Arcane Scholar
Arcane scholars are wizards that have decided to learn as much about magic as possible. Their area of study is broad, and they learn much about magic, but their unwillingness to specialize means they take longer to learn spells than some of their peers. Like all wizards, arcane scholars have a large number of spells they can learn, reflected by their weighty grimoires that many choose to carry. Because they seek to study as much as possible, they lack some of the basic training specialists wizards get, forcing them to rely all the more on their magic.
Favorite Cantrip: Select one Cantrip you are currently able to cast. You may elect to use Chi instead of Mana to cast the spell; the color of Mana required is irrelevant.
Grimoire Proficiency: You can equip spell tomes and arcane grimoires in accessory slots.
Mage Weapon Proficiency: You are proficient with Mage's Staves, Rods, and Scepters.
Master of the Arcane: Capstone feature. You increase your number of memory slots by 5 and your maximum SL by 10 as Expertise bonuses and may select either a Greater Arcane Exploit (you must have the Lesser version for that school), or a talent you qualify for of any type.
Minor Exploit Training: Select one school of magic. You gain the Lesser Arcane Exploit for that school. You may alternatively take a magic or metamagic talent you qualify for.
Spell Reference: While equipped with a spellbook, you may look up any spell you’ve recorded in it and cast it while not in combat without needing to memorize the spell in advance. Unless the spell has a ritual component, you require 100x longer to cast the spell than normal when cast this way. 1 AP = 2 seconds for those with 5 max AP, so a spell requiring 3 AP would require 600 seconds (10 minutes). Higher max AP means 1 AP requires less than 2 seconds, while lower means it requires more.
Racial Class Notes
Favored Class Races
These races get a -2 XP Adjustment bonus if they select this class
Abominations, Cyclopes, Dokaleves, Droids, Elves, FairiesClass Features
Main Features
Arcane Magic Training: You may choose one magic or metamagic talent you qualify for.Favorite Cantrip: Select one Cantrip you are currently able to cast. You may elect to use Chi instead of Mana to cast the spell; the color of Mana required is irrelevant.
Grimoire Proficiency: You can equip spell tomes and arcane grimoires in accessory slots.
Mage Weapon Proficiency: You are proficient with Mage's Staves, Rods, and Scepters.
Master of the Arcane: Capstone feature. You increase your number of memory slots by 5 and your maximum SL by 10 as Expertise bonuses and may select either a Greater Arcane Exploit (you must have the Lesser version for that school), or a talent you qualify for of any type.
Minor Exploit Training: Select one school of magic. You gain the Lesser Arcane Exploit for that school. You may alternatively take a magic or metamagic talent you qualify for.
Spell Reference: While equipped with a spellbook, you may look up any spell you’ve recorded in it and cast it while not in combat without needing to memorize the spell in advance. Unless the spell has a ritual component, you require 100x longer to cast the spell than normal when cast this way. 1 AP = 2 seconds for those with 5 max AP, so a spell requiring 3 AP would require 600 seconds (10 minutes). Higher max AP means 1 AP requires less than 2 seconds, while lower means it requires more.
Spell Acquisition
During character creation, you may select a number of level 1 spells equal to [INT ÷ 2] (rounded down), and equally as many level 0 spells. At each Level-Up, you may learn 1 more spell of any level you can cast; you must have an arcane spellbook in order to record new spells. You may also learn spells from others via scrolls or spellbooks. You may study an arcane scroll or spellbook to attempt to comprehend the spell and copy it into your own spellbook; doing so requires 1 hour per spell level (level 0 spells require 20 minutes). When studying the spell, you must make a Spellcraft check of [25 + (2x spell’s level)]; if you fail, you do not copy the spell. Scrolls are lost regardless of if the copy was a success or not. To learn or memorize a spell, your Intellect must be equal to [10 + spell’s level]; you may attempt to copy spells you cannot currently cast if you meet the Intellect requirement, but suffer a -20 penalty on the Spellcraft attempt. You may also pay an arcane tutor to teach you new spells up to the level you can cast (if you’re a hedge mage, requires bribery or deception). If you do not have your spellbook in your inventory (it doesn’t need to be equipped), you may not learn new spells or change what spells you have memorized, but those spells you already have memorized are not forgotten. All spells must be taken from the Arcane spell list.Additional Notes
”Master” Prestige Class
ArchwizardCareer
Qualifications
To become a wizard requires years of study, either in a sanctioned academy or under an illegal teacher. It also requires above-average intelligence, though those of average intelligence may be able to comprehend cantrips (level 0 spells).
Arcane scholars generalize their study of arcane magic, which requires more patience than school-specializing wizards who can ignore sections of their study normally reserved for their opposite schools. Arcane scholars must accept that they will learn higher-level spells more slowly, but will have a more well-rounded repertoire once they reach higher levels.
Career Progression
Level 1: Mage Weapon Proficiency, Grimoire Proficiency, Spell Reference, Arcane Magic Training
Level 6: Arcane Magic Training
Level 12: Arcane Magic Training
Level 15: Minor Exploit Training
Level 18: Arcane Magic Training
Level 24: Arcane Magic Training
Level 25: Favorite Cantrip
Level 30: Arcane Magic Training, Minor Exploit Training
Level 36: Arcane Magic Training
Level 42: Arcane Magic Training
Level 45: Minor Exploit Training
Level 48: Arcane Magic Training
Level 50: Favorite Cantrip, Master of the Arcane
Level 6: Arcane Magic Training
Level 12: Arcane Magic Training
Level 15: Minor Exploit Training
Level 18: Arcane Magic Training
Level 24: Arcane Magic Training
Level 25: Favorite Cantrip
Level 30: Arcane Magic Training, Minor Exploit Training
Level 36: Arcane Magic Training
Level 42: Arcane Magic Training
Level 45: Minor Exploit Training
Level 48: Arcane Magic Training
Level 50: Favorite Cantrip, Master of the Arcane
Perception
Purpose
Arcane scholars are the historians of the wizarding world. Whereas specialist wizards push the boundaries of their respective schools and invent new spells, arcane scholars dutifully record these experiments and their results. Arcane teachers tend to be generalists, and most arcane instructors one is likely to find will be arcane scholars.
Social Status
Like all wizards, arcane scholars are viewed differently depending on the region. In more civilized regions, they're looked at as studious nerds or quaint traditionalists. In more primitive communities, they may be viewed with suspicion or hostility, too dangerous to be trusted. Psychics and other hedge mages are often jealous and afraid of wizards, fearing they will summon the Falconers to arrest them.
Alternative Names
Generalist wizardsDemographics
Due to both the difficulty in learning arcane magic, the often expensive cost of their academies, or corrupt arcanists in charge of admittance, the number of legal wizards is small. Rarely more than 10% of the population can boast the ability to perform any arcane magic, and only 5% of those truly know how to use arcana to its fullest potential. Due to their secrecy, it is possible that hedge wizards and other illegal arcanists exist that would raise their demographic percentages.
Operations
Tools
All arcane mages require a spell catalyst of some sort. Typically, wizards enchant their grimoires with runes to allow them to function as catalysts, but basic armaments, such as magical staves and wand-like rods, are common among wizards that perform fieldwork.
Provided Services
Wizards provide a host of magical services, from inscribing runes onto equipment to improve its function, creating scrolls and wands for common quality-of-life spells that are easier for the common man to use, or casting specific spells in times of need. The more adventurous wizards will explore old ruins and dark caves, usually with a group of fellow adventurers. The older or more socially-inept wizards work in libraries and other data centers.
Dangers & Hazards
Arcane magic is relatively safe. Since one requires sufficient knowledge and comprehension before a genuine attempt at an arcane spell can be made, it is rare for someone to accidentally cause a magical disaster with a failed spell. What is more common are wizards with little common sense or concern for their consequences to perform powerful spells in terrible situations. You likely won't find a child accidentally burning his house down because he botched his attempted fireball, but an enraged wizard with nothing to lose may burn a city block down due to being heedless of the lives of others.
Legality
Because of the great potential for abuse, arcane magic is highly restricted. Only those who've been formally inducted into an arcane academy, completed their training, and been fully licensed are allowed to practice arcane magic. If one learned it through self-study or an unauthorized mentor, or failed or dropped out of an academy before being licensed, then that person would be a hedge wizard and be arrested on sight. Unauthorized use of arcane magic is considered a class 4 magical crime, and those arrested by the Falconers for it are punished with years in prison and forced memory erasure. Most jurisdictions either cooperate with the Arcanists' League or even integrate their regulations into their native laws. However, some are uncooperative or outright defiant, often due to the persecution the Falconers visit upon any who don't strictly adhere to their system.Archetype
WizardLimiting Factors
Attribute Minimums
Strength: 1Constitution: 1
Awareness: 2
Intellect: 11
Wisdom: 5
Personality: 2
Speed: 1
Agility: 1
Spirit: 3
Luck: 1
Perk Requirements
NoneDisposition Restrictions
NoneOther Limitations
NoneArcanists' League Legality
Legal if trained and licensed by the Arcanists' League, otherwise a class 4 Hedge MageClass Skills
Major Class Skills
Concentration, Detect Magic, Disenchanting, Enchanter, Metaphysics, Runescribe, SpellcraftMinor Class Skills
Alien, Flight, Hide, History, Intimidation, Investigation, Jeweler, Language, Magic Devices, Move Silently, Reasoning, Runebreaking, ScienceClass Attributes
XP Adjustment
+4Spellcasting Type / Proficiency / Resource
Arcane / Full / Stress LevelSpell Progression
Level 0: Lv1Level 1: Lv1
Level 2: Lv9
Level 3: Lv18
Level 4: Lv27
Level 5: Lv36
Level 6: Lv45
Level 7: Lv63
Level 8: Lv81
Level 9: Lv99
Weapons Training / Proficiency
Mage / NoneShield, Instrument, & Spellbook Training / Shield Proficiency
Grimoires, Tomes / NoneArmor Training / Proficiency
Clothes / NoneChi Proficiency
NoneTechnological Proficiency
NoneSneak Attack Maximum
0Combat Pet
NoneHigh Saving Throw
IntellectMedium Saving Throws
Awareness, Wisdom, PersonalitySkill Points per Level
Intellect ÷ 2 + 5Class Health Bonus
Constitution + (Spirit ÷ 2) + (1 × 2) baseline HP; (Constitution ÷ 2) + (Spirit ÷ 4) + 1 per Level thereafterClass Memory Rate
1 + (Intellect ÷ 4) baseline value, +2/3 per LevelClass Initiative Bonus
+0Class Mobility Bonus
+1Weapon Base Attack Bonus
+1/5 per LevelMagic Base Attack Bonus
+5/5 per LevelRemove these ads. Join the Worldbuilders Guild
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