| Spell | Slots | per | Spell | Circle | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | Features | Cantrips Prepared | 1st Circle | 2nd Circle | 3rd Circle | 4th Circle | 5th Circle | 6th Circle | 7th Circle | 8th Circle | 9th Circle | 10th Circle |
| 1st: Initiate of the 1st Wand | Signature Foci, Spellcasting, Specialised Studies | 2 | 2 | - | - | - | - | - | - | - | - | - |
| 2nd: Master of the 1st Wand | Academic Focus, Arcane Techniques, Experimental Cantrips | 3 | 3 | - | - | - | - | - | - | - | - | - |
| 3rd: Initiate of the 2nd Wand | Arcane Tradition | 3 | 4 | 2 | - | - | - | - | - | - | - | - |
| 4th: Master of the 2nd Wand | Feat | 4 | 4 | 3 | - | - | - | - | - | - | - | - |
| 5th: Initiate of the 3d Wand | Rested Study, Skilled Student | 4 | 4 | 3 | 2 | - | - | - | - | - | - | - |
| 6th: Master of the 3d Wand | Expanded Arcane Tradition | 4 | 4 | 3 | 3 | - | - | - | - | - | - | - |
| 7th: Initiate of the 4th Wand | Experimental Spells, Improved Signature Foci | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | - |
| 8th: Master of the 4th Wand | Feat | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
| 9th: Initiate of the 5th Wand | Skilled Researcher, Specialised Craft | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | - |
| 10th: Master of the 5th Wand | Expanded Arcane Tradition | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | - |
| 11th: Initiate of the 6th Wand | Improved Rested Study, Manifest Scroll | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | - |
| 12th: Master of the 6th Wand | Feat | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | - |
| 13th: Initiate of the 7th Wand | Specialised Breakthrough, Versatile Signature Foci | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - |
| 14th: Archmage of the 7th Wand | Expanded Arcane Tradition | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - |
| 15th: Initiate of the 8th Wand | School Mastery | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - |
| 16th: Archmage of the 8th Wand | Feat | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | - |
| 17th: Initiate of the 9th Wand | Expert Ritualist | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | - |
| 18th: Magos of the 9th Wand | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | - |
| 19th: The Magician | Feat | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 20th: The Crown of Magi | Archmagos | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
As an Arcanist, you gain the following Class Features.
Hit Dice: 1d6 per Arcanist Level
Hit Points at 1st Character Level: 6 + your Endurance
Hit Points at Higher Levels: 1d6 (or 4) + your Endurance per Arcanist Level
Armour: None
Weapons: Simple Weapons
Tools: None
Skills: Choose three from Animal Handling, Cosmology, Empathy, Faiths, Focus, General Knowledge, Investigation, Linguistics, Magical Lore, Medicine, Nature, and Technology
Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:
Either a Component Pouch or an Arcane Focus
A Spellbook
A Scholar's Pack
A book on a subject of academic interest
Class Tags: Arcanist, Spellcaster, Cosmic Magic, Eternal Magic, Primordial Magic, Ritual Caster, Mage
Mark of Fate: Fateful Preparation. You had prepared the perfect spell for a moment like this. When you spend this Mark of Fate, choose a spell you had Prepared but have not cast since you completed your last Long Rest. You can immediately exchange it with another spell not currently Prepared from your Spellbook as if you had Prepared the new spell at the end of your Long Rest.
Inspired Action:
1st Lvl Arcanist Feature
You have a personal preference for one type of arcane foci over others. When you gain this Feature choose one of the following Foci options: a Crystal, an Orb, a Rod, a Staff, a Wand, a School Specific Item, or a Magic Weapon. Depending on the option you chose you gain the following benefit as well as the benefit of the Spellbook Focus:
A Crystal. The Crystal hovers around an empty hand, drawn into your hand when required to cast a spell. You can perform Somatic Components whilst holding the Crystal in your hand.
When you complete a Long Rest, you can store a spell from your Spellbook into the crystal whose Circle is equal to or lower than your SB, you are considered to have Prepared the spell as long as the Crystal is on your person.
While holding the Crystal you can cast the stored spell once without expending a Spell Slot, once you have done this you cannot do so again until you have completed a Short or Long Rest.
An Orb. Whilst holding the Orb at the end of each of your Turns, you can select one entity you can see, who is currently under the effect of a spell that can end its effect early on successful Trait Test. Until the end of your next Turn, the chosen Target has Disadvantage on Trait Tests to end your spells and their effects early.
A Rod. Whilst holding onto the Rod, you have a +1 Shield Bonus to your HT. When making melee attacks using the Rod as a Club, they are considered magical attacks. If it has been modified to be considered a Mace, the Item is also considered to have the Silvered Weapon Property as well as well as its attack being magical.
You also gain the Rod’s Shield reaction.
Once you have used this reaction, you cannot do so again until you have completed a Short or Long Rest.
A Staff. When using the Staff as a Quarterstaff to make an Attack Roll, you can use your spell Attack Roll instead of the Weapon’s normal Attack Roll, and no matter which option is chosen these attacks are considered magical and it is considered to have the Light and Silvered Weapon Properties.
You also gain the Force Bolt action.
A Wand. You can perform Somatic Components while holding the Wand in your hand. When you cast a spell whilst holding onto the Wand, you gain a +1 Magic Bonus to Attack Rolls and the TG for your spells from your Spellbook.
This Magic Bonus is cumulative with any the Wand may have normally.
When casting a spell with a Range of Touch using this Spellcasting Focus, you treat the Range as 6m (Near).
A School Specific Item. This Item’s appearance will be determined by the Spell School you chose for the Spell School Specialisation Feature, such as bells for Abjurers who use them in rites of banishing or dispelling, diviner who use tarot cards or astrolobes to show the position of the stars, or an hourglass to represent the life being given or taken away by a necromancer’s spells. You can use this item as an Arcane Focus and can perform Somatic Components while holding the Item in your hand.
Whilst holding onto the Item and casting a spell from your chosen Spell School, you have Advantage on the spell’s Attack Rolls, and opponents Targeted by the spell have Disadvantage on their Trait Tests to resist, avoid, or end its effects.
A Magic Weapon. You can use the Magic Weapon, if you have Soulbonded to it, as an Arcane Focus and cast Touch Range spells through the Weapon, being able to choose to use the Weapon's Attack Roll rather than a melee spell Attack Roll to apply the Touch spell.
When making an Attack Roll with this Weapon, you can use your spell Attack Roll instead of the Weapon’s normal Attack Roll.
Your Spellbook. You can Prepare an extra spell for each Circle of spells you are able to cast, and have Advantage on Cosmology and Magical Lore Skill Rolls whilst the Spellbook is on your person.
If you cast a Cantrip whilst holding this Spellbook, you can replace its Damage Type with Force damage. You may instead replace it with Cosmic damage if you chose the Universal Spellcaster option for the Specialised Studies Feature.
If you cast a spell with a Spell Slot of 1st-Circle or higher whilst holding this Spellbook, you can replace its Damage Type with the Damage Type of another spell of equivalent Circle in your Spellbook.
If you are able to hold both chosen Foci, one in each hand, then you can gain the benefits of both, though you cannot gain the benefits of two of the same Foci being on your person or held at the same time.
You can also choose to consider any two Foci you have as a Weapon Group. A Weapon Group means it only counts as one Use Item interaction to draw or sheath both items at once.
1st Lvl Arcanist Feature
As a student of cosmic magic, you have a spellbook containing spells that show the first glimmerings of your true power. See the Magic Chapter for the general rules of spellcasting and for the Cosmic Spell List.
Spell List: Cosmic
Spellcasting Trait: Knowledge
Spellcasting TG: 8 + your SB + your Knowledge
Spell Attack Modifier: Your SB + your Knowledge
Spellcasting Focus: Arcane Focus
The following exceptions to the rules presented in the Magic Chapter are as follows:
You Prepare Cantrips as you would any other spell, though instead of from your Spellbook from the Cosmic Spell List. At 1st Level you can Prepare 3 Cantrips during your Long Rest.
As you increase your Level in this Class you will increase the number of Cantrips you can Prepare as shown in the “Cantrips Prepared” column of the Arcanist Class Table.
You always have spells with the Ritual Spell Tag in your Spellbook Prepared.
You may when casting a spell with the Ritual Spell Tag, choose to treat its Casting Time as 2AP. Once you have used this effect you may not do so again until you have completed a Short or Long Rest.
You gain a Spellbook, an object made by you to store your mathmagical formulae and calculations to allow you to cast your spells. Your Spellbook is a Tiny Object, which you can use as an Arcane Focus, and that only you or an entity using the Identify spell/power can read.
At 1st-Level this Spellbook contains six 1st-Circle Cosmic spells of your choice. Cantrips are not stored in your Spellbook as these are fixed in your mind.
You may cast spells that are in your Spellbook and have not Prepared, however the strain of casting such spells from memory can be a taxing process filled with error and risk. You may choose to cast spell that you have not Prepared but which is located in your Spellbook.
To do so when you use the Cast action to cast a non-Prepared spell you must make a Knowledge (Focus) Test, whose TG equals 13 + the Circle of the spell you wish to cast.
Successful Test: The spell is cast.
Inspired Event: The spell is cast one Circle higher than the Spell Slot expended.
Failed Test: The spell is not cast, though the Spell Slot and AP/RP are still expended.
Critical Failure: You also either gain a Degree of Exhaustion, roll on the Magical Mishap Table as if you Critically Failed an Empower Test, or the GG can choose a new Target of the spell that would act against your interests (you choose when you roll the Critical Failure).
The spell if it has the ability to do so, cannot be cast at a higher Circle, even if a higher Circle Spell Slot is used to cast it.
The spell can be Empowered, but increases the Empower TG by the Circle of the Spell Slot used to cast the spell.
As you gain Arcanist Levels you will perform your own arcane research, as well as have intellectual breakthroughs about the nature of creation, revealing new arcane possibilities to you. Each time you gain an Arcanist Level, you can add two Cosmic spells of your choice to your Spellbook for free. Each of these spells must be of a Circle for which you have Spell Slots, as shown on the Arcanist Table.
On your adventures, you might find other spells that you can add to your Spellbook. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
When you find a Cosmic spell of 1st Circle or higher, you can add it to your Spellbook if it is of a Spell Circle you can Prepare and if you can spare the time to decipher and copy it.
Copying that spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the Arcanist who wrote it. You must practise the spell until you understand the sounds or gestures required, then transcribe it into your Spellbook using your own notation.
For each Circle of the spell, the process takes 1 Hour and requires one Pot of Alchemical Ink and a Page of Magically Conductive Paper or similar material appropriate to your Spellbook that had been modified to conduct the magic of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can Prepare the spell just like your other spells.
When you find a spell of 1st Circle or higher not on the Cosmic Spell List, you can add it to your Spellbook if it is of a Spell Circle you can Prepare and if you can spare the time to decipher and copy it.
The only difference in this process is for each Circle of the spell, the process takes 4 Hours and requires three Pots of Alchemical Ink and a Page of Magically Conductive Paper or similar material appropriate to your Spellbook that had been modified to conduct the magic of the spell. Once you have spent this time and money, you can Prepare the spell just like your other spells and it is treated for you as a Cosmic spell so long as it remains in your Spellbook.
Note psionic powers are of such an unusual nature they cannot be transcribed into your Spellbook.
You can copy a spell from your own Spellbook into another book - for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only half an Hour and quarter of a Pot of Alchemical Ink and a page of Magically Conductive Paper for each Circle of the copied spell.
If you lose your Spellbook, you can use the same procedure to transcribe the spells that you have Prepared or gained from the other Features of Class into a new Spellbook without requiring specialised components and only requiring an Activity during Rest to add them to this new book. Filling out the remainder of your Spellbook requires you to find new spells to do so, as normal. For this reason, many Arcanists keep backup Spellbooks in a safe place.
1st Lvl Arcanist Feature
You have during your studies found affinity for certain kinds of magic. You can perform the Study action for 1AP, and become a Master in a Skill you have Learnt from the list presented in the Arcanist Core Aspects section.
When performing the Study action, if you have a Movement speed greater than 0m, you may choose to reduce your Movement speed to 0m until the start of your next Turn. If you do so, for the Duration of this effect, Trait Tests made as part of the Study action are made with Advantage.
You can choose to either gain the Spell School Specialisation or the Universal Spellcaster Class Feature.
You have begun during your studies to favour and specialise in one of the schools of magic. When you gain this Feature choose one of the following Spell Schools: Abjuration, Conjuration, Divination, Evocation, Illusion, Manipulation, Necromancy, Protection, Restoration, or Transmutation. You gain the following benefits based on your choice of school:
Copying spells of your chosen Spell School into your Spellbook costs half the amount of materials and takes half the amount of time.
Choose Cantrips from your chosen Spell School, you always have this Cantrip Prepared.
Choose one 1st Circle spell from your chosen Spell School, this spell is added to your Spellbook.
You may immediately learn one 1st-Order Rite of your chosen Spell School from any Rite List.
If you would make a Trait Test to resist, avoid, or end the effects of a spell/rite of your chosen Spell School, you gain a Specialisation Bonus to the Test equal to half your SB.
The Cosmic Bolt Cantrip, if you have it Prepared, has its Spell School changed to be a part of your chosen Spell School, and for you, Cosmic damage is an additional option for the Damage Types you can choose when casting the Cosmic Bolt Cantrip.
In addition, you gain an additional effect based on the Spell School chosen:
School of Abjuration. You have found an affinity for spells that manipulate magic. Spells you cast are always treated as being one Circle higher for the purposes of Dispelling or Countering.
When you cast an Abjuration School Spell it instead counts as two Circles higher.
School of Conjuration. You have found an affinity for spells focused on teleporting and summoning. When you cast a Conjuration School Spell that allows you to Teleport, you can bring one additional willing entity with you so long as the Target destination has sufficient unoccupied spaces for you and accompanying entity.
If you cast a Conjuration School Spell with the Summoning Spell Tag, whose spell Circle is equal to or lower than your Skill Bonus to summon one or more entities, you can increase the number of entities summoned by one.
School of Dictation. You have found an affinity for spells that manipulate the minds of others. Any Diplomacy, Deception, Intimidation, or Stealth Skill Rolls made against an entity successfully affected by your spells within the last Hour are made with Advantage.
If the spell was a Dictation School Spell, you are treated as a Master in that Skill for the Skill Roll.
For you Psychic damage is an additional option for the Damage Types you can choose when casting the Cosmic Bolt Cantrip.
School of Divination. You have found an affinity for spells that allow you to percieve and potentially alter fate's threads. When casting a spell of the Divination School where there is a chance the GG will provide an inaccurate answer, reduce the chance of this occurring by 25 percent.
You gain one Mark of Fate when you complete a Long Rest, as the stars reveal some portents of what is to come in your future.
School of Evocation. You have found an affinity for spells that manipulate the energies of creation into more destructive uses. You can add your half your Skill Bonus to the Damage Rolls of Cantripa, if they do not already do so. This increases to your SB for Evocation School Cantrips.
When casting an Evocation School Spell, if on a successful Trait Test the spell would not deal any damage, but they do deal damage on a failed Trait Test. They instead deal half damage on a successful Trait Test.
School of Illusion. You have found an affinity for spells that confound and confuse with conjured images and sounds. If an Illusion School Spell produces an auditory or a visual effect but not both, then you can choose for the spell to now produce both effects. If an Illusion School Spell produces both sensory effects, then you can choose to add smells to the illusion.
If the GG thinks that these additions will make it harder to see through your illusions, the TG for identifying your illusions as such increases by a School Bonus equal to half your Skill Bonus.
For you Thunder damage is an additional option for the Damage Types you can choose when casting the Cosmic Bolt Cantrip.
School of Necromancy. You have found an affinity for spells that interact with the powers of death and unlife. If you kill an entity using a spell, you can regain HP for an entity summoned or animated through your Necromancy School Spells equal to your SB + the Circle of the spell that caused the kill (Cantrips are treated for this effect as 1st-Circle spells). You can also choose to heal yourself though you heal half the amount of HP.
If the kill was made with a Necromancy School Spell, then you double the Circle of the spell for determining HP recovered.
For you Necrotic damage is an additional option for the Damage Types you can choose when casting the Cosmic Bolt Cantrip.
School of Protection. You have found an affinity for spells that provide barriers and defences. When you cast a Protection School Spell, you gain BP equal to your SB + double the Circle of the spell cast (Cantrips are treated for this effect as 1st-Circle spells), if the spell bestows BP normally, increase the amount the spell bestows by the value above.
For you Vorpal damage is an additional option for the Damage Types you can choose when casting the Cosmic Bolt Cantrip.
School of Restoration. You have found an affinity for spells that heal and restore vigour to the living. When casting a Restoration School spell, you can restore the Target's HP equal to your SB in addition to its normal effect.
If the spell Targets multiple entities they each gain the benefit of this effect.
School of Transmutation. You have found an affinity for spells that bring about change and modifications. If your Transmutation School Spell would alter a set sized space of an object, entity, or area. The spell doubles the size of the space that can be affected at a time.
If you cast a Transmutation School Spell that Targets only you, which has a Duration longer than Instantaneous but shorter than 1 Hour then that spell's Duration is doubled (minimum of 1 Encounter/Scene).
You have found during your studies a balanced path for your spellcasting. You gain the following benefits:
Copying spells from the Cosmic Spell List into your Spellbook costs three-quarters the amount of materials and takes half the amount of time.
Increase the number of Cantrips you can Prepare by 1.
You may immediately learn one 1st-Order Cosmic Rite.
You always have the Cosmic Bolt Cantrip Prepared.
For you Cosmic damage is an additional option for the Damage Types you can choose when casting the Cosmic Bolt Cantrip.
You always have the Detect Magic spell Prepared. You can cast the Detect Magic spell at will for 2AP.
In addition, you have learned to regain some of your magical energy by studying your Spellbook. When you finish a Short Rest, you can choose a number expended Spell Slots to recover. The Spell Slots must have a combined Circle that is equal to or less than half your Arcanist Level, and none of the Spell Slots can be 6th Circle or higher.
Once you have recovered Spell Slots this way, you cannot do so again until you have completed a Long Rest.
2nd Lvl Arcanist Feature
You have devoted your studies into a particular field. When you gain this Feature, work with your GG to come up with an Academic Focus of your studies, that suits both your Character and their backstory, alongside the Campaign in order to avoid having a topic that may not come up in play.
The Focus should refrain from referencing a specific Skill or other mechanical effect, but instead relate to an area of academic study such as Dead Languages, the architectural history of [Insert Name of a historical nation of your setting], the anatomy of a specific breed of dragon, crafting technics of a lost kingdom, the folk lore of a region, cults to an Eternal with an organised faith in your setting, lightning spells, or astronomical effects on magic.
You Academic Focus is considered a Skill Focus for all Skills, and you also gain an additional Concept to best reflect this Academic Focus. You can Invoke this Concept without requiring a Mark of Fate a number of times equal to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
2nd Lvl Arcanist Feature
You have developed unique techniques for your spellcasting. When you gain this Feature, choose one of the following options: Arcane Companion, Arcane Etchings, Arcane Recovery, Arcane Retaliation, or Arcane Spellcasting. You gain the following benefit based on your choice:
You always have the Find Familiar spell Prepared. As an Activity during a Rest, you can choose to cast this spell, if you do so this way you may ignore the Material Components of this spell. For you Familiars cast from the Find Familiar spell gain the Class Companion Companion Tag, and is treated as a School Specific Item for your Spellcasting per the Signature Foci Feature, though you do not need to hold the Familiar, it must be in contact with you to gain its benefit for your Spellcasting.
Your Familiar gains the ability to communicate with other entities of the same kind of Animal (e.g. Bats, Frogs, Owls, Ravens, Snakes, etc) as if they were using the Converse with Animals spell.
You no longer require a Spellbook to refer to to Prepare spells at the end of each Long Rest, instead etching the spells into your mind, allowing you to Prepare from the spells you have had etched. You still require the Alchemical Ink and Magically Conductive Paper to write out the spell, though instead of adding it to your Spellbook, you burn it whilst breathing in the smoke.
Arcanist Features that refer to you interacting with your Spellbook are replaced by you recalling your etched spells, and Features that add spells to your Spellbook instead are automatically etched into your mind, though you cannot gain the benefits of the Spellbook Signature Foci.
Whenever you would expend a Spell Slot to cast a spell and it is either successfully Countered, or all the Target's successfully succeed the initial Trait Test to resist or avoid the spell, you can attempt to not expend the expended Spell Slot. To do so make a Knowledge (Focus) Test, whose TG equals 20 + the Circle of the expended Spell Slot.
On a failed Test, the Spell Slot is still expended.
On a successful Test, the Spell Slot is not expended.
If you used this effect due to all Targets succeeding the initial Trait Test to resist or avoid the spell, and you attempt to recover the expended Spell Slot, the spell causes no effects to occur even if they normally would on a successful Test.
You have Advantage on Concentration Tests. Whenever you would recieve damage equal to or greater than 2 times your Arcanist Level, the next spell you cast during this Encounter/Scene is automatically Empowered to the lowest Empowerment Level.
Whenever you would recieve damage equal to or greater than 3 times your Arcanist Level or 25% of your Hit Point Maximum (whichever is smaller), or you are stuck by a Critical Hit, the next spell you cast during this Encounter/Scene is automatically Empowered to the 2nd Empowerment Level.
Whenever you would recieve damage equal to or greater than 5 times your Arcanist Level or 50% of your Hit Point Maximum (whichever is smaller), or you are stuck an Inspired Event on the Attack Roll, the next spell you cast during this Encounter/Scene is automatically Empowered to the highest Empowerment Level.
You Learn a number of Metamagic Options per Appendix A: Metamagic from the Soulshaped Class Playbook, equal to your Knowledge.
You also gain a number of Soul Points equal to your Arcanist Level, with all expended uses replenished upon completing a Long Rest. These Soul Points may only be used to perform Metamagic.
2nd Lvl Arcanist Feature
You have begun to process of creating your own cantrips. Whenever you complete a Long Rest, you can select one Cantrip you have Prepared. The Cantrip must be from your Spell School if you chose the Spell School Specialisation Feature, or from the Cosmic Spell List if you chose the Universal Spellcaster Feature.
You can apply one of the following Modifications (per Appendix A: Signature Spell Modifications), at the level of effect that would add +0 or +1 to the Cantrip’s Circle, to the chosen Cantrip: Area of Effect (Burst), Area of Effect (Line). Range, Spell Speed, Change Condition, Damage Type, or Non-Lethal Spell.
The Cantrip ignores any Circle modification applied to it.
The chosen Modification is applied to the chosen Cantrip until you next complete a Long Rest.
3rd Lvl Arcanist Feature
You choose an Arcane Tradition gaining the benefits of that Tradition's first Tier. These are more advanced studies; some focus on furthering into a specific school of magic while others will focus on mastering a specific form or modification of how arcanists’ spellcasting works.
4th Lvl Arcanist Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
5th Lvl Arcanist Feature
When you spend time resting, you can often be found perusing through your Spellbook. As an Activity during a Short Rest, you can choose to study your Spellbook. At the end of the Short Rest, you can exchange a Prepared spell with one other spell in your Spellbook.
5th Lvl Arcanist Feature
You have a lot of experience researching topics of interest. Select a Skill listed in the Arcanist Core Aspects section which you have Learnt. You become a Master in that Skill.
When you would make a Study Progress roll, if you would roll a result on the d100 under your Arcanist Level + your Knowledge, it becomes equal to that value.
When you attempt to learn or recall a piece of information, if you do not know that information, you often know where and from whom you can obtain it. Your GG might however rule that the knowledge you seek cannot be found or is hidden away where none, but the most fringe scholars may have ideas to its location.
6th Lvl Arcanist Feature
You can choose to either progress in the studies of a known Arcane Tradition, increasing its Tier by 1, or choose the First Tier of a different Arcane Tradition.
7th Lvl Arcanist Feature
You have begun to process of creating your own spells. Whenever you complete a Long Rest, you can select one spell you have Prepared of 3rd Circle or lower. The spell must be from your chosen Spell School if you chose the Spell School Specialisation Feature, or from the Cosmic Spell List if you chose the Universal Spellcaster Feature. You can choose one Modification from those presented in the Appendix A: Signature Spell Modifications. You cannot choose a Modification that would raise the Spell’s Circle above the highest Circle Spell Slot you have at this Arcanist Level per the Arcanist Class Table.
The Modification is applied to the chosen spell until you next complete a Long Rest.
7th Lvl Arcanist Feature
You find yourself able to be more flexible in your casting. You can choose a second option to gain the benefits of those presented in the Signature Foci Feature. You cannot pick the same option twice.
If you have a Soulbond with a Magic Item that is also one of your chosen Signature Foci, you can as part of the Use Item interaction made to draw the Item, have it teleport into your hand, this cannot occur if the Foci is on a different Realm of Creation than you.
8th Lvl Arcanist Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
9th Lvl Arcanist Feature
You have experience of how best to contribute when performing rites. You have Advantage on Trait Tests as part of the Study action, and on Trait Tests made to research spells, rituals, and rites. Including researching who made them, locations where they were known to have been practised, and aspects for theoretically replicating the effect without the complete scroll containing instructions (though trying to reassemble a spell without the complete scroll may lead to altered effects or no effect).
In addition, you can add spells stored within Magic Items to your Spellbook as if the Item was a Spell Scroll. It Item is unaffected by this process.
9th Lvl Arcanist Feature
You have begun to apply your magical knowledge towards more practical applications. You are also adept at Crafting a type of Magic Item based on your chosen Spell School if you chose the Spell School Specialisation Feature, or if you chose the Universal Spellcaster Feature. as shown in the Table below.
When Crafting the associated type of Magic Item, it takes half as much time and Ingredients to make it.
| Spell School Specialisation | Type of Magic Item |
|---|---|
| Abjuration | Spellcasting Foci |
| Conjuration | Companion Items |
| Dictation | Psionic Tag Items |
| Divination | Fate Tag Items |
| Evocation | Weapons |
| Illusion | Accessories |
| Necromancy | Parasite Tag Items |
| Protection | Armour Pieces & Shields |
| Restoration | Alchemical Tinctures |
| Transmutation | Alchemical Tinctures |
| Universal Spellcasting | Spell Scrolls |
10th Lvl Arcanist Feature
You can choose to either progress in the studies of a known Arcane Tradition, increasing its Tier by 1, or choose the First Tier of a different Arcane Tradition.
11th Lvl Arcanist Feature
You find searching through your Spellbook takes less effort than it used to. The Rested Study Feature no longer requires an Activity to use during a Short Rest.
In addition, your Experimental Spells Feature now lets you choose spells to modify of 5th Circle or lower.
11th Lvl Arcanist Feature
Your studies in modifying your spells have allowed you to find it easier to replicate your magic in written form. Whenever you finish a Long Rest, so long as your Spellbook is within your AoC, you can create one magic scroll by touching a blank piece of Magically Conductive Parchment and causing one spell from your Spellbook of 3rd-Circle or lower, with a Casting Time of 2AP, to be copied onto the scroll. The spell you choose may be a modified version of the spell from the Experimental Spells Feature, so long as the Circle of the modified spell is no larger than 3rd-Circle.
Once in the scroll, the spell is treated as being one Circle higher than normal. You can cast the spell from the scroll by reading it with the Use Item action.
The scroll is unintelligible to anyone else unless they use the Identify spell to read it, and the spell vanishes from the scroll when you cast it or when you finish your next Long Rest.
12th Lvl Arcanist Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
13th Lvl Arcanist Feature
Your chosen specialised study brings new breakthroughs. You gain the following benefit based on which option you chose as part of the Specialised Studies Feature:
Spell School Specialisation. For spells of your chosen Spell School, you gain Resistance to damage from these spells, and have Advantage on Trait Tests to resist, avoid, or end the effects of these spells,
Universal Spellcasting. The Universal Spellcasting Feature is modified such that when you choose to recover Spell Slots when you finish a Short Rest, the Spell Slots now can be of any Circle.
When you recover Spell Slots with Universal Spellcasting Feature, you can choose three spells you have currently Prepared and replace them with three more spells from your Spellbook.
13th Lvl Arcanist Feature
You find yourself able to be more flexible in your casting. You can choose a third option to gain the benefits of those presented in the Signature Foci Feature. You cannot pick the same option twice.
You do not require AP to swap between any of the chosen Foci and/or your Spellbook, in your hand and another on your person.
In addition, you may now choose to apply two different Modifications to a spell using your Experimental Cantrips and Experimental Spells Features.
14th Lvl Arcanist Feature
You can choose to either progress in the studies of a known Arcane Tradition, increasing its Tier by 1, or choose the First Tier of a different Arcane Tradition.
15th Lvl Arcanist Feature
You have achieved such mastery over certain spells that you can cast them at will. When you complete a Long Rest, choose a 1st-Circle spell and a 2nd-Circle spell that are in your Spellbook, with a Casting Time of 2AP, belonging to your chosen Spell School if you chose the Spell School Specialisation Feature, or from the Cosmic Spell List if you took the Universal Spellcaster Feature.
For the Duration of this Feature’s effect, those two spells are always Prepared, and you can cast those spells at their base Circle without expending a Spell Slot. If you want to cast either spell at a higher Circle, you must expend a Spell Slot as normal. This applies until the end of your next Long Rest.
16th Lvl Arcanist Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
17th Lvl Arcanist Feature
You have experience of how best to contribute when performing rites. You have Advantage on Trait Tests made during the performance of a rite or ritual.
You can also use the Aid action once per Trait Test made during a Party Challenge to assist another entity performing the Party Challenge.
In addition, your Experimental Spells Feature now lets you choose spells to modify of 9th Circle or lower.
18th Lvl Arcanist Feature
You, like your forebears, have begun making or modifying your own spells to add your own unique flair to the practice of spellcasting. First you will need to determine if you are making a new spell or modifying an existing one. To create a spell, work with the GG to design a spell. If you took the Spell School Specialisation Feature the spell must belong to your chosen Spell School. It may require some iteration or testing to exactly work out what the spell does.
If instead you chose to modify a spell, the spell must be from your Spell School if you chose the Spell School Specialisation Feature, or from the Cosmic Spell List if you chose the Universal Spellcaster Feature. Though the GG may allow one of the Modifications to be changing the Spell School to your chosen School. The Modifications you can choose are listed in Appendix A: SIgnature Spell Modifications. If the total Modifications would raise the Spell’s Circle above 9th it cannot be applied.
Once the new spell is made it is now your Signature Spell, be sure to give it a suitable name. You always have your Signature Spell Prepared.
You can cast it once at its base Circle without expending a Spell Slot. If you cast the spell this way, you may not do so agaon until you have completed a Short or Long Rest. The exception is that if the Signature Spell’s base Circle is equal to or less than your SB, then instead you may cast it at its base Circle without requiring a Spell Slot a number of times up to your Knowledge, replenishing all expended uses upon completing a Long Rest.
19th Lvl Arcanist Feature
You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.
20th Lvl Arcanist Feature
You have reached the limits of what can be studied as an Arcanist, from here the path for growth comes down to the individual, just as it was for all the mighty archmagi of eld. You gain a 10th-Circle Spell Slot. This Spell Slot can only ever be recovered through a Long Rest effect, and can only be used for the casting of spells. Whilst initially you may only be able to use these Spell Slots for an additional use of your high-level spells or upcasting for larger damage or other effects. There may be some legendary 10th-Circle spells hidden in the world, if you find such spells you can only ever Prepare one 10th-Circle spell at a time, unless your Knowledge Trait is 6 or higher at which point you can Prepare two.
Whenever you cast a spell with a Spell Slot, make a Knowledge (Focus) Test, whose TG equals 11 + the Circle of the cast spell.
On a failed Test, the Spell Slot is expended as normal.
On a successful Test, you do not expend the used Spell Slot.
Each time you use this Feature after the first, the TG increases by 2. When you finish a Short or Long Rest, the TG resets to 11 + the Circle of the cast spell.
In addition, you can choose one Skill you have Mastered to become Legendary in that Skill, for Trait Tests made using that Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in one Skill at a time.
You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.