Level 1 Starting Package

  • Choice of Realm Attunement which grants you an Aspect Damage Type. This is in addition to your Elemental Attunement you choose when creating your character, and Elementalists lose their Realm Attunement upon gaining Character Level 3 while gaining more Elemental affinity. You may call this damage with any attack made by a Sign, Spell, or Magic Trigger, or with a basic attack delivered by Packet or Melee while wielding a Spell Focus. Basic attacks augmented by your Aspect Damage made with a Packet require an incantation as usual, while basic attacks delivered in melee with your Spell Focus that call your Aspect Damage do not require an incantation. You take all damage made by your opposite Aspect as Crit damage. You may not choose Prime as an Aspcect Damage Type as a character with the Arcane Archetype.
    • Aether (Spell) vs Astral (Mind)
    • Pit (Blight) and Nether (Blight) vs Prime (Prime)
  • -1 to the level of all Effects categorized as "Arcane":
    • Dazzle
    • Decay
    • Fatigue
    • Mute
    • Weakness
    • Frenzy
    • Sleep
    • Slow, Snare, Stop
    • Haste
  • Self Haste
  • A choice of one of the following Spell Focus type Weapon Proficiencies:
    • Wand
    • Scepter
      Staff
  • Narratives: Inspect Magic, Dispel, Conjure
     

Level 7 - Drakeric Spellcraft

Incantations are only required to be 4 syllables instead of 9.

 

Level 11 - Arcane Proficiency

You gain the use of Haste as a Proficiency which can be used in place of any Spell Focus Weapon Proficiency. You can use your regular Proficiency and Haste Proficiency interchangeable, but the total cap of 3 Proficiency uses per rest still applies as normal.

 

Level 15 - Mage Armor

The first time after each Rest that your Hits would be reduced below 1 and you have more than 0 Spirit remaining, you may instead choose to Deplete your Spirit to 0 and retain 1 Hit.

 

Level 19 Ascendant Action - Evoke the Watchers

Unlock your mind to the Arcane - Once per shift, you may reduce your Hits to 0 but remain in combat. You cannot be healed by any means during this state, and once your Spirit is reduced to 0 or the current scene ends, you are Slain. After being Slain you are able to be Revived and Healed normally.

During this time, you may call any Element or Aspect damage type, and all effects with the Sign, Spell, or Magic Trigger are cast instantaneously without an incantation. Additionally, you are Immune to all Confinements while under the affect of Evoke the Watchers.

 

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