Path of the Universalist Arcana

*There is wonder in the knowledge of magic.*

**Requirements:** Kinesis (Magician)

**Path Completion Bonus**: +1 Spirit and +1 Intelligence

## Core Abilities

**Universal Translator**

**Cost**: 300 XP

**Expedited for:** Magic, Charm, Mind

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

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

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

*You cast an aura of understanding around you.*

All creatures within the spell's range perceive nearby words spoken or written as being translated into their native language. This spell works only on modern, common, or easily learnable languages, and may not be able to translate cultural differences such as idiomatic phrases or non-literal sayings. This spell lasts while maintained as a Reaction, at most until [ the end of the Encounter / the next Rest / the next Rest ]. When this spell is double-cast, you may add your Spirit to Charisma checks made which rely on the spell's translation.

**Ha'proof to Healing**

**Cost**: 300 XP

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

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

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

**Activation**: 1 Action, 50sp

**Range**: 6 meters

*"Aye, it works best with gold, but the gods take silver too."*

This magical ability can be used only when you are holding 50sp worth of metal coins. The coins are magically transformed into healing energy which heals you and all allies within range for [ 2d6 / 3d6 / 4d6 ] + SPI HP.

**Starfire**

**Cost**: 300 XP

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

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

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

**Activation**: 1 Action

**Range**: 12 meters

You cast a shower of arcane twinkles at a target enemy within range. If your target fails a SPI check vs. Spellpower, they take a -5X Accuracy debuff, where X is the amount your Spellpower exceeded their result. This ability cannot be Evaded.

**Brilliant Luminescence**

**Cost**: 300 XP

**Expedited for:** Magic

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

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

**Activation**: [ 3 / 2 / 1 ] Action(s)

**Range**: [ 6 / 12 / 30 ] meters

Your hands shine with a dazzling light. Everything within range is lit up with bright light. This spell can be maintained as a Reaction.

**Mending**

**Cost**: 300 XP

**Expedited for:** Magic

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

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

**Activation**: 2 Actions

**Range**: [ 1 / 6 / 12 ] meters

You repair a [ simple / standard / complex ] mundane item, given all of the pieces are still present. (To repair a broken magical item, its mundane parts must be salvaged through repair and the item must be rebuilt in the same way it was constructed previously.) This spell cannot fix items damaged by acid, fire, or other effects which transmute the object. To an automaton or technology, this spell heals [ 0 / 3d6 / 6d6 ] + SPI HP.

**Interrupt**

**Cost**: 300 XP

**Expedited for:** Magic

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

**Activation**: 1 Reaction

**Range**: 12 meters

You make an immediate spellcast difficult for an enemy mage. Their casting DL increases by [ 3 / 6 / 12 ].

**Extradimensional Hands I**

**Cost**: 300 XP

**Expedited for:** Magic

**Activation**: Passive

You can store up to 1 Bulk in an extradimensional pocket in your palms. Retrieving anything from this space requires 2 Actions.

**Extradimensional Hands II**

**Prerequisite**: **Extradimensional Hands I**

**Cost**: 400 XP

**Expedited for:** Magic

**Activation**: Passive

You can store up to 5 Bulk in an extradimensional pocket in your palms. Retrieving anything from this space requires 1 Action. This ability replaces **Extradimensional Hands I**.

**Extradimensional Hands III**

**Prerequisite**: **Extradimensional Hands II**

**Cost**: 500 XP

**Expedited for:** Magic

**Activation**: Passive

You can store up to 12 Bulk in an extradimensional pocket in your palms. Retrieving anything from this space requires 1 Reaction. This ability replaces **Extradimensional Hands II**.

**Warp**

**Cost**: 300 XP

**Expedited for:** Magic

**Activation**: 2 Actions, 4 MP, 4 Vim

Teleport an object weighing up to 10 Bulk to any hex in sight within 12 meters.

**Improved Warp**

**Prerequisite**: Warp

**Cost**: 400 XP

**Expedited for:** Magic

**Activation**: Passive

Warp can be used on yourself or a willing creature.

**Hostile Warp**

**Prerequisite**: **Improved Warp**

**Cost**: 500 XP

**Expedited for:** Magic

**Activation**: Passive

Warp can be used on any creature. Creatures may resist the Warp by succeeding a STR + SPI check versus DL 11 + your SPI.

**Force Blast**

**Cost**: 300 XP

**Expedited for:** Magic

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

**Activation**: [ 1 / 2 / 3 ] Actions

**Range**: 12 meters

*You attack with a shot of magical energy.*

This spell always succeeds and does not use a casting roll. Make a Dexterity-based basic attack against a target enemy within range. **Force Blast** deals [ 0 / 1d6 / 3d6 ] + SPI damage.

**Missile Barrage**

**Prerequisite**: Force Blast

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 3 / 5 ]

**Activation**: [ 2 Actions / 2 Actions / 3 Actions ]

**Range**: 12 meters

You shoot out several bursts of magical energy. Calculate this as [ 2 / 3 / 5 ] individual **Force Blast** spells at normal casting power (though each **Force Blast** uses the same damage roll). These blasts can take the same or different targets and count as separate attacks. (Bonuses which apply to damage are copied across **Force Blasts**. For example, a +3 bonus to your next damage roll will result in each **Force Blast** dealing +3 damage.)

**Vorpal Force**

**Prerequisite**: **Missile Barrage**

**Cost**: 500 XP

**Expedited for:** Magic

**Activation**: Passive

Your **Force Blast** attacks (including those from **Missile Barrage**) may ignore the target's Armor for an additional cost of 1 MP per **Force Blast**.

**Universalist Efficiency**

**Cost**: 300 XP

**Expedited for:** Magic

**Activation**: Passive

When you cast a spell that costs 4 or more MP, it costs 1 MP fewer. Spells that cost 10 MP or more are reduced by 2 MP.

**Aspect of Erosion**

**Cost**: 300 XP

**Expedited for:** Magic

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

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

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You emit a radiance of entropy and erosion. Whenever Armor is damaged within the spell's range, the amount lost is multiplied by [ 2 / 3 / 5 ]. This spell lasts while maintained as a Reaction.

**Emulate Spell**

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

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

**Cost**: 600 XP

**Expedited for:** Magic, Mind

**MP Cost**: [ 0 / 4 / 8 ]

**Casting D**L: Varies

**Activation**: Varies

**Range**: Varies

This spell always succeeds and does not use a casting roll. You half-cast another spell even if you haven’t learned it yet. You can only emulate spells which would cost you [ 200 / 400 / 600 ] XP or less to purchase, including purchasing prerequisite abilities, such as unlocking the Path that the spell is in. The total MP cost to emulate a spell is the MP cost for **Emulate Spell** in addition to the half-cast MP cost of the emulated spell. The activation cost and range are dictated by the other spell. **Emulate Spell** can only be used for the half-cast of other spells.

**Improved Emulate Spell**

**Prerequisite**: **Emulate Spell**

**Cost**: 700 XP

**Expedited for:** Magic, Mind

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

**Casting DL**: Varies

**Activation**: Varies

**Range**: Varies

This spell always succeeds and does not use a casting roll. You cast another spell even if you haven’t learned it yet. You can only emulate spells which would cost you [ 500 / 1000 / 1500 ] XP or less to purchase, including purchasing prerequisite abilities, such as unlocking the Path that the spell is in. The total MP cost to emulate a spell is the MP cost for **Improved Emulate Spell** in addition to the MP cost of the emulated spell. The activation cost and range are dictated by the other spell. This spell can’t be emulated.

## Gift Exclusives

**Dualcast**

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

**Prerequisites**: Gift of Magic

**Cost**: 300 XP

**Activation**: 1 Action, 1 Reaction, Spec.

This ability is usable immediately after casting a spell that costs X MP (min. 1). Spend X MP and 3X+5 Vim. The spell is cast again using the same casting roll result and target(s) as the first cast. This ability is usable once per turn.

**Conjure Barrier**

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

**Prerequisite**: Gift of Magic

**Cost**: 300 XP

**Activation**: 2 Actions

You create an arcane shield to block attacks. The barrier is a number of meters wide and tall equal to your Dexterity. It can be passed through by creatures but blocks small objects such as projectiles (regardless of whether from hostile or allied attacks). This barrier lasts for a number of Rounds equal to your Spirit. You can dismiss the barrier as a Free Reaction.

## Gift Exclusives

**Arcane Thunder**

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

**Prerequisite**: Gift of Magic

**Cost**: 400 XP

**Activation**: 2 Actions, X MP

*You call upon a great force of magic which, although unreliable, is incredibly powerful.*

This ability costs X MP, where X is a number you choose between 3 and 8. You fire a bolt of lightning at an enemy within 12 meters. This basic attack uses Dexterity as its weapon attribute and deals Xd6 + 3X damage.

## Course of Combat

**Conjure Arcane Weapon**

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

**Prerequisite**: Course of Combat

**Cost**: 400 XP

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

**Activation**: 2 Actions

You create an ethereal weapon of any shape and form. This weapon exists as long as you maintain this spell as a Reaction and you are holding the weapon. The weapon counts both as a Weapon category of your choosing and as an Arcane weapon, but uses only Dexterity as its weapon attribute. This weapon has a base damage of 1d6 + SPI damage. When you declare a basic attack with this weapon, you may spend 1 MP to double the base damage dealt.

**Arcane Burst**

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

**Prerequisite**: Course of Combat

**Cost**: 400 XP

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

**Activation**: 1 Action, 1 MP

Choose a target hex. Make an Arcane weapon basic attack against all creatures within 2 meters of this hex. This attack deals 1d6 damage. You may spend an additional 1 MP to deal +SPI damage.

## Course of Surroundings

**Elemental Spark**

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

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: 1 Action, X MP up to SPI

*You shape your magic into an elemental force.*

This spell always succeeds and does not use a casting roll. Choose one elemental effect to apply:

* **Air**: You conjure a hurricane around you, pushing all adjacent creatures X hexes away from you.
* **Earth**: You shatter the ground around you, turning 2X contiguous hexes into Low Cover. At least one hex affected must be adjacent to you.
* **Fire**: You spread a flame across nearby surfaces, affecting up to 3X Slippery hexes within 12 meters. These hexes are no longer Slippery. Depending on their nature, the surface of these hexes may melt, evaporate, catch on fire, char over, or otherwise react to the flames as decided by the GM.
* **Water**: You cast a sheen of water across a surface, making 3X contiguous hexes within 12 meters of you Slippery.

**Gravity Tug**

*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**: 18 meters

*Your magic shifts the local gravity, speeding up or slowing down movement.*

Choose a Pushing Environmental Object within range. You choose its effect to be either [ reduced by 2 meters (min. 1) / halved / reduced to 1 meter ] or [ increased by 2 meters / doubled / tripled ]. If this spell was double-cast, you may instead reverse its direction (without modifying its magnitude).