Path of the Magician

The Path of the Magician begins your journey as a skilled mage. This Path is recommended as a starting place for magic-focused characters, recommended for characters with high SPI, INT, or WIS.

**Requirements:** Minor Magicks (Beginner)

**Path Completion Bonus:** +1 Spirit OR +1 Wisdom

## Core Abilities

**Raw Energy**

**Cost**: 200 XP

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

**Activation**: 2 Actions, 0-3\* MP

*You harness and unleash a clumsy burst of energy.*

Choose one effect:

* Make a ranged skill strike that uses Dexterity as its weapon attribute and deals 1d6 damage. You may spend 1 MP to deal an additional Spirit damage or 3 MP to deal an additional 2d6 + Spirit damage.
* Pay 1 MP. Gain a +3 bonus to your immediate Strength check.

**Arcane Feint**

**Cost**: 200 XP

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

**Activation**: 2 Actions, 0-1\* MP

*You use your magic to distract an enemy.*

Choose an enemy within 12 meters. They take an unavoidable -1 Alert and a 1d6 + Spirit debuff to their Perception checks. If you spend 1 MP, they also lose an unavoidable 1d6 + Spirit Vim.

**Defensive Aura**

**Cost**: 200 XP

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

**Activation**: 3\* Actions, 0-2\* MP

*You bend the space around you to protect you from incoming attacks.*

Gain 2 Alert. For each MP you spend, reduce the Action cost by 1.

**Magical Recovery**

**Cost**: 200 XP

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

**Activation**: Passive

Whenever you Rest, regain 3 MP. You may choose to spend 6 Vim to instead regain 6 MP.

**Minor Cure**

**Cost**: 200 XP

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

**Activation**: 1 Reaction, 1 MP

You heal yourself or one adjacent ally for SPI HP. This ability is usable WIS times per Rest.

**Replenish**

**Unlocks**: Path of the Wizard

**Cost**: 200 XP

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

**Activation**: 3 Actions

*You concentrate on drawing energy to your core.*

You gain 2 MP. This ability can be used SPI times per Rest.

**Spell Training**

**Unlocks**: Path of the Magus

**Cost**: 200 XP

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

You can cast Magic spells. This ability is a prerequisite for all spellcasting, see Spell for details.

**Dome of Protection**

**Prerequisite**: Spell Training

**Cost**: 300 XP

**Expedited for:** Magic

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

**Activation**: 1 Reaction

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

**Range**: Personal

*You cast a magical dome around you, shielding yourself and your allies from areas of harm.*

This spell may be cast in reaction to an area of effect ability. A magical dome briefly surrounds you in a spherical radius of [ 0 / 1 / 3 ] meters, providing partial protection against the effect. Creatures within the dome may use Evasion and Alerts against this effect, and you Evade this effect as part of this spell.

**Witch's Whimsy**

**Unlocks**: Path of the Cantrips

**Prerequisite**: Spell Training

**Cost**: 300 XP

**Expedited for:** Magic

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

**Activation**: 1 Action

**Range**: Personal

*With a puff of smoke and a burst of wind, she floated over the chasm, I saw it!*

This spell always succeeds and does not use a casting roll. Move [ 1 / 2/ 3 ] times your SPI meters. While moving, you are unaffected by gravity.

**Foresight**

**Unlocks**: Path of the Divination Arcana

**Prerequisite**: Spell Training

**Cost**: 300 XP

**Expedited for:** Magic

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

**Activation**: 1 Action

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

**Range**: Touch

Until the next Rest, the touched creature gains a [ +2 / +3 / +6 ] buff to WIS checks made to sense threats or other danger. Additionally, while the spell is active, they may reroll up to [ 1 / 2 / 4 ] Perception checks. You may use this spell on yourself.

**Detect Magic**

**Unlocks**: Path of the Raw Arcana

**Prerequisite**: Spell Training

**Cost:** 300 XP

**Expedited for:** Magic, Alertness

**Activation:** Spec.

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

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

**Range**: [ 1 / 12 / 30 ] meters

*"...Yeah, I probably could've figured it was magic from the big-ass glowing rune, but it always pays to be sure."*

You attempt to discern nearby magical auras. **Detect Magic** is cast as 3 Actions and maintained as 3 Actions. After 1 Round, you identify all magical auras within range. After 2 Rounds, you identify whether the aura is weak, moderate, or strong --- this is up to the GM's discretion and may be based on Level, the casting strength of the spell, or the relative danger it poses to the players. After 3 Rounds, you can determine the arcana of the magic if it is constant. After 1 minute, if the magic is from a common spell (that is, in the rulebook) you identify it as such. After 2 minutes, if this spell was double-cast (or otherwise deems potent by the GM), you determine whether the aura is harmful, helpful, both, or neither. For the purpose of **Detect Magic**, magical auras includes magicked objects, powerful sorcerers, curses, and other magical entities or effects.

**Extend Darkness**

**Unlocks**: Path of the Shadow Arcana

**Prerequisite**: Spell Training

**Cost**: 300 XP

**Expedited for:** Magic

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

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

**Activation**: 2 Actions

**Range**: 12 meters

*You lengthen existing shadows into an umbral cover.*

You can extend existing shadows by [ 6 / 12 / 18 ] hex meters within range. These shadows appear completely black. Creatures inside the shadows gain a [ +2 / +4 / +6 ] bonus to Agility checks made for stealth inside the shadows. Whenever you are attacked within the area of this spell, gain [ 0 / 1 / 2 ] Alert(s). **Extend Darkness** lasts while maintained as a Reaction.

**Look Ahead**

**Unlocks**: Path of the Temporal Arcana

**Prerequisite**: Spell Training

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 3 / 4 ]

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

**Activation**: 2 Actions

*You glimpse into the possible future.*

After you cast this spell, time seems to pass normally for you for [ 1 / 2 / 6 ] Actions, or [ 5 / 10 / 30 ] seconds. After this time, you reappear in the moment immediately after casting the spell, as if that time had not happened yet. Only you have experienced that time. You may then decide how to act knowing the results of what you did previously. If you die while using **Look Ahead**, you return to the moment immediately after casting the spell.

**Healing Touch**

**Unlocks**: Path of the Thaumaturgy Arcana

**Prerequisite**: Spell Training

**Cost**: 300 XP

**Expedited for:** Magic

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

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

**Activation**: 2 Actions

You heal yourself or an adjacent ally for [ 1 / 1d6+2 / 2d6+6 ] + SPI HP. If you fail this spell, in addition to normal spell failure rules, your target loses [ 1 / 3 / 6 ] Vim. Between Encounters or whenever you can take your time calmly, you may use a passive casting roll when casting this spell.

**Kinesis**

**Unlocks**: Path of the Universalist Arcana

**Prerequisite**: Spell Training

**Cost**: 300 XP

**Expedited for:** Magic

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

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

**Activation**: 1 Action

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

*This simple object manipulation spell is often nicknamed the wizard’s teaspoon.*

You move an object of up to [ 1 / 3 / 10 ] Bulk from any point in range to any other point in range. The object must be freely movable, as opposed to being attached to something or held by a creature. If this object is propelled toward an enemy, use [ 2 / 3 / 5 ] times the Spellpower as its Accuracy, dealing [ 1d6 / 2d6 / 4d6 ] + Spirit damage.

## Course of Heroism

**Void**

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

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

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

**Activation**: 2 Actions, 2\* MP

*You pinch the fabric of the world, pulling everything closer together.*

Choose a target location. All creatures within 6 meters of this location must succeed a Spirit check of DL 10 + your Spirit. If they fail (or choose to fail willingly), they are moved to the closest unoccupied space near your target location. If you are Supported, this affects a range of 12 meters instead of 6. You may choose to spend an additional X MP to increase the DL by 2X.

**Supernova**

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

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

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

**Activation**: 2 Actions, 2\* MP

*You tug at the fabric of the world, pulling everything apart.*

Choose a target location. All creatures within 3 meters of this location must succeed a Spirit check of DL 10 + your Spirit. This DL increases by 2 for each ally Supporting you. If a target fails their check, they are moved 6 meters away from your target location and take Xd6 damage, where X is the number of affected creatures, up to a maximum of 3d6. You may choose to spend an additional 2 MP to increase the DL by 3 and double the damage dealt.

**Erode**

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

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

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

**Activation**: 2 Actions

*You wear away an enemy’s armor.*

Make a ranged skill strike using Spirit as the weapon attribute. This attack deals 1d6 + Spirit damage to your target's Armor. For each time you are Supported, add your Spirit again for the purpose of this effect.

**Blink**

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

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

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

**Activation**: 1 Reaction, \* MP

This ability can be activated either on your turn or when you are hit, before receiving damage. Spend half of your remaining MP to teleport to any hex in sight within 12 meters instead of being hit. You need at least 2 MP remaining to use this ability. For each time you are Supported, this ability costs 3 MP less (min. 1).

**Supported Cast**

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

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

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

**Activation**: Passive

While casting any spell, gain +1 to your casting roll for each time you are Supported. Additionally, whenever you would fail a spell while you are Supported at least 3 times, you may choose to instead automatically succeed the cast as a half-cast spell, using your roll or the half-cast DL (whichever is higher) as the Spellpower. The MP cost and Activation cost remain the same as the spell strength you chose when casting.

**Beneficent Transfer**

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

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

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

**Activation**: 1 Action

*You transfer your lifeforce to a touched ally.*

Choose to spend any amount of HP, MP, and/or Vim. The adjacent ally targeted gains half of all resources spent in this way. If you spent at least 5 of any resource, the ally is Supported for the rest of the Encounter.

**You Have My Magic**

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

**Prerequisites**: Course of Heroism, **Spell Training**

**Cost**: 300 XP

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

**Activation**: 1 Action, 1 MP

Choose an ally within sight. They are Supported and gain +3 to all casting rolls until the start of your next turn.

**Flowing Aether**

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

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Activation**: Free Action, 1 MP

Gain the buff *Flowing Aether*: when you roll, gain Flow, remove *Flowing Aether*, and gain the debuff *Ebbing Aether*: when you roll, gain Ebb, remove *Ebbing Aether*, and gain *Flowing Aether*.

## Course of Combat

**Aether Winds**

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

**Prerequisite**: Course of Combat

**Cost**: 300 XP

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

**Activation**: 1 Action

*You surround yourself in a semi-permeable arcane shield.*

Until the start of your next turn, you have Cover.