Path of the Raw Arcana

*"Fight magic with magic"*

**Requirements:** Detect Magic (Magician)

**Path Completion Bonus**: +1 Spirit and +1 to all casting rolls

## Core Abilities

**Mana Leech**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 3 ]

**Activation**: 2 Actions

**Range**: 12 meters

This spell always succeeds and does not use a casting roll. You attack with a shot of magical energy as a Dexterity-based skill strike. **Mana Leech** deals [ 0 / 1d6 / 3d6 ] + Spirit damage. Additionally, the target loses an amount of MP equal to half of the damage received, and you gain half the MP which they lost. A creature cannot lose more MP than they have remaining.

**Spirit Beam**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Activation**: 2 Actions

**Range**: Personal

*You exert your entire being to create an explosive force, tearing through everything in front of you.*

This spell always succeeds and does not use a casting roll. You attack with a beam of magical energy as a Spirit-based skill strike. This attack extends out from you in a 3 meter line and deals [ 2d6 / 4d6 / 6d6 ] + 2X damage, where X is an amount of Vim you spend up to the amount of MP spent to cast **Spirit Beam**. Regardless of the amount of Vim spent, lose an additional [ 3 / 6 / 9 ] Vim after the spell resolves.

**Aetherfire**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: X up to SPI

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

This spell hits the targeted hex and all adjacent hexes with a magical torrent that deals Xd6 + [ 1 / 2 / 4 ] \* SPI damage. Targets can attempt a Spirit check versus your Spellpower to negate the damage.

**Raw Infusion**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Activation**: 1 Reaction

*You infuse raw power into another spell.*

This spell modifies another spell you are casting. Your casting roll gains [ +1 / +2 / +3 ] and you gain [ +1 / +2 / +3 ] Spellpower (in addition to the bonus to the casting roll). If the spell deals damage or healing, the amount increases by [ +1 / +2 / +4 ].

**Disruptive Aura**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: 12 meters

Enemies within range take a [ -3 / -6 / -9 ] penalty to concentration checks. You can have only one aura active at once. This spell lasts while maintained as a Reaction.

**Arcane Ward**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 3 / 6 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Personal

You create a disc of magical energy as large as a shield around your hand. Any spell which attacks you as a projectile or magical beam must have a Spellpower which exceeds the Spellpower of **Arcane Ward** or it has no effect on you. For this spell to function, you must have a hand free to hold the **Arcane Ward** and you must be aware of the attacking spell and able to defend yourself. **Arcane Ward** lasts [ while maintained as a Reaction / until the end of the Encounter / until the next Rest ].

**Mana Shield**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 0 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: [ 2 Actions / 1 Action / 1 Reaction ]

**Range**: Personal

You shield yourself in arcane energy which draws straight from your own mana. When you are attacked, the damage is halved. The remaining damage ignores your Armor and is subtracted directly from your MP. When you are out of MP, **Mana Shield** ends and the remaining damage is resolved normally (now including your Armor). This spell lasts while maintained using 1 Action.

**Silence**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You prevent an enemy mage within range from casting spells. The target must succeed a STR vs Spellpower check or take a [ -3 / -6 / -9 ] penalty debuff to their casting rolls.

**Drain Energy**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Action

**Range**: 12 meters

The target must succeed a Spirit check vs Spellpower or gain the debuff *Weakened*: [ -2 / -4 / -6 ] damage on all damage dealt.

**Drain Mana**

**Prerequisite**: **Drain Energy**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

The target must succeed a Spirit check vs Spellpower or lose [ 3 / 6 / 9 ] MP. Before you cast this spell, you may choose to increase the casting DL by 3. If you do so, on success you absorb half of the MP drained by this spell.

**Mana Funnel**

**Prerequisite**: **Drain Mana**

**Cost**: 500 XP

**Expedited for:** Magic

**Activation**: Passive

Whenever you cause a creature to lose MP, the amount lost is doubled, or tripled if the creature is a non-unique Cog.

**Mana Burn**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 5 / 10 / 15 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Action

**Range**: Personal

You immediately gain [ 15 / 30 / 45 ] MP but can’t half-cast spells until the next Rest. Until the next Rest, the casting DL for Mana Burn increases by 3. Mana gained in excess of your max MP must be spent this turn or is lost. If this spell is failed, in addition to normal spell failure rules, this spell can’t be attempted again until the next Rest.

**Dispel**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: Spec.

**Casting DL**: Spec.

**Activation**: 2 Actions

**Range**: 12 meters

You attempt to end an ongoing magical effect by countering it with an opposite essence. If your Spellpower exceeds the Spellpower of the magical effect, you end it immediately and spend a number of MP equal to the cost of casting that spell (half-cast spells require only the half-cast cost, and twice-cast spells require the twice-cast cost). If you don't have enough mana, **Dispel** fails.

**Arcane Aura**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 4 / 8 / 12 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 1 Reaction

**Range**: 6 meters

You and allies within range have connected mana pools, allowing you to spend your allies’ mana on your spells and vice versa. If you and an ally both have an **Arcane Aura** active, you gain a [ +2 / +3 / +6 ] bonus to your casting roll when you share MP in this way. You can have only one aura active at once. This spell lasts while maintained as a Reaction.

**Mana Explosion**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Activation**: 2 Actions

**Range**: 12 meters

This spell always succeeds and does not use a casting roll. Make a basic attack against the target enemy and everything in a [ 1 / 2 / 3 ] meter radius; this attack uses Dexterity as the weapon attribute and deals [ 2d6 / 4d6 / 6d6 ] + Spirit damage.

**Arcane Absorption**

**Prerequisite**: **Mana Shield**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 5 / 10 / 20 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 1 Reaction

**Range**: Personal

You absorb the power of an incoming spell. If the Spellpower of **Arcane Absorption** exceeds the Spellpower of the incoming spell, its effects on you are negated and you gain [ none / half / all ] of the MP spent to cast the spell divided by the number of targets of the spell, rounded up. For area of effect spells, each hex is considered a target.

**Counterspell**

**Prerequisite**: **Dispel**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: Spec.

**Casting DL**: Spec.

**Activation**: 1 Reaction

**Range**: 12 meters

This ability functions as **Dispel** but can be used as a Reaction to a spell being cast, ending the spell before it has a chance to take effect.

**Raw Power**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Path Completion of Path of the Raw Arcana

**Cost**: 900 XP

**Expedited for:** Magic

**Activation**: Passive

Gain +1 max MP for every spell you know.

**Ultimate Power**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Raw Power**

**Cost**: 1000 XP

**Expedited for:** Magic

**MP Cost**: X (min. 12)

**Casting DL**: [ 14 / 18 / 26 ]

**Activation**: 2 Actions

**Range**: Spec.

You unleash a fury of magical force which you shape into one of the following shapes:

* A [ 6 / 12 / 24 ] meter line originating from your hex
* A [ 3 / 6 / 12 ] meter cone of width 3 originating from your hex
* A concentrated blast of radius [ 1 / 2 / 3 ] targeted at a hex nearby such that you are adjacent to but not inside the blast. This shape deals double damage.

This attack is a Dexterity-based basic attack that always directly hits and cannot be Evaded. Every creature hit receives [ 1d6 / 1d6 / 2d6 ] damage ignoring Armor for every [ 2 / 1 / 1 ] MP you spend (minimum 12 MP). This spell can't ordinarily or willingly be attempted as twice-cast, though it can occur in special circumstances dictated by the GM.

## Course of Conditions

**Arcane Shield**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Action

**Range**: Personal

You don a magical shield, granting you [ 5 / 10 / 20 ] temporary HP. When this spell is cast, any temporary HP you already had from a previous **Arcane Shield** is lost.

**Enhanced Drain**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Conditions, **Drain Energy**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Passive

**Drain Energy** now also causes the target to become fatigued.

## Course of Damages

**Arcane Abrasion**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Damages, **Enhanced Drain**

**Cost**: 600 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Activation**: 2 Actions

**Casting DL**: [ 12 / 16 / 22 ]

**Range**: 12 meters

*You ruin the life force of a creature through a sheer torrent of aether.*

Choose a creature within range. They must succeed a SPI check versus Spellpower or take [ 1 / 3 / 5 ] Attribute damage of any Attribute you specify when casting.

## Course of Wounds

**Brutal Wild Magic**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Wounds. **Arcane Abrasion**

**Cost**: 700 XP

**Expedited for**: Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Activation**: 2 Actions

**Casting DL**: [ 12 / 16 / 22 ]

**Range**: 12 meters

This ability is usable when attacking a non-unique Cog. If the target fails a SPI vs Spellpower check, they gain [ 1 / 2 / 3 ] Magical Grievous Wounds, then grants the target the buff *Victim of Wild Magic*: you are immune to Magical Grievous Wounds.

## Course of Surroundings

**Intangible Chaos**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: [ 12 / 30 / 60 ] meters

You shoot a blast of ethereal magic. This is an Arcane weapon skill strike which deals [1d6 / 2d6+3 / 5d6 ] + SPI damage. This attack can target hexes even if you don't have line of sight to the hex. The attack travels in a straight line ignoring the effects of Cover, and it can pass peacefully through any physical matter (such as creatures and thin walls) before reaching its target; however, the attack cannot pass through barriers which take up an entire hex (such as crowds and solid walls).

**Ripple**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Action

**Range**: Personal

You emit a wave of chaotic magic which warps the ground near you. Choose either a 2-wide cone effect of [ 2 / 4 / 6 ] meters centered on you or a line effect of [ 6 / 12 / 30 ] meters starting from a hex adjacent to you. Affected hexes become rough until the end of the Encounter, at which point they either revert to their original form or become permanently rough, chosen by the GM.