Path of the Magus

The Path of the Magus trains you further in the expert casting of spells. This Path is recommended for mages who struggle to successfully cast their spells.

**Requirements:** Spell Training (Magician)

**Path Completion Bonus**: +6 max MP

## Core Abilities

**Mana of the Magus**

**Cost**: 300 XP

**Expedited for**: Magic, Mind

**Activation**: Passive

Gain +1 max MP for every 2 abilities purchased in the Path of the Magus.

**Spell Hand I**

**Cost**: 300 XP

**Expedited for:** Magic

**Activation**: Passive

While you have two hands free, you gain a +1 bonus to casting rolls. If you are at least 3 meters away from all allies, this bonus increases to +2.

**Spell Hand II**

**Prerequisite**: **Spell Hand I: Magus**

**Cost**: 400 XP

**Expedited for:** Magic

**Activation**: Passive

While you have two hands free, you gain a +2 bonus to casting rolls. If you are at least 3 meters away from all allies, this bonus increases to +3. This ability replaces **Spell Hand I: Magus**.

**Spell Hand III**

**Prerequisite**: **Spell Hand II: Magus**

**Cost**: 500 XP

**Expedited for:** Magic

**Activation**: Passive

While you have two hands free, you gain a +3 bonus to casting rolls. If you are at least 3 meters away from all allies, this bonus increases to +4. This ability replaces **Spell Hand II: Magus**.

**Arcane Magnetism**

**Cost**: 300 XP

**Expedited for**: Magic

**Activation**: Free Reaction, \* MP

This ability is usable when you cast a spell. Pay an extra 50% of the MP cost, rounded up (min. 1). This spell can no longer be Evaded.

**Concentrate**

**Cost**: 400 XP

**Expedited for**: Magic, Mind, Alertness

**Activation**: Free Reaction, X Vim, up to 6

You put extra effort into maintaining your spell casting. You gain a +2X bonus on your immediate Strength check made to concentrate.

**Arcane Exertion**

**Cost**: 300 XP

**Expedited for**: Magic, Mind, Rage

**Activation**: 2 Actions, 6 Vim

*You push your magical capacity to its limit.*

Regain INT + STR MP. This ability is usable only in Tactical Scenes.

**Naturally Focused**

**Prerequisite**: **Concentrate**

**Cost**: 400 XP

**Expedited for**: Magic, Mind, Alertness

**Activation**: Passive

You do not lose Alerts when you are attacked while maintaining spells.

**Relaxed Cast**

**Cost**: 300 XP

**Expedited for**: Magic, Mind

**Activation**: 1 Action, 3 Vim

You sustain your casting to make it easier on yourself. This ability can be used only immediately after attempting to cast a spell using 2 Actions (and failing). Your casting roll increases by 1d6.

**Team Cast**

**Cost**: 300 XP

**Expedited for**: Magic, Charm

**Activation**: Passive

You are capable of collectively casting spells with allied mages. Whenever you cast a spell, you may declare it to be a **Team Cast**. The spell does not resolve until the end of the Round. The spell's Spellpower is equal to the highest casting roll. At the end of the Round, based on the number of successful **Team Casts** of the same spell, the spell becomes more powerful in every way interpretable, including but not limited to: range, Spellpower, resistance DLs, area of effect, duration of effect, damage, healing, and so forth. Use the table below to determine how much more powerful the spell becomes:

**Team Casts**
 2
 3
 6
 12
 27

**Hastened Cast**

**Cost**: 300 XP

**Expedited for**: Magic, Mind

**Activation**: Free Reaction, 5 Vim

Your next spell cast this turn costs 1 fewer Actions to cast, or 1 Reaction if it cost only 1 Action already. This ability cannot stack multiple times on the same cast.

**Extended Cast**

**Prerequisite**: **Relaxed Cast**

**Cost**: 400 XP

**Expedited for**: Magic, Mind

**Activation**: Varies

You cast slowly and carefully to ensure your spell succeeds. This ability can be used only on spells with a cast action of 3 Actions or less. By extending the cast action you gain a bonus to your casting roll according to the following table:

 10 minutes
 1 hour

**Determined Cast**

**Prerequisite**: **Extended Cast**

**Cost**: 500 XP

**Expedited for**: Magic, Mind

**Activation**: 1 Reaction, 5 Vim

You draw an increased amount of arcane energy into your cast. This ability can be used only immediately after attempting to cast a spell and failing. Your casting roll increases by your INT.

**Arcane Stockpile**

**Prerequisite**: **Determined Cast**

**Cost**: 600 XP

**Expedited for**: Magic, Mind

**Activation**: Passive

Whenever you fail a spell (and do not subsequently succeed by other means), the MP spent in the cast is added as a bonus to the next casting roll of this spell. This effect ends when you regain MP or at the end of the Encounter, whichever comes first.

## Course of Heroism

**Reassured Casting**

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

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Magic

**Activation**: Passive

*It's okay buddy, you'll get it next time.*

When you fail to cast a spell, regain 2 MP for each time you are Supported, up to the amount of MP lost by failing the cast.

## Course of Conditions

**Recovered Casting**

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

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

When you fail to cast a spell, regain the amount of MP lost by failing the cast as temporary MP, up to SPI temporary MP.

**Confidence of the Magus**

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

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

Whenever you successfully cast a spell, gain [ 0 / 1 / 2 ] temporary MP (based on the cast strength); this MP is lost if not spent by the end of your turn.