certain caster level (see the lore section, above) and must already know a spell of the same lore of a level one lower than the level of the spell they wish to learn (they need to know a first level spell of the same lore to learn a second level spell, and so on).
    Cantrips of a lore are automatically learned at the same time as the first spell of that lore is learned.
    Note: Spells marked with a * are in Spell compendium. Spells marked with a ^ have changes added to them below the Lore's list of spells, or are explained there.

    Lore of the Abyss
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    Apprentice's Arcanum: Child of the Abyss
    You gain Damage Reduction/Cold Iron and Good equal to the highest level spell from the Lore of the Abyss the arcanist knows. In addition, Knowledge: The Planes is always a class skill for you. If it's already a class skill, you gain a +2 bonus to it.

    Initiate's Arcanum: Soldier of the Abyss
    You gain the Darkvision 60ft and the ability to see through magical darkness. In addition, you gain resistance to acid, cold and fire equal to the highest level spell known from the Lore of the Abss.

    Journeyman's Arcanum: Denzien of the Abyss
    You gain Telepathy out to a range equal to 10ft per level of the highest level spell known from the Lore of the Abyss.

    Adept's Arcanum: Master of the Abyss
    You gain the Outsider type with the Chaotic and Evil subtypes. Your native plane is the Abyss. You may choose to count as your previous creature type instead of an outsider if that would be beneficial for the purposes of any spell or effect affecting you. In addition, you gain immunity to poison and electricity and spell resistance equal to 10 plus your caster level.

    Master's Arcanum: Lord of the Pit
    You may choose to grow one size category. In addition, you gain a pair of secondary claw attacks dealing 1d6 damage each, a pair of secondary wing slams that deal 1d4 damage each and grant flight equal to twice your base land speed with good maneuverability, and any one ability from the following list:
    • Protective Slime as per the Babau
    • The ability to manifest, as a move action, a whip that deals 2d6 fire damage plus Entangle and Death Throes as per the Balor
    • Poison as per the Bebilith
    • Two primary pincer attacks dealing 2d8 damage as per the Glabrezu
    • Stench as per the Hezrou
    • Constrict as per the Marilith and a tail attack dealing 4d6 damage
    • Smite as per the Nalfeshnee
    • Energy Drain and Change Shape as per the Succubus
    • Spores and Stunning Screech as per the Vrock

    In addition, if you are killed you are reborn from a random layer of the Abyss 3d6 days later, at full power though without any of your equipment.

    Cantrip: Murderous Command
    The caster can incite rage in her foes with but a word. This cantrip only has a verbal component. To use this cantrip, the caster targets one living creature within hearing range. The target must makes a will save as if this were a spell of the highest level spell known from the Lore of the Abyss. If the target fails, they must spend a number of rounds equal to the level of the highest spell known from the Lore of the Abyss melee attacking its allies. The target will use any means necessary to move toward, melee attack and kill its allies for the duration of the cantrip. Spell Resistance applies to this cantrip.

    Spell List
    Level 1
    Babau Slime (Mantra)*
    Protection from Law (Mantra, Targets)
    Demonflesh (Mantra, Targets, FC1)
    Orb of Acid, Lesser (Invocation)*

    Level 2
    Blistering Invective (Invocation, PF)
    Blood Blaze (Invocation, Sustained, PF)
    Balor Nimbus (Mantra)*

    Level 3
    Blood Rage (Mantra, Targets, PF)
    Demon Wings (Mantra, FC1)
    Spit Venom (Invocation, PF)

    Level 4
    Detonate (Mantra, PF)
    Orb of Acid (Invocation)*
    Aura of Doom (Mantra, PF)

    Level 5
    Flame Strike (Invocation)
    Hungry Pit (Invocation, Sustained, PF)
    Damnation Stride (Invocation, PF)

    Level 6
    Tar Pool (Invocation, Sustained, PF)
    Song of Discord (Invocation, Sustained)

    Level 7
    Abyssal Frenzy (Invocation, Sustained, FC1)
    Destruction (Invocation)

    Level 8
    Frightful Aspect (Mantra, PF)
    Bodak's Glare (Invocation)*

    Level 9
    Abyssal Rift (Invocation, Sustained, FC1)


    The Lore of Beasts
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    Animals. There is much we can learn from them. Because for all their lack of human intellect, they thrive where few humans could. There is strength, in animals, and no mage can ever ignore strength.
    Arcana:
    Apprentice's Arcanum: Bond of Hearts (Ex)
    An Apprentice of the Lore of Beasts acquires a familiar, as detailed here, though they do not have to pay any money to attract one.
    Initiate's Arcanum: Bond of Tongues (Su)
    An Initiate of the Lore of Beasts learns to permanently speak with animals, as the spell.
    Journeyman's Arcanum: Bond of Eyes (Su)
    A Journeyman of the Lore of Beasts learns to share the senses of an animal. Establishing a bond requires a touch and one minute of concentration. After that, the Journeyman can switch between their own senses and the animal's senses as a swift action. While in the animal's form, the journeyman loses access to all senses the animal lacks, including those magically induced. The bond lasts indefinitely once established, unless the Journeyman dismisses it, though they can not share eyes with more than one animal.
    Adept's Arcanum: Bond of Minds (Sp)
    An adept of the Lore of Beasts can take total control over an animal they have bonded to by the Bond of Eyes, effectively dominating it. The animal, if it is not friendly, is entitled to a will save DC 15+the adept's charisma or wisdom modifier, whichever is higher. This counts as a compulsion effect.
    Magister's Arcanum: Bond of Souls (Su)
    A magister of the Lore of Beasts becomes difficult to slay entirely. If their own body is slain and they are still bonded to an animal by the Bond of Minds, his awareness and soul move to that animal and is preserved therein, effectively making it their new body. After such a complete transmutation, the Magister gains the animal's physical attributes, special attacks and special qualities, but also retains all their class features (though they lose all racial features, other than racial modifiers to mental ability scores and bonus feats).
    If their original body is resurrected, raised or reincarnated while they are still in the animal body, the original body is soulless and in a coma, though the Magister can choose to change back into their original body if the animal and the body touch.
    If the Magister is not bonded to an animal at the time of his death, their soul and awareness instead move out of the body, becoming an incorporeal and intangible spirit. This spirit can move freely within 120 feet of the place the body was slain until the next sunrise, and possess any animal that moves into the area, as with the bond of minds. an effect that is able to ward off incorporeal creatures or creatures of a certain alignment (such as a Circle of Protection) can hold the spirit, and effects that trap a soul can prevent this from happening.
    Cantrip: Animal Emotion
    The arcanist can change the behaviour of animals around him. This cantrip has a range of 25 feet, plus 5 feet per level of the highest level spell of the lore of beast the arcanist knows (for a sorcerer) or has prepared (for a wizard). The effect depends on the level of that spell and allows a will save DC 10+level of the highest level spell of the lore of beasts+the magician's relevant ability modifier:
    If the arcanist has a level 1 spell, they can calm down animals with a number of HD equal to his caster level. Affected animals will normally not attack or flee, unless they are attacked first, in which case they will respond naturally. This is a compulsion effect.
    If the arcanist has a level 2 spell, they can instead charm animals instead of calming them. This is a charm effect and affects those animals as a charm person spell.
    If the arcanist has a third level spell, they can enrage animals, giving them a +4 morale bonus to strength and constitution, and a +2 morale bonus to will saves. This is identical to a barbarian's rage, including fatiguing the animal. If the animal has a rider, it will try and shake that rider off unless it makes a will save. This is resolved as a grapple check opposed by the rider's ride check. On a failure, the rider is thrown off. If they fail by five points or more, the rider also falls prone.
    If the arcanist has a fourth level spell, they can hold animals, as the hold person spell, except that it affects animals instead of humanoids. This is a compulsion effect.
    If the arcanist has a fifth level spell, they can dominate animals instead, as the dominate person spell, except that it affects animals instead of humanoids. This is a compulsion effect.
    If the arcanist has a sixth level spell, animals they enrage gain a +6 morale bonus to strength and constitution instead. The arcanist can choose to make them indiscriminately attack anyone they see, friend or foe, if they fail a will save.
    If the arcanist has a seventh level spell, he can choose to instead affect all animals in a thirty foot radius with a single casting.
    If the arcanist has an eight level spell, enraged animals gain a +8 morale bonus to strength and constitution instead.
    If the arcanist has a ninth level spell, their animal emotion constantly affects all animals in a ninty foot radius. They can change the kind of emotion produced as a swift action.

    Spells:
    Level 1:
    Beast Claws (Mantra, [Targets])*
    Summon Nature's Ally I (Mantra)*^
    Aspect of the Wolf (Mantra, [Targets])*
    Scent (Mantra, [Targets])*
    Magic Fang (Mantra, [Targets])
    Level 2:
    Animal Aspect (Mantra, [Targets])
    Spider Climb (Mantra, [Targets])
    Summon Nature's Ally II (Mantra)^
    Level 3:
    Summon Nature's Ally III (Mantra)^
    Greater Magic Fang (Mantra, [Targets])
    Lion's Charge (Incantation)*
    Level 4:
    Summon Nature's Ally IV (Mantra)^
    Essence of the Raptor (Mantra, [Targets])*
    Jaws of the Wolf (Mantra, [Targets])*
    Level 5:
    Summon Nature's Ally V (Mantra)^
    Quill Blast (Mantra)*
    Animal Growth (Mantra, [Targets])
    Level 6:
    Summon Nature's Ally VI (Mantra)^
    Tortoise Shell (Mantra, [Targets])*
    Level 7:
    Summon Nature's Ally VII (Mantra)^
    Creeping Doom (Incantation)
    Level 8:
    Summon Nature's Ally VIII (Mantra)^
    Animal Shapes (Mantra, [Targets])
    Level 9:
    Nature's Avatar (Mantra)*
    Summon Nature's Ally:
    For the lore of beast, this spell can only summon a single animal from the list of summonable creatures of that level. The creature stays until it is slain or dismissed. If the arcanist's caster level is two higher than the minimum amount necessary to cast the spell, they can instead choose to invest two focus to summon two animals, or three focus to summon four animals.
    Animal Aspect:
    This mantra works as either Bull's Strength, Bear's Endurance or Cats Grace, enhancing any of the three physical ability scores at the arcanist's choice.

    The Lore of Death [WIP]
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    Level 1:
    Forced Quiet (Invocation, Sustained, PF)
    Hide from Undead (Invocation, Sustained)
    Remove Fear (Invocation)
    Serene Visage (Mantra)*

    Level 2:
    Calm Emotions (Invocation)
    Silence (Invocation, Sustained)
    Spawn Screen (Invocation)*

    Level 3:
    Call the Void (Invocation, Sustained, PF)
    Disquietude (Mantra)*
    Ray of Exhaustion (PF)

    Level 4:
    Death Ward (Mantra, Targets)^
    Rest Eternal (Invocation, PF)
    Sensory Deprivation (Invocation, Sustained)*

    Level 5:
    Greymantle (Invocation, Sustained)*
    Vulnerability (Invocation, Sustained)*
    Waves of Fatigue (Invocation)

    Level 6:
    Serenity (Invocation, Sustained, PF)
    Undeath to Death (Invocation)

    Level 7:
    Evil Glare (Invocation, Sustained)*
    Solipsism (Invocation, Sustained)*

    Level 8:
    Mind Blank (Mantra, Targets)^
    Waves of Exhaustion (Invocation)

    Level 9:
    Undeath's Eternal Foe (Invocation)*

    ^Death ward instead offers the following benefits:
    Immunity to negative energy damage and a resistance bonus equal to one half the arcanist's caster level on all saves against all death effects, death spells, energy drain and supernatural poisons and diseases. Furthermore, targets can make saves against such effects even if they do not normally allow saves, with the normal spell DC if a spell, or against 10+creature's HD+creature's charisma bonus if against a creature's special abilities.

    Mind Blank offers total immunity against all named effects that are spells of level 7 or lower or mimic them. Against all higher-level effects, the spell grants a resistance bonus on saves equal to one half the arcanist's caster level.



    The Lore of the Deep [WIP]
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    Level 1:
    Animate Water (Mantra)*
    Horrible Taste (Mantra, Targets)*
    Summon Octopus (Mantra)
    Wings of the Sea (Mantra, Targets)*

    Level 2:
    Extend Tentacles (Mantra)*
    Sink (Invocation)*
    Stolen Breath (Invocation)*

    Level 3:
    Air Breathing/Water Breathing (Mantra, Targets)*^
    Sink (Invocation)*
    Water Walk (Mantra, Targets)

    Level 4:
    Control Currents (Invocation, Sustained, Stormwrack)
    Siren's Call (Invocation)*
    Wall of Water (Invocation, Sustained)*

    Level 5:
    Blackwater Tentacle (Invocation, Sustained, Stormwrack)
    Cloak of the Sea (Mantra, Targets)*
    Transformation of the Deeps (Mantra, Stormwrack)

    Level 6:
    Extract Water elemental (Invocation)
    Summon Giant Octopus (Invocation)

    Level 7:
    Summon Giant Squid (Invocation)
    Swamp Lung (Invocation)*

    Level 8:
    Form of the Killer (Mantras, Stormwrack)
    Red Tide (Invocation)*

    Level 9:
    Doom of the Seas (Invocation, Sustained, Stormwrack)


    The Lore of the Earth
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    "There flows a power in the earth. Older than the mountains, slower than the dance of the continents. But its roots are strong, and they have never been broken. Woe to those who face the wrath of the earth. It is slow to wake, but it never ends."
    -Ger Gemheart

    Arcana:

    Apprentice' Arcanum: Kin to Stones
    The Apprentice of the Lore of Earth gains a +1 natural armour bonus to AC and Darkvision to a distance of 60 feet. If they already have darkvision from another source, that darkvision's range increases by 30 feet.

    Initiate's Arcanum: Caress of the Earth
    The Initiate of the Lore of Earth gains tremorsense to a distance of 30 feet as long as both they and their enemy stand on ground made of earth, sand or stone of any kind, worked or natural.

    Journeyman's Arcanum: Earth spell
    The Journeyman of the Lore of Earth can send his spells through the ground to find their enemies. They can ignore any natural stone or earth when determining line of effect to an enemy. Furthermore, when both they and their enemy are standing on any earth or stone ground, they gain a +1 bonus on all attack rolls with spells and their enemies take a -1 penalty on all saves against the Journeyman's spells and lose all benefits of cover against them.

    Adept's Arcanum: Strength of the Earthbones
    As long as the Adept of the Lore of Earth is touching any ground made from natural earth or stone, they gain fast healing 3, DR 5/adamantine (which stacks with all other DR/adamantine they might have), a +4 bonus to natural armour and they may never be physically moved against their will.

    Master's Arcanum: Dust to Dust
    The Master of the Lore of earth gains the [Earth] subtype and is treated as an Elemental, including all the immunities, whenever it would be beneficial to them. Additionally, whenever they die, their corpse disintegrates into a cloud of dust, which disperses around them as a thirty foot burst. If any of that dust touches ground made from natural, unworked stone, the Master begins to form a new body inside that ground. The new body takes one month to grow, at which point the Master comes back to life at that spot. Disintegrating the ground, changing it into any material other than unworked stone, or physically separating it into blocks smaller than the Master's body prevents this restoration.

    Cantrip: Tremor
    Tremor creates a shockwave that travels along the ground from the arcanist's feet in a cone of a length of five feet per highest level spell of the Lore of Earth the Arcanist has available. Creatures in the cone must succeed on a reflex save (DC 10+spell level+plus the arcanist's spellcasting ability modifier) or fall prone and take 1d6 points of nonlethal damage per level of the highest level available spell of the Lore of Earth available.
    If the arcanist has a third level spell available, they may trigger the tremor as a burst centered on them instead of a cone.
    If the arcanist has a sixth level spell available, they may trigger the burst at any point within 10 feet per spell level instead.

    Spells

    Level 1:
    Burrow (Mantra, Targets)*
    Foundation of Stone (Mantra, Targets)*
    Hail of Stone (Invocation)*
    Magic Stone (Invocation, Sustained)

    Level 2:
    Earthbind (Invocation, sustained)*
    Soften Earth and Stone (Invocation)
    Stone Fist (Mantra, Races of Stone)*

    Level 3:
    Giant's Wrath (Invocation)*
    Tremorsense (Mantra, Targets)*
    Walk the Mountain Path (Mantra, Targets, Races of Stone)

    Level 4:
    Spike Stones (Invocation, Sustained)
    Stoneskin (Mantra, Targets)
    Stone Sphere (Invocation)*

    Level 5:
    Earth Reaver (Invocation)*
    Flesh to Stone (Invocation, Sustained)^
    Summon Medium earth elemental (as Summon Monster V, Mantra)

    Level 6:
    Summon Large Earth Elemental (as Summon Monster VI, Mantra)
    Stone Body (Mantra, Targets)*
    Tunnel Swallow (Invocation)*

    Level 7:
    Elemental Body (earth only, Mantra)*
    Summon Huge Earth Elemental (As summon Monster VII, Mantra)


    Level 8:
    Earth Glide (Mantra, Targets)*
    Summon Greater Earth Elemental (As Summon Monster VIII, Mantra)

    Level 9:
    Summon Earth Monolith (Invocation, sustained)*

    Stone to Flesh:
    Stone to flesh does not petrify the target instantly. Instead, every round the invocation is sustained, the target must succeed on a fortitude save or suffer 1d6 points of dexterity drain. On a successful save, they suffer 1 point of dexterity damage instead. If their dexterity is reduced to 0 by this spell, they are petrified.



    The Lore of the Fey
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    Spoiler
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    And if my heart would run from her
    or flee from her, be gone from her,
    She’d wrap it in a nest of stars
    and then she'd take it on with her
    Until one day she'd tire of it,
    all bored with it and done with it.
    She'd leave it by a burning brook,
    and off brown boys would run with it.
    They'd take it and have fun with it
    and stretch it long and cruel and thin,
    They'd slice it into four and then
    they'd string with it a violin.

    -Neil Gaiman, the Fairy Reel

    Arcana:

    Apprentice' Arcanum: Fey Magic
    The Apprentice of the Lore of the Fey gains a +2 bonus on all saves vs. charms, figments, glamers and phantasms, and the DC of all spells of those subschools they cast is increased by +1.

    Initiate's Arcanum: Fey Pact
    The Initiate of the Lore of Fey learns to strike a magically binding bargain with another creature. Both participants must enter into the pact willingly. Each creature then promises a price, service or favour to the other, to be paid immediately, at a specified time, or when a certain condition is met.
    If either creature breaks the bargain, the other may, from then on, until the bargain is fulfilled, cast any spells or spell-like abilities they know on the other creature as if the other creature was in touch range, and that creature has a penalty of -4 on all saves against such spells.
    If the Initiate has an arcane caster level of at least 10, the participants may also choose, if they both agree, to make the pact even harsher. They may specify a curse, to be placed on the oathbreaker, which may be any curse mentioned under the Bestow Curse spell.

    Journeyman's Arcanum: Beyond Words
    The Journeyman of the Lore of Fey can affect even targets who do not understand them with language-dependent spells, communicating the basic meaning even without words. The target still has to be able to hear the Journeyman, and gains a +4 bonus on all saves against those spells.
    Furthermore, the journeyman gains telepathy at a range of 30 feet, but only with targets whom they share at least one language with.

    Adept's Arcanum: Faerie Courtier
    An Adept of the Lore of the Fey becomes a fey themselves. Their type changes to fey, they gain damage reduction 5/cold iron (if they already have damage reduction /cold iron, it increases by 5 points) and they become immune to all compulsion effects.

    Magister's Arcanum: Faerie Lord
    A Magister of the lore of the fey is seen as a Lord of Faerie by the fey. Their damage reduction increases to 10/cold iron (or increases by another five points). They no longer die from old age, or suffer any ability penalties from any ageing that occur after this point.
    Additionally, once per day, they can summon another fey to strike a bargain with them. This is a spell-like ability of the conjuration (calling) type that takes thirty minutes to prepare and cast. The magister can call any type of fey with up to 1 HD/caster level, or any individual fey whose true name they know. Fey called by their true name can make a will save (DC 20 + the magister's charisma bonus) to resist. Once summoned, the fey remains until a bargain is made, or until they are attacked or any hostile spell or effect is cast on them, at which point they vanish back to their own planes. The magister can demand any service from the fey. The service will generally be accepted, unless it is clearly suicidal, but a service of equal value will be demanded in return.


    Cantrip: Invisibility
    With this cantrip, the caster may turn themselves invisible (as the spell) for one round per level of the highest spell of the Lore of Fey they have. Change the invisible condition as follows:
    A creature can notice that there is an invisible creature present within 30 feet of it by making a spot check DC 20+the number of ranks the invisible creature has in the hide skill. It can pin-point the creature's square exactly by a spot check DC 30+the number of ranks the invisible creature has in the hide skill.

    If the Caster has a second level spell, they may use this cantrip on another friendly creature touched. The target may resist with a will save if they do not want to be turned invisible.
    If the caster has a third level spell, their invisibility instead lasts for one minute per spell level.
    If the caster has a fourth level spell, their invisibility also removes scent from the creature, making it impossible to be detected that way.
    If the caster has a fifth level spell, their invisibility is no longer broken by aggressive action, as the Improved Invisibility spell, and it can be used on friendly creature at a range of 30 feet instead of touch.
    If the caster has a sixth level spell, they also gain a bonus of 10+1/2 caster level on move silently checks, and they are no longer detectable by Blindsense.
    If the caster has a seventh level spell, their invisibility also protects against Blindsight.
    If the caster has an eight level spell, the invisibility even protects against effects that normally reveal invisibility, such as See Invisibility, Faerie Fire, Glitterdust, Invisibility Purge or Dust of Appearance. Only effects of eight level or higher and the True Seeing Spell still reveal the target.
    If the caster has a ninth level spell, they can even resist True Seeing: the first time they would be seen by a creature with that effect, an opposed caster level check is rolled secretly. If the caster wins, he can not be seen even by that instance of True Seeing for as long as it lasts.



    Spell List:
    Level 1:
    Charm Person (Invocation, Sustained)
    Disguise Self (Mantra)
    Pass without Trace (Mantra, Targets)
    Sleep (Invocation, Sustained)

    Level 2:
    Delusions of Grandeur (Invocation, Sustained)
    Entice Gift (Invocation)*
    Reflective Disguise (Mantra, Targets)*

    Level 3:
    Deep Slumber (Invocation)
    Miser's Envy (Invocation)*
    Suggestion (Invocation)

    Level 4:
    Charm Monster (Invocation, sustained)
    Freedom of Movement (Mantra, Targets)^
    Translocation Trick (Invocation)*

    Level 5:
    Illusory Feast (Invocation)*
    Modify Memory (Invocation)
    Seeming (Mantra, Targets)

    Level 6:
    Mass Suggestion (Invocation, Sustained)
    Veil (Mantra, Targets)

    Level 7:
    Hiss of Sleep (Invocation)*
    Transfix (Invocation, Sustained)*

    Level 8:
    Charm Monster, Mass (Invocation)
    Irresistible Dance (Invocation)

    Level 9:
    Unbinding (Invocation)*^

    Freedom of Movement:
    Instead of granting absolute protection, Freedom of Movement gives the following:
    A bonus of 10+1/2 caster level on saves or strength checks against all effects that paralyse or otherwise impede movement (such as slow or web, on all escape artist checks to slip out of or through such an effect or a mundane binding and on all grapple checks to avoid being grappled or escape from being grappled or pinned.
    It allows the target to move at half its normal speed through magical or supernatural effects that entirely prevent or slow down movement in an area, such as solid fog.
    Finally, it allows the creature to swim at a speed equal to its land speed, and use any weapon underwater without penalty.

    Unbind
    Instead of negating all effects automatically, Unbind negates all specified effects of spell level 8 or lower. Spells of level 9 or higher are affected as if by a targeted Dispel magic effect with a caster level equal to that of Unbind.



    The Lore of Forces
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    "Why throw fire at your enemy, or lightning, I always wondered. Why not just crush them with the forces that already act on them? There are so many things affecting everything at any moment, and few wizards ever study them. They never wonder: why do things fall? How can we stand on the ground at our feet? Why is iron attracted to certain other metals? Why are some things solid, but some things are gas? How do the sun and moon work? They never look deep enough, because the answers to all these questions are one and the same."

    Arcana:
    Apprentice's Arcanum: A Change of State
    An apprentice of the Lore of Forces subtly uses these forces to enhance their own body. They have a +2 bonus on all strength checks, a +2 bonus on all fortitude saves to avoid being physically moved against their will, and their carrying capacity is calculated as if they were one size category larger.

    Initiate's Arcanum: The Body Persists
    An initiate of the Lore of Forces learns how to weaken forces directed against themselves. Whenever they would take faling damage, they take that damage as if they fell 10 feet less. They gain damage reduction 5/slashing or piercing and all force damage dealt to them is reduced by 1/4 caster levels.

    Journeyman's Arcanum: The Force Impressed
    A journeyman of the Lore of Forces becomes very sensible to forces in the world around themselves. As long as they are touching the ground, they have tremorsense to a distance of 30 feet. They can immediately tell when anyone within 120 feet of themselves uses any spell of the Lore of Forces, any spell, ability or effect that deals force damage, or that moves a creature physically against its will.

    Adept's Arcanum: The State of Being at Rest
    An adept of the Lore of Forces can never be moved against their will. They become immune to being bull-rushed, being blown away by wind, or being moved by telekinetic forces and similar effects. This does not extend to teleportation and planar travel effects or other effects that move them instantly, as that is not physical but magical movement. Furthermore, they become completely immune to falling damage, though gravity still pulls them to the ground.

    Magister's Arcanum: An Equal and Opposite Reaction
    The Magister of the Lore of Forces knows how to redistribute what is . If they would be moved against their will, they can choose to move half the distance (rounded down to the next five feet) voluntarily, and also move any other creature within 30 feet of themselves that is their size or smaller the same (halved) distance in the opposite direction.
    If they take any bludgeoning or force damage, they can choose to redirect half that damage to any other creature within 30 feet of themselves, so that they only take half the damage, and the other creature the other half.


    Cantrip: Force Missile
    The wizard can shoot projectiles of pure force at his enemies. The projectile requires a ranged touch attack to hit and deals 1d4 points of force damage per level of the highest spell of the Lore of Forces the caster has, at a range of 30 ft. Spell resistance applies to the missile.

    Spell List:
    Level 1:
    Feather Fall (Mantra, Targets)
    Floating Disk (Mantra)
    Greater Mage Hand (Invocation, sustained)*
    Mage Armour (Mantra, Targets)

    Level 2:
    Battering Ram (Invocation)*
    Levitate (Mantra)
    Shatter (Invocation)

    Level 3:
    Mage Armour, Greater (Mantra, Targets)*
    Telekinetic Force (Invocation)^
    Weapon of Impact (Mantra)*

    Level 4:
    Forceward (Mantra)*
    Defenestrating Sphere (Invocation)*
    Resilient Sphere (Invocation, Sustained)

    Level 5:
    Passwall (Invocation, Sustained) ^
    Telekinesis (Invocation) ^
    Wall of Force (Mantra)^

    Level 6:
    Disintegrate (Invocation)
    Rejection (Invocation)*

    Level 7:
    Reverse Gravity (Invocation, Sustained)
    Repel Metal (Invocation)

    Level 8:
    Telekinetic Sphere (Invocation, Sustained)
    Matter Manipulation (Invocation, Sustained)^

    Level 9:
    Implosion (Invocation, Sustained)

    Telekinetic Force
    Spoiler
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    Telekinetic Force
    Transmutation
    Level: Forces 3
    Type: Invocation (sustained)
    Range: Medium (100 ft. + 10 ft./level)
    Target: One object at a time weighing no more than 25 pounds + 5 pounds per level after 5th.
    Saving Throw: Will negates (Object, see text)

    This works as the psionic power of the same name, except as mentioned above.


    Passwall

    Passwall does not work for one hour per level. Instead, the passage stays open for as long as the caster sustains it.

    Telekinesis

    This spell works as described in the text, except for the Violent Thrust option. While Violent Thrust can hurl several objects as once, the damage for hurling several objects is calculated for the sum of their weight. Hurling several weapons at once is counted as throwing them as a single mass, dealing damage per total weight of all weapons together.

    Wall of Force

    Wall of Force works as described, except that it can be broken by a strength check with a DC of 10+the wall's caster level. It is still immune to damage, as it flexes slightly and the damage is spread out over the surface.

    Matter Manipulation

    This works as the psionic power of the same name, except that the change is not instantaneous or permanent: the object only remains hardened or weakened as long as the caster is sustaining the transformation, and it can be dispelled or supressed as normal for a spell. However, there is no XP cost, and an object's hardness can be changed by up to 1 point/2 caster levels. An object whose hardness is reduced to 0 decays to dust, as if it was disintegrated.


    The Lore of Magic
    Spoiler
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    Magic itself. What other lore could be more important? In a world of magic, the one controlling magic itself knows the greatest art there is. To deny the opponent magic itself is to win any battle.
    Arcana:
    Apprentice's Arcanum: Arcane Sense (Sp)
    The Apprentice of the Lore of Magic learns to feel magical energies in the world around him. They can cast Detect Magic, as a spell-like ability, at will.

    Initiate's Arcanum: Arcane Mind (Sp)
    The Initiate of the Lore of magic can differentiate arcane auraus with a touch. He knows whether or not an object is magical simply by touching it, and can Identify magical items, as the spell, merely by holding the item in question and concentrating for a minute.

    Journeyman's Arcanum: Arcane Sight (Su)
    The Journeyman of the Lore of Magic can see the slightest shifts in the weave of magical energies around him and is treated as being permanently under the effect of Arcane Sight. This is a supernatural ability.

    Adept's Arcanum: Arcane Tempest (Su)
    The Adept of the Lore of Magic learns to reach out and twist the magical energies around him to his advantage. As long as the adept is conscious, all enemies within 60 ft. of them have a -4 penalty to their caster level and must make a concentration check DC 15+the level of the spell to be able to cast.

    Magister's Arcanum: Arcane Soul (Su)
    A Magister of the Lore of Magic is sustained by the very magic that suffuses them . As long as they have at least one point of focus left, they do not need to eat, drink or breath. Whenever they would die, they can instead expend one point of unused focus to prevent their death. How the death is prevented depends on what killed the Magister:
    If the Magister would be slain by damage or a death effect, they are instead reduced to 1 HP.
    If they would be slain by constitution damage, drain or burn, their constitution is instead reduced to 1.
    If they would be slain by negative levels, they instead only have enough levels drained so that at least one remains.

    Cantrip: Dispel Magic
    The arcanist can dispel magical effects around him, nullifying them. The effect depends on the level of the highest level spell of the lore of magic prepared by the arcanist (if they are a wizard) or known to the arcanist (if they are a sorcerer).
    If they have a spell of first level or higher, the arcanist can dispel magic with a touch, as the targeted dispel option of dispel magic.
    If they have a spell of second level or higher, they can counterspell enemy spells, as the Counterspell Option of Dispel Magic, at a range of 25 ft. + 5 ft. per level of the highest level spell of the Lore the caster has.
    If they have a spell of third level or higher, they can area dispel, as that option of Dispel Magic, and use all functions of the cantrip at a range of 25 ft. + 5 ft. per level of the highest level spell of the Lore the caster has.
    If the Arcanist has a spell of fifth level or higher, the cantrip's range changes to 400 ft. + 40 ft. per level of the highest spell the arcanist has.
    If the Arcanist has spell of sixth level or higher, the cantrip instead functions as Greater Dispel Magic.
    If the Arcanist has a spell of seventh level or higher, they can use a successful counterspell to hinder the opposing spellcaster's further attempt. The spellcaster has to make a will save, DC 10+the highest spell level of the lore of magic the arcanist has + his highest mental ability score modifier, or become unable to cast the same spell as the one counterspelled for five rounds.
    If the Arcanist has an eight level spell, they can use a single casting of dispel magic set up to counterspell to counter two spells cast within range, as long as both are cast before the beginning of the arcanist's next turn.
    If the arcanist has a ninth level spell, they can choose to take control over a spell they successfully dispelled spell by expending one point of focus. The spell must have been identified by the arcanist with a spellcraft check, and must have a single target. The arcanist must qualify as a possible target. If the spell is dispelled, the arcanist immediately becomes the new target, as if the spell was cast on him by the original caster.

    Spells:
    Level 1:
    Assisst Casting (Incantation)
    Buzzing Bee (Mantra)*
    http://www.d20srd.org/srd/spells/readMagic.htm (Mantra)
    Penetrative Casting (Incantation)^
    Level 2:
    Duel of Minds (Incantation)
    Drain Arcana (Incantation)^
    Lesser Spell Immunity (Mantra)*
    Level 3:
    Dispelling Screen (Mantra)*
    Spellshift (Mantra)
    Spell Vulnerability (Mantra)*
    Level 4:
    Lesser Globe of Invulnerability (Mantra)
    Imbue with Spell Ability (Incantation)^
    Spell Immunity (Mantra, [Targets])
    Level 5:
    Duelward (Incantation, [Sustained])*
    Ottiluke's Supressing Field (Mantra) (Found in Complete Mage)
    Spell Resistance (Mantra, [Targets])
    Level 6:
    Globe of Invulnerability (Mantra)
    Antimagic Field (Mantra)
    Level 7:
    Antimagic Ray (Incantation)*
    Spell Turning (Mantra)^
    Level 8:
    Protection from Spells (Mantra, [Targets])
    Spell Immunity (Mantra, [Targets])
    Level 9:
    Absorption (Mantra)*^

    Penetrative Casting
    Divination (Incantation)
    Level: Magic 1
    Components: V,S
    Range: Personal
    Target: You
    Duration: 1 spell
    The next spell you cast before the end of your next turn gains a competence bonus equal to one half your caster level on caster level checks to overcome spell resistance.

    Drain Arcana
    Evocation (Incantation)
    Level: Magic 2
    Components: V,S
    Range: Close (25 ft. + 5 ft/caster level)
    Target: One arcanist
    Duration: Instantaneous
    Save: Will partial
    The target arcanist must immediately make a will save or lose 1d4 points of focus. On a successful will save, they lose 1 point of focus instead.
    Imbue with Spell Ability
    This spell works as mentioned in the text, including the unusual casting time, except that instead of using a spell slot, the arcanist uses one single point of focus until all imbued spells are cast.
    Spell Turning
    Spell Turning automatically affects nine levels worth of spells, instead of a random number.
    Absorption:
    Absorption automatically absorbs nine levels worth of spells, instead of a random number. For each spell absorbed, regardless of level, you gain one point of focus. A wizard can use these extra points of focus to cast any incantation he has prepared without losing the prepared incantation.


    The Lore of the Hunt [WIP]

    Spoiler
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    "Run, little fleshbags, run! Hahahahaaa!"

    Apprentice' Arcanum: Outdoorsman Survival becomes a class skill for all arcane classes the Apprentice takes. If it is already a class skill for any of their arcane classes, they gain a +4 bonus on all checks made with it.

    Initiate's Arcanum: scent An initiate of the Lore of the Hunt becomes an efficient tracker. They gain Track as a bonus feat if they don't already have it, and gain scent at a range of 30 feet. If they already have scent, its range instead increases by 15 feet.

    Journeyman's Arcanum: Smell Fear Hiding from a Journeyman of the Lore of the Hunt is a difficult task. The Initiate gains a +8 bonus on all spot and listen check to perceive creatures currently shaken, frightened or panicked, and survival checks to track those creatures. Furthermore, all their senses with a limited range given in feet (such as scent, blindsight or tremorsense) have their range doubled or increased by 30 feet (which ever is less) for purposes of detecting creatures currently suffering from those conditions.

    Adept's Arcanum: Primal Fear All fear spells and effects the Adept uses can affect creatures immune to mind-affecting effects (creatures specifically immune to fear are still immune). These creatures, however, gain a +4 bonus on their saves. Furthermore, the caster gains Damage Reduction 10/silver. If they already have damage reduction/silver, it increases by 5 points instead.

    Master's Arcanum: Fear itself

    Cantrip: Cause Fear
    This mind-affecting fear effect has a range of 25 feet + 5 ft. per spell level of the highest level Spell of the Lore of the Hunt the caster has. The target must succeed on a will saving throw or become shaken for 1 round per level of the highest level spell of the Lore of the Hunt the caster has.
    If the caste has a fifth level spell, the target becomes frightened instead, or panicked if it was already shaken or frightened.

    Level 1:
    Beastland Ferocity (Mantra)*
    Blood Wind (Mantra, Targets)*
    Guided Shot (Invocation)*^
    Longstrider (Mantra, Targets)

    Level 2:
    Countermoon (Invocation)*
    Mindless Rage (Invocation)*
    Scent (Mantra, Targets)*

    Level 3:
    Bite of the Wererat (Invocation, Sustained)*
    Nondetection (Mantra, Targets)
    Rage (Invocation)

    Level 4:
    Bite of the Werewolf (Invocation, Sustained)*
    Wind at Back (Mantra)*
    Know Vulnerabilities (Invocation)*

    Level 5:
    Bite of the Wereboar (Invocation, Sustained)*
    Dire Hunger (Invocation)*

    Level 6:
    Aura of Terror (Mantra)*
    Bite of the Weretiger (Invocation, Sustained)*
    Nightstalker's Transformation (Mantra, Targets)*

    Level 7:
    Bite of the Werebear (Invocation, Sustained)*
    Implacable Pursuer (Mantra)*

    Level 8:
    Bite of the King (Invocation)*
    Fierce Pride of the Beastlands (Invocation, Sustained)*

    Level 9:
    Moonfire (Invocation)*

    Guided Shot: This invocation's duration affects the caster's entire round after it starts to take effect, so the next round after they begin casting.
    Last edited by Eldan; 2013-05-07 at 05:59 AM.
    Resident Vancian Apologist