The School of Abjuration focuses on spells that manipulate magic. Often in the form of alteration or negation. Those who focus on studying at this school spend hours studying not only the magic of their own school but also those of other schools. For how you can modify magic if you do not study magic in its complex completeness.
Called abjurers, members of this school are sought when powerful spellcasters fight amongst the forces of invading armies, when important locations must be guarded against magical scrying, and when portals to other planes of existence must be closed.
This Arcane Tradition is recommended for those who chose Abjuration for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Abjurer Feature
Your studies into other schools of magic bear fruit. Choose two of the following Skills to Learn, Cosmology, Empathy, Focus, Investigation, Magical Lore, or Perception. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Abjurer Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Abjuration Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Abjurer Feature
You can make minor alterations to the spells you cast. When you cast a spell, you can modify the spell by choosing one of the following modifications to apply to the spell for an additional 1AP. This must be declared during the casting of the spell. The modifications you can choose to apply are as follow:
Damage Alteration. You can change the Damage Type applied by the spell to either Acid, Cold, Fire, Force, Lightning, or Poison damage.
Range Magnification. You double the Range of a spell that doesn’t have the Range of Self or Touch.
You can modify a spell this way a number of times up to your Skill Bonus, replenishing all expended uses upon completing a Long Rest.
The exception to this is if you cast an Abjuration spell, in which case you can apply one modification without expending a use of this Feature.
2nd Tier Abjurer Feature
You have learnt how to manipulate magic to grant them aspects of Abjuration school magic. You gain the Counterspell Development Feat. When casting a spell or performing a magical rite you can treat the spell/rite as if it was part of the Abjuration School.
You can change the Spell School of a spell or rite a number of times up to your Skill Bonus, replenishing all expended uses upon completing a long rest.
In addition, your Abjuration School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Abjuration Spell School to your Spellbook.
You gain the spell modification Dissonant Spell for the Spell Manipulation Feature.
Dissonant Spell. You can choose one affected Target of the spell; they have Disadvantage on the Trait Tests to resist, avoid, and end the effects of your spell.
3rd Tier Abjurer Feature
You have learnt how best to manipulate the spells of others and how best to protect your own from manipulation. You always have the Dispel Magic spell Prepared, its Casting Time reduced to 1AP, you gain the Counterspell Mastery Feat, and your spells are treated as being double their Circle (to a maximum of 10th) for Countering or Dispelling.
In addition, your Abjuration School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Abjuration Spell School to your Spellbook.
3rd Tier Abjurer Feature
You have gained sufficient experience in using Abjuration magic that you can empower spells of the school. When you cast an Abjuration School Spell that requires you to make a Trait Test as a part of casting that spell or magical rite, add a School Bonus equal to your Skill Bonus to the Test.
In addition, you gain the spell modification Incorporeal Magic for the Spell Manipulation Feature.
Incorporeal Magic. You can cause the spell to ignore Half and Total Cover, and spell effects radiating from a point can ignore obstacles. You must still be able to see the Target entity or point to cast the spell.
4th Tier Abjurer Feature
You have memorised so much knowledge about the makeup of spells that you have learnt the common weaknesses found in all magical formulae, allowing you to ward yourself in such a way as to exploit those weaknesses and become resistant to the magic of others. You have Advantage on Trait Tests made to resist, avoid, or end the effects of spells and magical rites, and you have Resistance against the damage of spells and magical rites.
In addition, your Abjuration School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Abjuration Spell School to your Spellbook.
You gain the spell modification Phasing Spell for the Spell Manipulation Feature.
Phasing Spell. You can cause the spell to ignore Resistance to one Damage Type caused by the spell. If the affected enntity has Immunity to the chosen Damage Type, then the Immunity is treated as a Resistance to the chosen Damage Type (it is not ignored by this effect).
The School of Arcanobella focuses on the use of magic in warfare. This school traces its roots back to early attempts from national militaries to gain control of the training of new arcanists, rather than relying of external schools for the training.
As such they are multidisciplinary in their use of magic, with them able to utilise multiple schools of magic purely for the focus of turning the tide of battle in their force’s favour.
Called battle mages, members of this school are most often found amongst armies and other martial institutions. Those who survive their service may go onto to become adventurers or mercenaries.
1st Tier Battle Mage Feature
Your studies into combat magic bear fruit. Choose two of the following Skills to Learn, Athletics, Driving, Focus, General Knowledge, Magical Lore, Stamina, or Survival. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You gain the Martial Class Tag, and Training with Martial Weapons, Light Armour, and Light Shields.
1st Tier Battle Mage Feature
Your studies into the battle magic grants you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell from the Cosmic Spell List to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Battle Mage Feature
Your studies in the arcane allow you to better weave magic with greater speed. You may choose to reduce the Casting Time of a spell, whose Circle is equal to or less than your SB and with a Casting Time of AP, by 1AP (to a minimum of 1AP).
You may use this Feature a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
1st Tier Battle Mage Feature
You channel your arcane power to improve your defences against hostile attackers. While Concentrating on a spell, you channel some of that arcane power to surround you, you gain a +2 Shield Bonus to your HT. You also gain an Arcane Bonus to Trait Tests to resist, avoid, or end harmful effects, equal to the Shield Bonus bestowed by this Feature.
At the end of your Turn, if you have not used 2AP or more to cast a single spell of 1st Circle or higher, you gain the following benefit until the end of your next Turn:
If you were not Concentrating on a spell, you gain a +2 Shield Bonus to your HT.
If you were Concentrating on a spell, the Shield Bonus increases to be equal to your Knowledge (minimum of +3).
2nd Tier Battle Mage Feature
You can attack twice, instead of once, whenever you take the Attack action.
You may choose for your one of your attacks as part of the Attack action, to be made with a Cantrip with a Casting Time of 2AP. It doesn't suffer the penalty for making a Ranged Attack whilst being in a hostile entity’s AoC, but if you are in a hostile entity’s AoC ranged Cantrips must Target an opponent within your AoC.
In addition, your Knowledge of Cosmic Magic Feature, now allows you to add a 3rd-Circle Spell from the Cosmic Spell List to your Spellbook.
3rd Tier Battle Mage Feature
You know how to place your strikes to weaken your foes to your magic. When you damage an entity that is Concentrating on a spell or psionic power, that entity has Disadvantage on their Concentration Test.
When you use the Attack action using a Signature Foci that can be used as a Melee Weapon, you have Advantage on Attack Rolls against entities under the effects of a spell you are Concentrating on, and as part of the action you may also cast a Touch Range spell with an AP cost of 2AP or less.
Until the end of your Turn, any melee Weapon Attack made with a Signature Foci, including the initital attack, can add the effect of the spell to the Weapon’s Damage Roll.
A spell cast this way ends any bestowed effects that last normally longer than the end of your next Turn, at the end of your next Turn.
In addition, your Knowledge of Cosmic Magic Feature, now allows you to add a 4th-Circle Spell from the Cosmic Spell List to your Spellbook.
4th Tier Battle Mage Feature
You have learnt how to weave even the most complicated spells between your strikes. When utilising the Quickened Casting Feature to decrease the Casting Time of a spell, for the remainder of the Turn, repeated uses of the Cast action does not increase the AP cost of the action.
In addition, your Knowledge of Cosmic Magic Feature, now allows you to add a 5th-Circle Spell from the Cosmic Spell List to your Spellbook.
The School of Bioweaving focuses on modifying organic matter. Their studies an art to work upon the canvas of the body. This School takes a multidisciplinary approach in their use of magic, with them able to utilise multiple schools of magic purely for the focus affecting the bodies of themselves and their allies.
There are some less than scrupulous members of this School however who are the source of a variety of the more unusual animals that now populate the world such as the famous Owlbear. These famous misuses of the magic arts of flesh shaping have led to the School often being mistrusted or highly scrutinised by the world at large.
Called fleshweavers, members of this School are most often found in research institutions and places where their medical knowledge could be most useful. Some may take up the adventuring lifestyle to explore and study more unusual forms of life that can only be found in the most strange and dangerous of environments.
1st Tier Fleshweavers Feature
Your studies into biological magic bear fruit. Choose two of the following Skills to Learn, Athletics, Acrobatics, General Knowledge, Magical Lore, Medicine, Nature, or Stamina. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Fleshweavers Feature
Your study into the body grants you further magical knowledge. Upon gaining this Feature, you immediately may add one Talent, 1st-Grade Power, and 2nd-Grade Power from the Psionic Power List with the Biomancy Power Tag to your Spellbook. For you these are treated as Cosmic spells following the conversion rules in the Magic Chapter of the Core Rules.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Fleshweavers Feature
You can make minor alterations to the bodies of those your spell’s affect. You always have the Alter Self spell Prepared. When you cast a spell of 1st Circle or higher, Targeting one or more allied entities, the following effects occur:
Mending Weave. Choose yourself or one Target of the spell, the chosen entity restores HP equal to the Circle of the spell + your Knowledge.
The chosen entity may also expend a number of Hit Dice up to half their SB, to recover HP equal to the sum of the results of the rolled Hit Dice + (the Target’s Endurance x the number of Hit Dice expended).
Warping Weave. Choose a number of entities up to half your SB, from yourself and the Targets of the spell, you can choose the same entity multiple times. Each chosen entity gains a Wildshape Customisation of your choosing for the Duration of the spell’s effect (minimum of until the end of your next Turn).
Each chosen entity can gain a different Customisation, they are treated as being the Form of the Land for Prerequisites unless they have a Flying speed, at which point they are also considered to be a Form of the Sky, or have a Swimming speed, at which point they are also considered to be a Form of the Sea.
2nd Tier Fleshweavers Feature
Your form changes with your expanded knowledge. You gain the Shapechanger Entity Tag, you gain Resistance to Poison and Necrotic damage, and gain Advantage on Trait Tests made to resist, avoid, or end the effects of Diseases and the Poisoned condition.
If you are under the effects of the Bloodied condition whilst having 1 HP or more, at the start of your Turn, you recover 1d6 HP so long as you have not received Acid or Fire damage since the end of your last Turn.
In addition, your Knowledge of Biomantic Magic Feature, now allows you to add a 3rd-Grade Power from the Psionic Power List with the Biomancy Power Tag to your Spellbook.
3rd Tier Fleshweavers Feature
You know how to channel your own body towards aiding your spellcasting. You gain the following alterations to your Spellcasting:
Essence Restoration. You can expend a number of unexpended Hit Dice up to your SB. You replenish a Spell Slot whose Circle is equal to the number of expended Hit Dice.
Essence Tap. When casting a spell that deals damage or restores HP, you can expend a number of Hit Points up to your Arcanist Level, reducing your Hit Point Maximum by the same amount. You increase the damage dealt or HP restored by the spell equal to the HP you expended.
Weaved Spell. When casting a spell Targeting a single allied entity other than you, you can choose to also Target yourself with the spell.
You can Target yourself this way a number of times up to your Knowledge (minimum of 1), replenishing expended uses upon completing a Long Rest.
In addition, your Knowledge of Biomantic Magic Feature, now allows you to add a 4th-Grade Power from the Psionic Power List with the Biomancy Power Tag to your Spellbook.
4th Tier Fleshweavers Feature
You have mastered altering your form to suit your needs. When you complete a Long Rest, you gain a number of Ancestry Features equal to your Knowledge (minimum of 1) in any combination from the Avian, Insectoids, Mammalians, Plantoids, Sun-Touched, and Waterbourne Ancestries, with the exception of Features that grant spells or powers. These Features remain until you next complete a Long Rest.
In addition, your Knowledge of Biomantic Magic Feature, now allows you to add a 5th-Grade Power from the Psionic Power List with the Biomancy Power Tag to your Spellbook.
Your Altered Form Feature, now grants Immunity to Diseases and the Poisoned condition.
The School of Conjuration focuses on spells that allow for teleportation and the summoning of entities from other Realms. Those who focus on studying at this school spend hours studying the nature of the many Realms of creation and their denizens and the magical ties that link them.
Called conjurers, members of this school are sought for the ability to move people and objects across large distances, or to call upon supernatural forces of other Realms to aid forces in battle. Some more powerful conjurers are even able to combine these principles to allow for transporting people and objects between Realms and even opening permanent portals between them.
This Arcane Tradition is recommended for those who chose Conjuration for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Conjurer Feature
Your studies into the Realms and their denizens bear fruit. Choose two of the following Skills to Learn, Animal Handling, Cosmology, Faiths, Magical Lore, Medicine, or Nature. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Conjurer Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Conjuration Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Conjurer Feature
To be able to be able to perform more complicated summonings, one must first master the fundamentals. You always have the Find Familiar spell Prepared. When you use this spell you can summon a Small or Tiny animal-like entity made of your magical essence, you determine the entity's appearance, using the Fundamental Aetherform statistics presented below. This Fundamental Aetherform follows the rules presented in the Class Companions section of the Other Rules Chapter of the Core Rules.
The Aetherform is friendly to you and your allies and obeys your commands. Its game statistics are in the Fundamental Aetherform Stat Block presented below, which uses your Skill Bonus (SB) in several places.
When it is reduced to 0 HP, it disappears as the magical energy returns to your body to recover, if this happens you can use the Find Familiar spell to revive it, with all of its HP restored.
You gain a Shared Bond Concept with your Fundamental Aetherform “Fundamental Aetherform”. A Bond Concept with your Fundamental Aetherform does not count against the number of Shared Bond Concepts you can have at any one time.
If the Aetherform is currently next to you, you can recast the spell to alter its form. The Aetherform also perishes if you Die.
HT: 11 + your KNO
HP: Your KNO + [6 x Class Level]
Speed: 6m, 6m [Secondary Movement speed of your choosing]
Initiative: -
Hit Die: [Class Level]d6
| PHY | 1 | KNO | Your KNO | ||
|---|---|---|---|---|---|
| AGI | 2 | INT | Your INT | SB | [Your SB] |
| END | 2 | DET | Your DET |
Immunities Charmed, Exhaustion, Poisoned
Senses Nightvision (12m)
Languages Understands any Language the Arcanist knows & Telepathy 1.5km (works only with Arcanist)
Arcane Bond. The Aetherform can add your SB to their Trait Tests, bar Attack Rolls.
Telepathic Link. As an action (2AP), you can see through your Aetherform’s eyes and hear what it hears until the start of your next Turn, gaining the benefits of any special Senses that the Aetherform has. During this time, you are Deaf and Blind regarding your own senses.
Temporary Dismissal. As an action (1AP), you can temporarily dismiss the Aetherform to a pocket dimension. As an action (1AP) while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 6m (Near) of you. Whenever the Aetherform disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
The Aetherform has 3AP and 1RP.
Melee Strike (2AP). Melee Spell Attack Roll: Your Spell Attack Modifier Target: 1, Range: 1m | Melee. Hit: 1d8 + KNO + SB X damage, where X is a Damage Type you can choose with the Cosmic Bolt Cantrip (chosen when you make the Attack Roll).
Ranged Strike (2AP). Ranged Spell Attack Roll: Your Spell Attack Modifier Target: 1, Range: 6m | Near. Hit: 1d6 + KNO + SB X damage, where X is a Damage Type you can choose with the Cosmic Bolt Cantrip (chosen when you make the Attack Roll).
Radiant Aegis (2AP). Target: You, Range: 6m | Near. Effect: Both you and the Aetherform gain BP equal to your Knowledge + SB.
Transfer Spell (1RP). Trigger: You Cast a spell with a Range of Touch whilst you Aetherform is within 24m (At Range) of you and you can see it. Effect: Your Aetherform can deliver the spell as if it had Cast the spell. If the spell requires an Attack Roll, you use your Spell Attack Modifier for the roll.
2nd Tier Conjurer Feature
You have learnt how to merge you spells with your Aetherform. When casting a spell with the Summoning Spell Tag, bar the Find Familiar spell, you can summon an additional entity.
If you cast a spell with the Summoning Spell Tag, you can place one of the Summoned entities into your Fundamental Aetherform. When this happens the Aetherform gains both the speeds, Passive Traits, actions, and reactions of both forms, using the highest value when both forms have the same aspect. It uses its original Knowledge, Intuition, and Determination, while using the summoned entity’s Physique, Agility, Endurance, AP, RP, HT, and HP.
When the HP is reduced to 0, the summon disappears leaving the Aetherform back at its HP state prior to the summoning spell being cast.
In addition, the Telepathic Link. Passive Trait of your Aetherform, no longer makes you Blind or Deaf when it shares its senses with you, now sharing them constantly without any actions required.
The Aetherform also gains the Aethereal Transposition action.
Aethereal Transposition. Target: You, Range: 12m + your Knowledge | At Range. Effect: Both you and the Aetherform teleport exchanging places./p>
2nd Tier Conjurer Feature
Your studies into portals and teleportation travel have led to you gaining a sense of where the fabric of space is weakest and malleable. The Range of Conjuration School spells that allow for teleportation are increased a number of metres equal to your Knowledge.
You also gain the Quick Step action.
You can use this action a number of times up to your Skill Bonus, replenishing all expended uses upon completing a Short or Long Rest.
In addition, your Conjuration School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Conjuration Spell School to your Spellbook.
3rd Tier Conjurer Feature
You have learnt to maintain focus on maintaining your summons even in the most difficult circumstances. Entities you summon using spells with the Summoning Spell Tag gain +1AP, +1RP, and BP equal to double your Arcanist Level. Whilst the entity has BP from this Feature, they gain Resistance to all Damage Types bar Cosmic, Entropic, and Psychic damage.
If you take any damage whilst Concentrating on a Conjuration spell, you do not need to make a Concentration Test.
When looking through the senses of your Aetherform, you can cast spells from your Aetherform as if you were in that space.
In addition, when using a spell, action, or reaction to teleport to an unoccupied space and/or a occupied space by a willing entity you can see within Range, you can now Target occupied spaces you can fit in to either swap places with the occupying entity if they are willing, or if the occupying entity is unwilling force them to make a Knowledge Test against your Spell TG.
On a failed Test, you teleport, swapping places with the occupying entity.
On a successful Test, the teleportation fails and the use of the effect is wasted.
Your Conjuration School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Conjuration Spell School to your Spellbook.
4th Tier Conjurer Feature
Your well-practised use of conjuration magic has led to you being able to perform feats of summoning unlike any other. Any entities summoned from your spells gain the Transfer Spell reaction of your Aetherform, and the Duration of your spells with the Summoning Spell Tag are doubled.
The Range of your Conjuration School Spells that allow for teleportation, and your/your Aetherform’s actions that allow for teleportation, are doubled.
In addition, any Conjuration spells and rites that allow you to create permanent portals, teleportation circles, or similar effects, take half as many castings to make the effect permenant.
Your Conjuration School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Conjuration Spell School to your Spellbook.
The School of Dictation focuses on spells that befuddle or manipulate the minds of others. Those who focus on studying at this school spend hours studying the nature of the mind and thought, learning how different areas can be altered or stimulated for different effects.
Called dictators, members of this school are sought for their abilities as spies, charming others into giving them information or access to locked areas, others are called upon for darker paths such as manipulating the memories or thoughts of those the state requires altering. Some dictators choose darker paths becoming tyrants who manipulate the minds of the masses to form “peaceful” and “benevolent” authoritarian rule.
This Arcane Tradition is recommended for those who chose Dictation for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Dictator Feature
Your studies have tended more towards interacting and manipulating others. Choose two of the following Skills to Learn, Deception, Diplomacy, Empathy, Intimidation, Performance, or Stealth. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You can perform the Socialise action for 1AP. When performing this action, you may use Knowledge instead of Determination when using the Deception, Diplomacy, and Intimidation Skills.
1st Tier Dictator Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Dictation Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Dictator Feature
You can channel your magic into your voice. You have Advantage on Trait Tests to resist, avoid, or end the Charmed, Confused, Frightened, and Terror conditions.
You also gain the The Dictate action.
You can use this action a number of times up to your Knowledge, replenishng all expended uses upon completing a Long Rest.
2nd Tier Dictator Feature
Your studies have led to you being able to replicate the effects of certain supernatural entities such as vampires, being able to charm an individual from mere eye contact. Entities Charmed by you do not automatically realise you were the source of the Charmed condition, though they may still be able to recognise you as the source based on their recollections of your actions and their unusual behaviour.
You also gain the Charming Gaze action.
Once you have used this action, you cannot do so again until you have completed a Short or Long Rest.
In addition, you can use The Dictate action as a reaction (1RP), with the Trigger "You are hit by an Attack Roll", using this reaction to depending on the command, cause the Triggering entity to alter their action. The new action cannot cause them to expend more AP than the original action that caused the Attack Roll cost.
Your Dictation School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Dictation Spell School to your Spellbook.
3rd Tier Dictator Feature
You have gained sufficient experience in using dictation magic that you can get far more out of a dictation spell than normal. When you cast a Dictation School Spell of 1st Circle or higher that Targets only one entity, you can have it Target a second entity. If it would instead Target multiple entities, and it when cast at a Higher Circle would increase the number of Targets, it is considered to be cast at once Circle higher than the Spell Slot expended.
In addition, when making a Trait Test using the Diplomacy or Deception Skills, a d20 roll of 9 or less treats the result as a 10.
When you use The Dictate action as a reaction, per the Charming Gaze Feature, you can instead utter the name of a Target within Range of the Triggering action/reaction, if the reaction successfully affects the Triggering entity, they must then attack with the same Triggering action/reaction, Targeting the entity whose name you uttered, using the Attack Roll result that hit you.
In addition, your Dictation School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Dictation Spell School to your Spellbook.
4th Tier Dictator Feature
You have mastered your studies in the arts of manipulation. You gain Immunity to the Charmed condition. Once during the Duration of a Dictation School Spell of 1st Circle or higher, as an action (2AP), you can force one Target of the spell to make an Intuition Test against your Spell TG.
On a failed Test, you can cause them to forget a number of Hours of their actions carried out under effects of the spell up until the point the action was used, up to your Knowledge (minimum 1 Hour). This effect can only be used once per casting of the spell no matter how many entities it Targeted.
In addition, you can use The Dictate action to magically enforce any oath or promise, as if it was under the effects of the Geas spell cast at 9th Circle. When you use this effect you may expend a Mark of Fate, if you do so the Target cannot Die from Disease or age until the promise is completed or the Geas spell ends on them.
Your Dictation School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Dictation Spell School to your Spellbook.
The School of Divination focuses on spells that allow for the reading and manipulation of fate, the past, the present, and the future. Those who focus on studying at this school spend hours studying the nature of fate, the many methods of divining the actions of the past and future and how they influence the present.
Called diviners, members of this school are sought by folks of all backgrounds hoping to hear their futures, or how to avoid terrible fates. Some more powerful diviners are even called upon to investigate the past to reveal secrets and truths lost to living memory or hidden by malicious forces.
This Arcane Tradition is recommended for those who chose Divination for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Diviner Feature
Your studies into fate and the fabric of reality bear fruit. Choose two of the following Skills to Learn, Cosmology, Empathy, Faiths, Focus, Investigation, or Perception. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
When you complete a Short Rest, you can alter one Prepared spell to another you can Prepare.
You also gain Nightvision to 24m, this can see through magical Darkness.
1st Tier Diviner Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Divination Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Diviner Feature
You can read the threads of fate and can make minor alterations to it. You always have the Augury spell Prepared. When you complete a Long Rest roll 2d4, noting down the result of each d4 according to the following table:
| Results | |
|---|---|
| 1 | Skill Roll |
| 2 | Attack Roll |
| 3 | Damage Roll |
| 4 | Ay Trait Test |
When making an appropriate roll you can choose to flip the d20’s result for the Test.
For the “Damage Roll” result, you can choose to flip a number of your damage dice equal to half your SB.
For each Tier after the 1st you gain with this Tradition, increase the number of d4s you roll with this Feature by 1.
Once the d4's effect has been applied, it cannot be used again until you next complete a Long Rest and roll it to affect a new roll type.
2nd Tier Diviner Feature
You become far more skilled at manipulating the strands of fate. When you expend a Mark of Fate, you replenish a d4 from your Fate Reader Feature whose effect has been used, rolling it again as if you had just rolled that die as part of a Long Rest.
You can choose to use the Fate Reader Feature to flip the d20 roll of an appropriate roll type for any entity you can see.
When you complete a Rest, you can choose to exchange your Nightvision granted by the Scholar of Fate Feature with Spiritsight at a distance equal to your Nightvision Range, this lasts until you next complete a Short or Long Rest. If you already have Nightvision from another source, then you keep your Nightvision at its original distance and can choose to gain Spiritsight at the distance listed for Nightvision in the Scholar of Fate Feature.
In addition, your Divination School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Divination Spell School to your Spellbook.
3rd Tier Diviner Feature
You have gained sufficient experience in using divination magic that it is easier to use compared to other spell schools. You gain +1RP. When casting spells of the Divination Spell School, you can regain a Spell Slot whose Circle is less than the Circle of the cast spell. The regained Spell Slot cannot be of 6th Circle or higher.
You can perform any action as a reaction whose RP cost is one less than the action’s AP cost. To do so the Trigger is “An entity ends their Turn”. Once you have used an action this way, you cannot do so again until the start of your next Turn.
When you complete a Rest, you can choose to exchange your Nightvision granted by the Scholar of Fate Feature with the ability to read any language until you next complete a Short or Long Rest. If you already have Nightvision from another source, then you keep your Nightvision at its original distance and can choose to read any language as well. You cannot gain the benefit of this and the effect of the Fate Manipulator Feature's Spiritsight at the same time.
In addition, your Divination School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Divination Spell School to your Spellbook.
4th Tier Diviner Feature
You find it easy to view the stands of fate and interweave them for greater effects. You always have the Contingency spell Prepared and treat it as a Divination School Spell for your Features.
When you gain the "Damage Roll" option of the Fate Reader Feature, you can select one of the damage dice to roll maximum damage instead of flipping it. When gaining a Trait Test roll option, you can make any d20 roll a 1 or a 20 rather than using the flipped result, if you do so the Test does not gain the Inspired Event, Critical Hit, Critical Failure, or Marks of Fate from having the appropriate d20 result.
When you complete a Rest, you can choose to exchange your Nightvision granted by the Scholar of Fate Feature with Truesight at a quarter of your Nightvision Range until you next complete a Short or Long Rest. If you already have Nightvision from another source, then you keep your Nightvision at its original distance and can choose to have Truesight at a quarter of the distance listed for Nightvision in the Scholar of Fate Feature. So long as you have Nightvision from the Scholar of Fate Feature, you simultaneously gain the Fate Manipulator Feature’s Spiritsight and the Skilled Diviner Features’s language reading ability at the same time.
In addition, your Divination School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Divination Spell School to your Spellbook.
The School of Evocation focuses on spells that allow the manipulation of primordial and fundamental forces and energies. Those who focus on studying at this school spend hours studying the nature of these forces and energies, how they move through the Realms and change states.
Called evokers, members of this school are sought for their combat aptitude, unleashing volleys of fire, ice or lightning on their foes, others meanwhile stand with their local communities to defend them from outside threats.
This Arcane Tradition is recommended for those who chose Evocation for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Evoker Feature
Your studies into energies of reality and their potential bear fruit. Choose two of the following Skills to Learn, Acrobatics, Cosmology, Focus, Magical Lore, Nature, or Stamina. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Evoker Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Evocation Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Evoker Feature
You learnt how to channel the elements of your spells to best harm your foes. You can add your Knowledge to the Damage Rolls of Evocation School Spells, and you gain the following benefits when casting spells based on the Damage Type they deal:
Cold. Casting spells that deal Cold damage grant you one Degree of Umbral Power, you can never have more Degrees than your Tiers of this School, and upon casting a spell that deals Fire damage all Degrees are removed.
You also gain the Umbral Restoration action.
Fire. When casting a spell that deals Fire damage, you gain a Degree of Astral Might, you can never have more Degrees than your Tiers of this School, and upon casting a spell that deals Cold damage all Degrees are removed.
Whenever you cast a spell that deals Fire damage that gains power for casting at a higher Circle, for each Degree of Astral Might you treat the spell as having been cast at one Circle higher than the Spell Slot used. If the spell does not have an ability to increase in power with higher Circle Spell Slots, you instead increase the number of damage dice rolled by the Degrees of Astral Might.
A spell cast this way must expend an additional Spell Slot of that Spell Circle for each Degree of Astral Might, if you do not have enough nonexpended slots the effect still resolves but all Spell Slots of that Spell Circle are expended.
Lightning. Spells that deal Lightning damage apply a Degree of the Burned (Lightning) condition, on a Critical Hit the spell applies two Degrees of the condition.
Whenever your damage die for the Burned (Lightning) condition deals the maximum damage it can roll, the next spell you cast during the current Encounter/Scene, that deals Lightning damage, whose Spell Circle is equal to or less than half your SB, decreases its Casting Time to 0AP and ignores the AP cost increase from repeated uses of the Cast action on a Turn.
2nd Tier Evoker Feature
You summon an arcane sigil on the ground which temporarily boost your arcane potential so long as you remain in its lines. You can create pockets of relative safety within the effects of your evocation spells. When you cast an Evocation spell that affects other entities that you can see, you can choose a number of them equal to 1 + the spell’s Circle. The chosen entities automatically succeed on their Trait Tests against the spell, and they take no damage if they would normally take half damage on a successful Test.
You also gain the Create Sigil and Sigil Return actions.
You can use the Create Sigil action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
In addition, your Evocation School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Evocation Spell School to your Spellbook.
3rd Tier Evoker Feature
You have learnt to channel the primal forces into something purely paradoxical. When you have the maximum number of Astral Might or Umbral Power, and lose all Degrees from casting the Damage Type of the other condition’s associated Damage Type, you gain a use of the Paradoxical Power action, of which you may only have one use available at a time.
In addition, whenever you score a Critical Hit with a spell that deals Fire damage, the next spell you cast that deals Fire damage decreases its Casting Time by 1AP (to a minimum of 1AP).
Your Evocation School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Evocation Spell School to your Spellbook.
4th Tier Evoker Feature
You can increase the power of your simpler spells. You now can never have more than five Degrees of the Umbral Power and Astral Might conditions. When you cast an Evocation School Spell of 1st through 5th Circle that deals damage, you can deal maximum damage with that spell on the Turn you cast it.
The first time you do so, you suffer no adverse effect. If you use this Feature again before you finish a Long Rest, you gain one Degree of the Exhaustion condition, and take 1d6 Entropic damage for each Circle of the spell, immediately after you cast it.
Each time you use this Feature again before finishing a Long Rest, the Entropic damage per Spell Circle increases by 1d6.
This damage ignores Reductions, Resistances, and Immunity.
In addition, the Paradox action increases its damage to 5d12.
Your Evocation School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Evocation Spell School to your Spellbook.
The School of Geocosmology focuses on the study of World Souls, the Realms Primordial and their effects on the Material Realm, and the interactions of the natural world and World Soul on spellcasting. Many Arcanists may look to this School as a way of combining their academic interests with that of their interest in the natural world, with many spending decades in attempting to study and understand the World Soul and its nature. Those who follow this school are found with companion spirits either Primordials or nature spirits which modify and amplify the Arcanist’s spellcasting, for some it is through these spirits that the Arcanist is able to cast spells at all.
Called primalists, members of this school are sought for the ability to perform Primal magic, if World Speakers are unavailable, or are not trusted.
1st Tier Primalist Feature
Your studies into natural world, and the Realms of Primordial and their denizens bear fruit. Choose two of the following Skills, Animal Handling, Cosmology, Investigation, Magical Lore, Medicine, Nature or Survival. You Learn the two chosen Skills. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Primalist Feature
Your studies into Primordial Magic grants you further magical knowledge. You gain the following modifications to your Class:
The Spellcasting Feature changes its Spell List from Cosmic to Primordial.
All mentions in Arcanist Features relating to Cosmic spells and Spell List are altered to refer to Primordial spells and Spell List.
The Cosmic Bolt and Cosmic Strike Cantrips become Primordial Spells for you.
You may choose two of the following Spell Tags; Air, Earth, Fire, Fungi, Metal, Thunder, Water, or Wood. All spells with the chosen Spell Tag are part of the Primordial Spell List for you.
When performing a Rite, you may draw power from the Land as if you had the World Speaker Class Tag.
Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell from the Primordial Spell List to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Primalist Feature
You have learnt how to form bonds and connections with spirits born of the World Soul. You always have the Find Familiar spell Prepared. When you use this spell you can summon a Small or Tiny animal-spirit born of the World Soul that forms a bond with you, you determine the entity's appearance, using the Companion Spirit statistics presented below. This Companion Spirit follows the rules presented in the Class Companions section of the Other Rules Chapter of the Core Rules.
The Spirit is friendly to you and your allies and obeys your commands. Its game statistics are in the Companion Spirit Stat Block presented below, which uses your Skill Bonus (SB) in several places.
When it is reduced to 0 HP, it disappears as the magical energy returns to your body to recover, if this happens you can use the Find Familiar spell to revive it, with all of its HP restored.
You gain a Shared Bond Concept with your Companion Spirit “Companion Spirit”. A Bond Concept with your Companion Spirit does not count against the number of Shared Bond Concepts you can have at any one time.
If the Spirit is currently next to you, you can recast the spell to alter its form. The Spirit also perishes if you Die.
HT: 12 + your KNO
HP: Your KNO + [8 x Class Level]
Speed: 6m, 6m [Secondary Movement speed of your choosing]
Initiative: -
Hit Die: [Class Level]d8
| PHY | 1 | KNO | Your KNO | ||
|---|---|---|---|---|---|
| AGI | 2 | INT | Your INT | SB | [Your SB] |
| END | 3 | DET | Your DET |
Damage Resistances The Damage Types the Spirit can currently use for its Melee Strike action
Immunities Charmed, Exhaustion, Poisoned
Senses Nightvision (12m)
Languages Understands any Language the Arcanist knows & Telepathy 1.5km (works only with Arcanist)
Arcane Bond. The Spirit can add your SB to their Trait Tests, bar Attack Rolls.
Focusing Companion. Your Spirit can act as an Arcane Focus, following the rules for a Rod, with the exception of being able to use it as a melee Weapon.
Telepathic Link. As an action (2AP), you can see through your Spirit’s eyes and hear what it hears until the start of your next Turn, gaining the benefits of any special Senses that the Spirit has. During this time, you are Deaf and Blind regarding your own senses.
Temporary Dismissal. As an action (1AP), you can temporarily dismiss the Spirit to a pocket dimension. As an action (1AP) while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 6m (Near) of you. Whenever the Spirit disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
The Spirit has 3AP and 1RP.
Melee Strike (2AP). Melee Spell Attack Roll: Your Spell Attack Modifier Target: 1, Range: 1m | Melee. Hit: 1d8 + SB Radiant damage.
Ranged Strike (2AP). Ranged Spell Attack Roll: Your Spell Attack Modifier Target: 1, Range: 6m | Near. Hit: 1d6 + SB Radiant damage.
Empower Spell (1RP). Trigger: You Cast a spell with either the Air, Earth, Fire, Fungi, Metal, Thunder, Water, or Wood Spell Tag, whilst you are within the Spirit's AoC. Effect: The Spirit may expend an unexpended Hit Die to increase the damage of the spell by a roll of the expended Hit Die.
Until this reaction is used again, or the current Encounter/Scene ends, the Damage Type of this Spirit's actions is a combination of Radiant damage and the Damage Type of the Triggering spell.
2nd Tier Primalist Feature
Your studies have allowed you to channel the connection of your companion to the World Soul to influence the natural world around you. You start with two such effects: Arcane Bond, and Ley Walker Channel the World Soul Actions.
Some Channel the World Soul effects require a Trait Test. When you use such an effect from this Tradition, the TG equals your Arcanist Spell TG.
You may use this Feature a number of times up to your Knowledge, replenishing any expended uses upon completing a Long Rest.
2nd Tier Primalist Feature
Entities you form an Arcane Bond with, via the Arcane Focus Channel the World Soul Action, are treated as a Wand Arcane Focus for your spellcasting. If you cast a spell using one as an Arcane Focus you gain an additional benefit based on their Entity Type:
Animal. You have Advantage on spell Attack Rolls made where the Target is within an allied entity’s AoC, where the ally is not Incapacitated.
You can replace the spell’s Damage Type, with Bludgeoning, Piercing, or Slashing damage.
Flora. If you score a Critical Hit with the spell’s Attack Roll, or if the Target fails a Trait Test to resist, avoid, or end the spell by 5 or more, the Target of the spell becomes Restrained until the start of your next Turn.
You can replace the spell’s Damage Type, with Radiant damage.
Primordial. Your spell, if it does not already do so, bestows a Degree of the Burned condition, the Damage Type of the Burned condition matching that of a Damage Type of one the Primordial’s actions.
You can replace the spell’s Damage Type, with a Damage Type of one the Primordial’s actions.
Your Companion Spirit and entities with Arcane Bonds gain the Transfer Spell reaction.
Transfer Spell (1RP). Trigger: You Cast a spell with a Range of Touch whilst the entity is within 24m (At Range) of you and you can see it. Effect: The entity can deliver the spell as if it had Cast the spell. If the spell requires an Attack Roll, you use your Spell Attack Modifier for the roll.
In addition, your Knowledge of Primordial Magic Feature, now lets you choose an additional two Spell Tags from those listed to add to your Primordial Spell List, and now allows you to add a 3rd-Circle Spell from the Primordial Spell List to your Spellbook.
3rd Tier Primalist Feature
You can use the magic of your bonds to enable you to enhance your spellcasting. You can now form Arcane Bonds with non-sentient plants of any Size Category.
You can if you can see your Companion Spirit or an entity you have an Arcane Bond with you the Transfer Spell reaction, to cast any spell as if you were occupying the Companion Spirit or Bonded entity’s space using their senses, if you choose a bonded non-sentient plant then you still use your senses.
In addition, your Knowledge of Primordial Magic Feature, now lets you choose an additional two Spell Tags from those listed to add to your Primordial Spell List, and now allows you to add a 4th-Circle Spell from the Primordial Spell List to your Spellbook.
3rd Tier Primalist Feature
Your studies have increased the potential of your elemental spells. Your spells gain the following modifications dependant on the Spell Tag it has:
Air. If the spell deals Lightning damage, the Target reduces their RP by 1 until the start of their next Turn.
If the spell would apply Degrees of the Dazed condition, increase the number of Degrees applied by 1.
Earth. If the spell deals Force damage, if the Target is one Size Category larger than you or smaller, they are Knocked Prone after damage has resolved.
If the spell would apply the Prone condition (except due to this Feature), the Target is also pushed 1m directly away from you before being knocked Prone.
Fire. If the spell deals Fire damage, increase the number of damage dice rolled by the spell by 1 (if the spell has multiple sizes of damage dice rolled, choose one of those rolled to be increased in number by one).
If the spell would apply Degrees of the Burned condition, increase the number of Degrees applied by 1.
Fungi. If the spell deals Necrotic damage, the Target has Disadvantage on the next Attack Roll they make.
If the spell would apply Degrees of the Poisoned condition, increase the number of Degrees applied by 1.
Metal. If the spell deals Vorpal damage, the Target gains one Degree of the Burned (Vorpal) damage after the damage has resolved.
If the spell would bestow BP, increase the number of dice rolled to calculate BP restored by the spell by 1.
Thunder. If the spell deals Thunder damage, if the Target is one Size Category larger than you or smaller, the Target is pushed 2m directly away from you.
If the spell would apply the Impaired (Hearing) condition, it also applies the Silenced condition until the start of your next Turn.
Water. If the spell deals Cold damage, the Target takes an additional X Cold damage, where X equals to number of damage dice rolled, and if the spell requires an Agility Test to resist, avoid, or end the spell’s effect, you may choose for it to instead require an Endurance Test.
If the spell would apply Degrees of the Slowed condition, increase the number of Degrees applied by 1.
Wood. If the spell deals Radiant damage, the Target gains the Wide Open condition until the next Attack Roll is made against the Target, or the start of your next Turn, whichever occurs first.
If the spell would restore HP, increase the number of dice rolled to calculate HP restored by the spell by 1.
4th Tier Primalist Feature
Your studies allow for greater power from your bonds and companion spirit. Your Companion Spirit can replace its Radiant damage for its actions with Cosmic damage, and gains Damage Resistance to Cosmic damage.
When casting a spell with one of your chosen Spell Tags from the Knowledge of Primordial Magic Feature, you may choose to have either your Companion Spirit or an entity you have an Arcane Bond with, per the Arcane Bond Channel the World Soul Action, empower the spell if you are within their AoC to treat the Spell Slot used as one Circle higher than what was expended for the spell’s effect.
You may use this Feature’s effect with your Companion Spirit a number of times up to half your Skill Bonus, replenishing expended uses upon completing a Long Rest.
If, however, you instead used this Feature’s effects with an entity you have an Arcane Bond with, your Arcane Bond with that entity immediately ends, and it cannot be Targeted by the Arcane Bond action for the next 1 Day.
In addition, your Knowledge of Primordial Magic Feature, now lets you choose an additional two Spell Tags from those listed to add to your Primordial Spell List, and now allows you to add a 5th-Circle Spell from the Primordial Spell List to your Spellbook.
The School of Illusion focuses on spells that confound or trick the senses. Those who focus on studying at this school spend hours studying the world, its creatures, and vistas, as well as many works of fiction for inspiration.
Called mesmers, members of this school are sought for the ability to hide areas or people from outside observation, or to trick and deceive others. Some more powerful physical mesmers can make not only illusions to deceive someone's hearing or sight but are able to make illusions with presence as well.
This Arcane Tradition is recommended for those who chose illusion for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Mesmer Feature
Your studies have focused on attempts to give you inspiration for your illusions. Choose two of the following Skills to Learn, Cosmology, General Knowledge, Investigation, Magical Lore, Nature, or Perception. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Mesmer Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Illusion Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Mesmer Feature
Before you can affect such enhanced illusions on reality around you, you should be able to perform such feats on yourself. You can ignore the Verbal Component of Illusion School Spells. You always have the Disguise Self spell Prepared. Should someone touch the illusionary traits you give yourself but are not actually there, they feel physical, though there is no actual change to your physical form.
In addition, you may when casting an Illusion School Spell, whose Circle is less than or equal to half your SB, you may decrease the Casting Time of the spell by 1AP (to a minimum of 1AP).
You can reduce the Casting Time this way a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
2nd Tier Mesmer Feature
You can in response to danger create illusionary mirror images to try and keep you safe from harm. The Range of your spells from the Illusion Spell School, with a Range greater than 3m, increases their Range by 6m.
You also gain the Summon Duplicate reaction.
You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
In addition, your Illusion School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Illusion Spell School to your Spellbook.
3rd Tier Mesmer Feature
You have gained sufficient experience in using illusion magic to be able to edit a spell on the fly. When you cast an Illusion School Spell that has a Duration of 1 Minute or longer, you can use an action (1AP) to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
In addition, your Illusion School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Illusion Spell School to your Spellbook.
4th Tier Mesmer Feature
You can make your illusions reality. When you cast an Illusion School Spell of 1st Circle or higher, during the Duration of the spell as an action (1AP), you can choose one part of the illusion spell that has a physical looking form and make it real. The part remains real for 1 Minute or until the end of the spell, whichever occurs first. It cannot deal damage or harm anyone, unless the spell would allow that part to do so normally.
In addition, your Illusion School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Illusion Spell School to your Spellbook.
The School of Necromancy focuses on spells that manipulate death and that interact with the Realms of Death and Decay. Those who focus on studying at this school spend hours studying the nature of the Realms associated with death and entropy.
Called necromancers, members of this school are sought for the ability to destroy multiple foes using their powers over death, or to interact with those who call the Realms of Death home. Some more powerful necromancers are sought for their ability to create and control armies of the undead.
This Arcane Tradition is recommended for those who chose Necromancy for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Necromancer Feature
You have spent many hours studying the Realms of Death and Decay and their denizens. Choose two of the following Skills to Learn, Cosmology, Deception, Faiths, Magical Lore, Medicine, or Nature. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Necromancer Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Necromancy Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
The Find Familiar, Find Steed, Phantom Steed, Summon Beast, and Summon Creation spells are treated as Necromancy School Spells for you, when casting them you may choose to replace their Spell School with the Necromancy School, the entity summoned by these spells when cast this way replaces its Entity Type with the Undead Entity Type. For the Summon Creation spell, uf you cast it as a Necromancy School Spell, you must choose the FLesh option.
For these listed spells, if a corpse or equivalent remain of a suitable entity are nearby, then that replaces the spell’s normal Material Components including those with a GP cost. If you do so, the GG may provide the summoned Undead additional Passive Traits or other elements from the entity whose corpse you are reanimating.
1st Tier Necromancer Feature
You have taken the first steps down the path of necromancy, its energies flowing through you and your spells. You gain Resistance to Necrotic damage. When you cast a Necromancy School Spell, you or an allied entity you can see within 6m (Near) of you gain BP equal to the Circle of the spell + your Knowledge (minimum of 1), unless the Target has the Undead Entity Type, at which point instead of gaining BP they recover HP.
If you kill one or more non-Construct Type entities with the spell, or an entity within a number of metres of you equal to your Knowledge (minimum of 1m) is reduced to 0HP, if a corpse or bones were left behind, you can choose to reanimate one of the remains as a Zombie. It follows the rules for Summoned Companions, gaining the Summoned Companion Tag, using the Rotten Corpse Stat Block presented in the Animate Dead rite.
The Undead remains in your service until the end of your next Long Rest, at which point it vanishes to the afterlife.
You can use this Feature a number of times up to your Skill Bonus, replenishing all expended uses upon completing a Long Rest.
2nd Tier Necromancer Feature
As you progress down the path of necromancy, your form becomes resistant to the effects of the undead as you summon more and more advanced forms of undead. Your Hit Point Maximum cannot be reduced except by Ancestry/Template/Class Features or Feats, and you are Immune to the Sap condition.
Your spells and Companions with the Undead Entity Type ignore Damage Reductions and Resistances of Necrotic damage.
The HP of your Undead created by your Necromancy School Spells or Rites, or with your Minor Reanimation Feature are increased by an amount equal to your Arcanist Level + your Knowledge. They also gain a number of Companion Upgrades equal to your Tiers of this School.
>Undead under your control may use your own Skill Bonus rather than their own for making Attack Rolls.
In addition, your Necromancy School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Necromancy Spell School to your Spellbook.
Your Minor Reanimation Feature allows you to instead of animating a zombie, choose to animate a skeleton using the Skeletal Warrior Stat Block in the Animate Dead rite.
3rd Tier Necromancer Feature
The progress you have made down this path, grants you greater understanding of the nature of necromantic magic. When you cast a Necromancy School Spells or Rites, or use your Minor Reanimation Feature to reanimate the remains of the deceased, you can animate one additional Undead of the kind the spell, rite, or Feature creates.
Undead under your control can add your Skill Bonus to their Damage Rolls.
In addition, your Minor Reanimation Feature allows you reanimate entities with the Construct Entity Type, and you may instead of animating a zombie, or a skeleton, choose to animate a spectre using the Spectral Remains Stat Block per the Animate Dead rite.
Your Necromancy School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Necromancy Spell School to your Spellbook.
3rd Tier Necromancer Feature
Your necromantic power warps your body. You appear to Undead with a Knowledge less than 1 who can see you, as if you were one of them. You also cannot be detected by any spells, senses, or abilities that detect life.
If you would be reduced to 0HP, you instead gain HP equal to your Arcanist Level + your Knowledge (minimum of 1).
Once you have avoided being reduced to 0HP this way, you cannot do so again until you have completed a Long Rest. You may reduce an Undead Companion with the Summoned Companion Tag with 10HP or more, to 0HP in order to recover a use of this Feature.
4th Tier Necromancer Feature
You have reached the end of the path as it is written from here it is up to you how you proceed. You gain the Death-Touched Template if you did not already have it, and an additional Death-Touched Template Feature. If you already have the Death-Touched Template, you instead gain two Template Features from it instead.
You also gain the Dominate Undead action.
You can maintain control of a number of Undead with this action simultaneously up to your SB + your Knowledge at once.
In addition, your Necromancy School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Necromancy Spell School to your Spellbook.
Your Minor Reanimation Feature allows you to instead of animating a zombie, skeleton, or spectre, choose to animate a wight using the Minor Undead Marshal Stat Block presented in the Bestiary, though Undead Marshals count as 5 Undead for the number you can control at a time. All Undead made with the Minor Reanimation Feature do not pass on for as long as you maintain control over them or until they are reduced to 0HP.
The School of Protection focuses on spells that allow for the placement of magical barriers and wards. Those who focus on studying at this school spend hours studying the nature of wards and different kinds of barriers.
Called protectors, members of this school are sought for the ability to secure a location against intrusion, or to shield important individuals against attacks. Some more powerful protectors are even able to construct mighty arcane fortresses against intrusion or damage.
This Arcane Tradition is recommended for those who chose Protection for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Protector Feature
Your studies have focused on different methods of defence and warding. Choose two of the following Skills to Learn, Athletics, Empathy, Investigation, Magical Lore, Perception, or Stamina. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You are also Trained in Light Armour and Light Shields. You can use Shields as a School Specific Item for your Signature Foci Feature.
1st Tier Protector Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Protection Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Protector Feature
You have learnt how to bring protective wards with you. Whenever you cast a Protection School Spell of 1st Circle or higher, you can perform the Raise Shield action for 0AP, for the purpose of the action, you are considered to have spent a number of AP on the action equal to half the Circle of the spell.
You also gain the Cast Wards action.
You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
2nd Tier Protector Feature
You have learnt to channel your protection spells through a shield. Whenever you finish a Rest, you can tie yourself to a single Shield. At the start of your Turn, if you have a free hand, you can summon your shield you tied yourself to into your free hand without needing an action.
Whilst under the effects of the Raise Shield action with this Shield, and use it as a Spellcasting Focus, you can add half the Shield Bonus as a Magic Bonus to your Spell Attack and Damage Rolls and Spell TG.
You also gain the Throw Shield reaction.
In addition, your Protection School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Protection Spell School to your Spellbook.
3rd Tier Protector Feature
You have gained sufficient experience in using protection magic to reinforce your spells. Protection School spells that give you an alternate HT calculation increase the HT provided by 2. Your ward from the Protective Warding Feature, and your Protection School Spells and Rites double their Duration.
In addition, when you cast a Protection School Spell whilst under the warding effects of your Protective Warding Feature, the ward recovers HP equal to the spell’s Circle + your SB.
In addition, your Protection School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Protection Spell School to your Spellbook.
4th Tier Protector Feature
Your studies have reached their zenith ensuring that you and your allies remain standing for as long as possible. When you cast a Protection School Spell with a Range of Self, you also can Target another entity within your AoC, granting both of you the benefits of the spell for the Duration.
If a Protection School Spell you cast causes an Attack Roll to miss another entity, you regain HP equal to twice the spell’s Circle.
If a Protection School Spell you cast, or your Protective Warding Feature reduces the damage taken by another entity, then you regain HP equal to half the damage prevented.
In addition, your Protective Warding Feature when applied to a Shield increases its Shield Bonus by 2.
Your Protection School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Protection Spell School to your Spellbook.
The School of Psychomancy focuses on connecting with past lives of a soul ad divining knowledge rom it. It is believed that some folk and believers of certain faiths, instead of passing on to one of the Realms of Death may have their soul return a cycle of rebirth. This act of rebirth may remove many aspects of knowledge and personality of the individual, but certain key events and memories will carve themself into the soul. It is these scars that whilst unavailable to the bearer, an Arcanist of this School can look to and call upon to gain knowledge and skill from their past life.
It has been theorised that certain powerful mages may have been able to write their knowledge into a magical cocoon surrounding the soul. This would be able to be accessed by an individual if they had sufficient magical knowledge to detect the cocoon around their soul, granting them knowledge of the powerful magics of ages past. However, as of yet no known individual has been found bearing such an arcane cocoon.
Called psychomancers, members of this school are rarely found outside their Schools, though some may be found amongst adventuring bands hoping the extreme conditions and chance for uncovering lost secrets may aid in their research and grant them hereto unachievable developments in their field.
1st Tier Psychomancer Feature
Your studies have focused on attempts to understand the nature of the soul. Choose two of the following Skills to Learn, Cosmology, Faiths, Investigation, Magical Lore, Medicine, or Nature. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Psychomancer Feature
Your studies into the soul grants you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell from the Cosmic Spell List to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Psychomancer Feature
You can in a moment of dire need call you’re your soul’s past knowledge to aid you when in need. When performing the Cast action, you may choose to cast a spell that you have not Prepared, even if it is not in your Spellbook. The Circle of the spell cannot be greater than your SB and must be of a Circle which you can normally cast.
You may use this Feature a number of times up to your Knowledge, replenishing expended uses upon completing a Long Rest.
1st Tier Psychomancer Feature
You have begun utilising your training to learn from your past lives. You don’t need to sleep, and magic can’t force you to sleep. You can finish a Long Rest in 4 Hours, you spend those Hours in a trancelike meditation, during which you remain conscious but tap into the past lives of your soul.
Whenever you finish a Long Rest this way, you may choose one Skill you have not Learnt, Learning and Mastering the chosen Skill until you next complete a Long Rest. You may also choose one Tool or Weapon you are not Trained in the use of and become Trained in its use until you next complete a Long Rest.
Whilst under this effect you may also use Knowledge instead of Intuition for Initiative Tests.
2nd Tier Psychomancer Feature
You can speak of echoes of your past lives. When you gain this Feature, speak with your GG to begin discussing what kind of past lives you may have had, and what kind of knowledge you may be able to glean from them. During your trancelike meditations per the Meditations on the Soul Feature, you contact one of the echoes of your past lives and may ask them a number of questions up to half your SB. These questions must be ones that can be answered with a yes or no, unless your GG says otherwise, though if the GG believes a one-word answer could be misleading or contrary to their interests a short phrase may be given as an answer instead.
You receive a correct answer for each question, based on the faded knowledge, memories, and viewpoints of your past life. Your past lives aren't omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond their faded knowledge.
In addition, your Knowledge of Cosmic Magic Feature, now allows you to add a 3rd-Circle Spell from the Cosmic Spell List to your Spellbook.
3rd Tier Psychomancer Feature
You draw upon the knowledge of a former life of an ancient magi, calling forth their ancient spells to use in moments of dire need. When casting a spell without any modifications currently applied of 1st-Circle of greater, you can apply modifications to a spell with a total Circle Modification up to half your SB, per the Experimental Spells Feature without increasing the Circle of the Spell.
You may use this Feature a number of times equal to your Knowledge, replenishing expended uses upon completing a Long Rest.
In addition, your Knowledge of Cosmic Magic Feature, now allows you to add a 4th-Circle Spell from the Cosmic Spell List to your Spellbook.
4th Tier Psychomancer Feature
Your past lives grant you knowledge of ancient spellcasting techniques. When you would apply modifications to a spell using Arcanist Features other than Knowledge of Magi Past Feature, you may apply modifications that would raise the Circle of the Spell above that which you are able to cast. For each Circle the spell would be modified above the highest Circle of Spell Slots you can Prepare, instead of increasing the Circle of the spell, you instead gain one Degree of the Exhaustion condition.
These Degrees of Exhaustion remain for as long as this modified spell is Prepared, and cannot be reduced by any means.
In addition, your Knowledge of Cosmic Magic Feature, now allows you to add a 5th-Circle Spell from the Cosmic Spell List to your Spellbook.
The School of Restoration focuses on spells that allow for healing and recovery. Those who focus on studying at this school spend hours studying the anatomy of organisms and the Realms of Life and its energies.
Called apothecaries, members of this school are sought for the ability to knit closed injuries, or to restore vigour to injured bodies. Some more powerful healers are even said to be able to return the dead back to life.
This Arcane Tradition is recommended for those who chose Restoration for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Apothecary Feature
Your studies into medicine and the Realms of Life and their denizens bear fruit. Choose two of the following Skills, Cosmology, Faiths, Empathy, Investigation, Nature or Survival. You Learn the Medicine Skill alongside the two chosen Skills. Then choose one of the listed Skills you have Learnt or the Medicine Skill, you become a Master in the chosen Skill.
You are also Trained in the Herbalism Kit, and gain the Chirurgeon Feat.
1st Tier Apothecary Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Restoration Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Apothecary Feature
You have studied a variety of herbs and concoctions for how best to apply more traditional healing to bolster your magical healing. You have Advantage on Medicine and Nature Skill Rolls to determine the medicinal properties of fauna and flora, and to identify injuries and illnesses.
You also have Advantage on Trait Tests made to Craft Items using a Herbalism Kit.
When performing the Use Item (Healer’s Kit) action, in addition to the normal effect of the action, if you apply this to a Target who currently has 0HP, they also reduce their Degrees of the Wounded condition by 1.
2nd Tier Apothecary Feature
You have studied a variety of injuries that can occur in battle and have learnt best how to treat them. During a Short Rest, as an Activity for both you and the Target, you can tend to a Target entity with a Scar Concept, using two uses of a Healer’s Kit you can reduce a Moderate Scar Concept to a Mild Scar Concept, for five uses of a Healer’s Kit you can reduce a Severe Scar Concept to a Moderate Scar Concept.
If you instead use your Activity to prepare the Meal or refreshment, you can use your knowledge of different herbs and spices to improve its restorative properties, whilst not affecting or even improving the taste. The meal will grant each entity that Consumes it, additional HP restored equal to 1d6 + your SB + the Consuming entity’s Level/CR.
In addition, your Restoration School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Restoration Spell School to your Spellbook.
3rd Tier Apothecary Feature
You have gained sufficient experience in using restoration magic that you can empower spells of the chosen school. Your Restoration School Spells and Rites gain the following alterations:
Your Touch Range spells now can be cast with a Range of 6m | Near.
When you cast a spell that restores HP or bestows BP, increase the size of the die rolled for the spell’s effect by 1.
When you cast a spell or rite, you and the Target(s) regain HP equal to your Knowledge in addition to the normal effects of the spell/rite.
When casting a spell or rite where you choose one or more options for the spell/rites’s effect from a provided list, increase the number of options you can choose by 1.
In addition, your Restoration School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Restoration Spell School to your Spellbook.
4th Tier Apothecary Feature
Your studies have borne fruit, leading to a firm mastery of restoration spells. When casting a Restoration School Spell whose Circle is equal to or less than your Skill Bonus, you can reduce the Casting Time of the spell, if it has a Casting Time of AP, by 1AP (to a minimum of 1AP).
In addition, your Restoration School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Restoration Spell School to your Spellbook.
The School of Theology focuses on the study of the Eternals and the interactions of faith on spellcasting. Many Arcanists may look to this School as a way of combining their academic interests with that of their faith. Whilst a rarer few utilise such studies as a way to supplant the Eternals, being able to replicate their magic without the need of an entity to pray to. Though these few renegade members of the school often will be careful how they publish such research lest they find censure from the organised faiths of the land.
Called theologians, members of this school are sought for the ability to perform Eternal magic, if Eternalists are unavailable, or are not trusted.
1st Tier Theologian Feature
Your studies into faiths of the Realm, and the Realms of the Heavens and their denizens bear fruit. Choose two of the following Skills, Cosmology, Faiths, Focus, Empathy, Investigation, Linguistics, Magical Lore or Medicine. You Learn the two chosen Skills. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Theologian Feature
Your studies into this Eternal Magic grants you further magical knowledge. You gain the following modifications to your Class:
The Spellcasting Feature changes its Spell List from Cosmic to Eternal.
All mentions of Arcanist Features relating to Cosmic spells and Spell List are altered to refer to Eternal spells and Spell List.
The Cosmic Bolt and Cosmic Strike Cantrips become Eternal Spells for you.
Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell from the Eternal Spell List to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Theologian Feature
You have studied a variety of supernatural entities that make up the world during your studies of faith, Eternals, and Eternal magic. You have Advantage on Linguistics Skill Rolls. 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 Eternal spell from your Spellbook of Circle equal to or lower than half your SB, 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 half your SB.
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.
You also gain the Archival Recollection action.
You may use this action a number of times up to your Knowledge, replenishing expended uses upon completing a Long Rest.
2nd Tier Theologian Feature
You gain the ability through your mathmagical formulae to enhance your faith to replicate the effects of Eternalists or through replacing faith entirely with your own magic. You start with two such effects: Arcane Channel, one additional Channel Faith Action from those listed Appendix A: Eternals of the Eternalist Class Playbook, using their Superior Channel effects.
Some Channel Faith effects require a Trait Test. When you use such an effect from this Tradition, the TG equals your Arcanist Spell TG. Should a Channel Faith Action refer to your Eternalist Level replace that with your Arcanist Level.
You may use this Feature a number of times up to your Knowledge, replenishing any expended uses upon completing a Long Rest.
In addition, your Knowledge of Eternal Magic Feature, now allows you to add a 3rd-Circle Spell from the Eternal Spell List to your Spellbook.
Your Archival Studies Feature, now grants you the following effect you may choose when using the Archival Recollection action:
Studied Wards. Until the end of the current Encounter/Scene, you and allied entities within 6m (Near) of you, gain a Study Bonus to Trait Tests made to resist, avoid, or end effects from the Target entity and all entities of the same entry in the Bestiary.
3rd Tier Theologian Feature
You have learnt how to manipulate Eternal magic. You gain Resistance to Radiant and Necrotic damage, and have Advantage on Trait Tests made to resist, avoid, or end the Charmed, Frightened, and Terror conditions. You also are Immune to Possession.
Once per Turn, you may empower one of your Eternal spells using one of the following modifications:
Damage. When the spell deals damage after initially being cast, it deals an additional 2d8 Radiant or Necrotic damage to that Target (chosen when you cast the spell).
Damage Type. For this casting of the spell, the spell’s Damage Type is modified combining Radiant or Necrotic damage to the spell’s initial Damage Type (chosen when you cast the spell).
Healing. If the spell restored HP or bestowed BP, increase the HP restored or BP bestowed by 2d8.
Targets. If the spell with a Range of 6m (Near) or more would Target more than one entity, you may ignore the spell’s normal Range, and have it affect every entity within 6m (Near) of you, You may choose for it to specify allied or hostile entity.
In addition, your Knowledge of Eternal Magic Feature, now allows you to add a 4th-Circle Spell from the Eternal Spell List to your Spellbook.
When an entity would attempt to read a scroll made with your Archival Studies and Manifest Scroll Features, you can choose to allow the entity to do so without requiring to use the Identify spell.
Your Archival Studies Feature, now grants you the following effect you may choose when using the Archival Recollection action:
Studied Weaknesses. Once per Turn, until the end of the current Encounter/Scene, you and allied entities within 6m (Near) of you, when making a Damage Roll with a Cantrip, Talent, Weapon Attack, or Unarmed Strike against the Target entity and all entities of the same entry in the Bestiary, may increase their Damage Roll by a number of d8s equal to the Study Bonus.
4th Tier Theologian Feature
Your studies have borne fruit, leading to the ability to use your own arcane magic to enhance your faith, or replace it entirely, such that you can simulate the intervention of an Eternal. You learn an additional Channel Faith Action from those listed Appendix A: Eternals of the Eternalist Class Playbook, using their Superior Channel effects. When you would gain a Mark of Fate, you may instead replenish a use of your Channel Faith Feature.
For you, the Inspired action can have a number of Degrees. Whenever you would normally gain the Inspired condition, you instead gain a Degree of the Inspired condition. You can never have more than a number of Degrees of the Inspired condition than your Knowledge, and you may reduce the number of Degrees by 1 to perform an Inspired Action. If the condition would be reduced to 0 Degrees, it is removed.
For you the Inspired condition also gains the following additional effects, if an effect requires you reducing your Degrees of this condition, you cannot use an effect if this reduces your number of Degrees of the condition below 0:
Knowledge of Faith (3 Degrees). When you use the Archival Recollection action, you can reduce your Degrees of this condition by 3, in doing so you can choose two options as part of the action's effect.
Lesser Intervention (5 Degrees). You can reduce your Degrees of this condition by 5, to use the Cast a Spell option of your Summon Intervention action for 0AP. Once this effect has been used, you cannot do so again until you have completed a Long Rest.
You also gain the Summon Intervention action.
Once you have used this action, if you chose the Cast a Spell option you cannot use this action again until you have completed a Long Rest.
If you chose to use the Summon a Miracle option, and the intervention was successful, you can’t use this option again for 2d6 Days. Otherwise, you can use it again after you finish a Long Rest.
In addition, your Knowledge of Eternal Magic Feature, now allows you to add a 5th-Circle Spell from the Eternal Spell List to your Spellbook.
Your Archival Studies Feature, the Study Bonus of its effects increases to +2/+3 based on the Test’s TTV, and it now grants you the following effect you may choose when using the Archival Recollection action:
Studied Patterns. Until the end of the current Encounter/Scene, you and allied entities within 6m (Near) of you, gain a Study Bonus to HT against Attack Rolls made by the Target entity and all entities of the same entry in the Bestiary.
The School of Transmutation focuses on spells that allow for modification of matter, energy, or beings. Those who focus on studying at this school spend hours studying the nature of creation and all its component parts.
Called transmuters, members of this school are known for their ability to change one material for another for good or ill, others for the modification of bodies to better enable them to overcome challenges which has led to the odd chimeric creature becoming loose into the world. The most powerful members however are known for their research into becoming as the gods able to warp the fabric of reality at will.
This Arcane Tradition is recommended for those who chose Transmutation for their Spell School Specialisation or to be a Universal Spellcaster, this is not considered mandatory but consider discussing with the GG the nature of this decision and how you gained this knowledge.
1st Tier Transmuter Feature
Your studies into the nature of things and the energies that bind them. Choose two of the following Skills to Learn, Cosmology, General Knowledge, Magical Lore, Medicine, Nature, or Technology. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
You are also Trained in the Alchemist’s Supplies.
1st Tier Transmuter Feature
Your studies into this spell school grant you further magical knowledge. Upon gaining this Feature, you immediately may add one Cantrip, 1st-Circle Spell, and 2nd-Circle Spell of the Transmutation Spell School to your Spellbook.
Spells added to your Spellbook with this Feature are always considered Prepared.
1st Tier Transmuter Feature
Transmuters long have sought the fabled Philosopher's Stone said to be capable of allowing untold transmutational feats, you while unable to make that stone have created a stone to act as a focus for your magic, engraved with fundamental magic circles found in all transmutational magic. This stone acts as a School Specific Item for the Signature Foci Feature. Should you lose your stone a new one can be made during a Long Rest, when a new stone is made your previous one loses its power.
During a Long Rest, or a Short Rest as an Activity you can focus on the stone choosing to modify the stone with your magic to choose a number of the listed effects below, equal to your Tiers with this School, as well as the Arcane Transmutation effect:
Arcane Transmutation. You can with a small 1 Minute ritual using this stone convert material of equivalent GP value into either one Pot of Alchemical Ink or one Page of Magically Conductive Paper.
Resolute Form. The holder of the Focus has Advantage on Stamina Skill Rolls and Resistance to Poison damage.
Transmutative Touch. While holding the stone you can touch a nonmagical object made of non-processed natural material such as metal ore, freshly cut lumber, raw vegetation, etc. You can convert the material from one form to another of equal mass, even if this changes the size of the object. Each Minute spent transforms 1m3 of material. This transmutation lasts for one Hour before returning to its original state.
These effects, unless specifically stated, applies to whoever is in contact with the stone. If an effect would disintegrate the stone you may expend a Spell Slot of 5th Circle or higher to maintain the stone.
2nd Tier Transmuter Feature
You have sufficient understanding of transmutational theory to be able to reliably perform the basic action of true transmutation. You can transmute one nonmagical object—no larger than a 1m3 space into another nonmagical object of equal mass and of equal or lesser value. The Items produced are unable to be used for Material Components for spells that require a GP value. You must spend 10 Minutes handling the object to transform it.
You can use this Feature a number of times up to your Skill Bonus, replenishing all expended uses upon completing a Long Rest. You can expend a Spell Slot to replenish one use of this Feature.
If you spend a 6th Circle or higher Spell Slot during the process of the transformation, you can ignore the restriction of creating an object of equal or less value than your original object.
In addition, your Transmutation School Knowledge Feature, now allows you to add a 3rd-Circle Spell from the Transmutation Spell School to your Spellbook.
You gain new options with the Transmutational Focus Feature, Adaptive Form and Quickened Transmutation.
Adaptive Form. Choose one Damage Type between Acid, Cold, Fire, Force, Lightning, or Poison damage. The holder of the Focus gains Resistance to the chosen Damage Type. You can change the chosen Damage Type at the end of a Rest period.
Quickened Transmutation. When casting a spell with a Material Component with a GP value, you can use another non-magical Item with a GP value at least double the GP cost of the usual Component, to cast the spell. The offered material is Consumed by the spell even if it is not normally.
3rd Tier Transmuter Feature
Your studies have allowed you to find it incredibly easy to alter yourself and others. You always have the Creation and Fabricate spells Prepared. You can cast each spell once per Long Rest without expending a Spell Slot.
For you the spells Creation, Fabricate, Mending, and Minor Creation have Casting Times of 2AP.
When you cast a Transmutation School Spell targeting yourself, double the Duration of the effect on you. If the Transmutation School Spell Targets one entity at its lowest Circle, you can have the spell Target one more Target than normal for the Circle it is cast at.
In addition, your Transmutation School Knowledge Feature, now allows you to add a 4th-Circle Spell from the Transmutation Spell School to your Spellbook.
You gain new options with the Transmutational Focus Feature, Mutated Form and Warding Stone.
Mutated Form. Choose Walking, Swimming, Burrowing, or Climbing. The holder gains the chosen speed equal to their Walking speed, if you choose Walking speed the holder increases their Walking speed by 2m.
If you choose Burrowing, then the holder also gains Tremorsense out to 6m.
If you choose Swimming, then the holder also can breathe underwater.
The holder also has Advantage on Physique Tests, bar Attack Rolls, and counts as one Size Category larger when determining Carrying Capacity, Grapple and Shove effects, and the weight they can push, pull, drag, or lift.
Warding Stone. Upon failing a Trait Test to resist, avoid, or end an effect, you can choose to automatically succeed the Test with an Inspired Event.
Once you have used the effect this option of the Focus, it disintegrates.
4th Tier Transmuter Feature
You have unlocked sufficient secrets to be able to convert your focus to be as close to that final goal of transmutational studies as possible for mortal hands. You age at a rate of 1 Year for every 5 Years that pass, you stop ageing entirely whilst in possession of your Transmutational Focus.
Whilst holding your Transmutational Focus, you can spend 8 Hours Concentrating and expend all of your unexpended Hit Die, to produce a potion like substance, a golden glowing liquid filled with liquid transmutational magic. Whoever drinks the whole potion regains all their HP and are cured of all non-magical Diseases and Poisons affecting them.
Magical Diseases and Poisons operate as if they were a spell being Targeted by the Dispel Magic spell, the GG determines the TG required to remove it.
The drinker also finds their body invigorated both in appearance and in terms of physical condition deaging by 10 Years though their lifespan is not altered. A Target cannot gain the deaging benefit of this potion again until a Year has passed.
In addition, your Transmutation School Knowledge Feature, now allows you to add a 5th-Circle Spell from the Transmutation Spell School to your Spellbook.
You gains a new option with the Transmutational Focus Feature, Stone of Rebirth.
Stone of Rebirth. You can place the stone on an applicable corpse and perform the Raise Dead rite without requiring power or materials, with it automatically succeeding should the soul be willing.
Once you have used the effect this option of the Focus, it disintegrates.