12,450 words.
Wooo look at that I hit the character limit again. Aaaargh. But heres the first personal writing project of 26! Trying to finally get some more Steel and Song written down. Both for DnD adventures and further hopeful writing of the story to go along with it. Hope the text makes sense and if questions are had I'll try to help explain ^.^
Expanded classes for Auro!
Species; https://www.furaffinity.net/view/44689095/
Stats and skills info; https://www.furaffinity.net/view/44747944/
Terms for clarification;
- Casting Points: The overall term for the pool of points anyone pulls from to cast any spell. Mages use Mana, Priests use Faith, and Tappers use Life. But in a metagame sense all of these are called Casting Points. The specific types cannot be used to cast spells of a different school but some class abilities or bonuses can be used to increase your regeneration of all types of Casting Points.
A reminder each class has five levels. At levels 1, 3, and 5 you gain a perk from that class. At levels 2 and 4 you can either choose to increase one of your main stats (Brawn, Agility, Vitality, Understanding, Empathy, and Technique) or gain a skill that belongs to one of the main stats. Once you reach level 5 in a class the next time you level you either choose one of the advanced classes (Some have requirements to become them) or choose a new class to multi class into. Becoming lvl 1 of the new advanced class or base class but an overall level of 6. Depending on how long a campaign goes you may go over level 10 but these were made assuming level ten will be the maximum. I believe players should have time to play their character at max level and not have the campaign end as soon as you reach max level.
When you pick a Class and a Species you gain the stat bonuses and skills, if they have them, from both to have your starting stats/skills.
- Graduate (Combat) (Gain 2 to Understanding.)
A very true to its name class a Graduate is someone who has completed the main schooling in the Aurorian University to a satisfactory level to have graduated. Specifically in the Elemental Mana Path. It likely cost you a stack of coins and a lot of sleepless nights. While your official schooling may be complete that does not mean that you are done learning. You never stop learning after all! Graduates are often seen in Auro continuing their schooling to try and perhaps one day become an instructor or out in the world working on spreading their name and fame! Perhaps to pay for future training or to afford a place in Auro. Or to show off to the world how skilled you are!
To cast your spells as a Graduate you need a free hand to 'spark up', this often looks like you are holding a small flame in either an open or clenched hand. Or a small ice crystal. Or sparks jumping from your fingers. Either hand can be used for this. Sparking up or sparking down takes half your movement to complete if done in the middle of combat so Graduates are trained to spark up as soon as they suspect a threat may be around. This of course has the chance to make the potential danger into real danger but the Snakes prefer this over being caught flat footed. This means to cast you cannot use a two handed weapon to attack while you are Sparking. In fact several experienced Graduates forgo a normal weapon and only carry a shield as their 'weapon' to make it easier for them to defend themselves and casting to attack.
Graduates, similar to Arcanists, stand out in a crowd due to their Graduation Clasp. These are awarded to the Graduate once they have actually graduated. They take the form of a horn band, for the Lizardfolk who are the most common graduate, but can also be worn on the wrist for those who do not have horns. The basic leather and cloth band has etched upon it the bearers name, year of graduation, and the Instructor who signed off on their successful completion of their schooling. You can of course, if you have the money, purchase a much more expensive and fancy version of your clasp made of metal and with gems in it! It is standard for Lizardfolk Scions to have their Clasps studded with the gems of their House. For Graduates it is worn on the right side of their body either on their horn or wrist. These help show that the finger waggler in front of you is more than just a street magician and one who has actual skill and practice in their work. Many Flatlander Lords have a collection of these - from fools. Don't be a fool. While they are not required to be worn outside of Auro it is expected you to wear it when in the city - Guards will treat you better after all knowing you are skilled! But other cultures may not look that kindly on a 'rich Aurorite'. Fake Clasps are a common item sold across Spall; from Auros back alleys to out the door at Flatland forges. They can be extremely convincing.
The Snakes who Graduate attach these to their cloaks or fancy hats. But as their left/right is less defined and further apart they tend to just be worn centrally. But more toward their head as Elemental Mana is brought from within and then formed through the brain to be expended as fire, ice, or lightning. It is entirely possible to earn both a Graduate and Arcanist clasp to have both sides of your head/body adorned with them. These exceptional individuals are Allumni of Auro and are greatly respected and often help to teach at the University.
There is an alternate method of becoming a Graduate, and Arcanist, however. Though it will have a much different life path. It is very rare but individuals can be born with a very strong natural gift to manipulate Mana as easily as those trained in its use. These Gifted Casters are sniffed out and tracked hard by Auro and his Agents to try and get them in the school they claim for safety - which is partly true as young GCs can accidently burn down a barn or freeze off their parents fingers. But also to stake their claim on the future excellent Mage as soon as possible. Many parents don't want their children to be taken away like that and so try to hide them. There are plenty of Hedge Wizards if you look for them, either failed or successful Graduates themselves, who will train the GC for some price or boon. Clasps are easy to fake by those in the know or just be your own Mage. Just know that if Auro figures out what you are he will attempt to take you again. For Safety. A harder Campaign to undertake if visiting Auro or being near an official is on the cards but one you can under take if you wish.
With high quality paper and Mana infused Ink ((thick ink that softly glows blue from the powdered mana crystals inside it(made and sold in Auro)) you can create Spell Scrolls of various spells. These spells are ones that you can personally cast, expanding as you advance or take a new class. You can create basic Scrolls, what you did to check off a graduation requirement, with Understanding - but if you wish to make more complex spells you will need some Technique as well. You can use regular ink but the spell will only be half as powerful. But the Scroll itself will look the same. Good for selling to those who do not know. When you construct one of these it will take the Mana that you would have needed to cast the spell to make the item and until you sleep next this chunk of mana will be unavailable for your use. So don't make Scrolls when you are in a dangerous position. These can be held as long as you would like until you use the Scrolls Keyword to use the spell. And can be sold if you wish as well. You may also attempt to discern an unknown Scrolls spell and keyword though it will be a Spellcraft check. Be warned, if someone else can discern or guess your Keyword they can trigger the scroll in your pouch.
Starting Spells: You begin with a Mana Pool of 100 and increase this by ten per level. You regenerate 10 mana a turn when unsparked, 5 if you are sparked.
- Fire: Base damage of 1d8, costs 20 Mana - hits up to two targets. Has a 1/6 chance to inflict 'Ignited' on a target hit. Inflicting half the damage of the hit each turn until put out (takes all your movement). This can stack. Increasing the Mana needed to cast the spell (40/60/80/ect) increases the amount of targets it can affect by one per increase. And increases the chances of Ignite by 1/6 per increase.
- Ice: Base damage of 1d8, costs 20 Mana - only hits one target. Has a 1/6 chance of Inflicting 'Iced' on a target hit. Hafling their movement speed, lowering their defense by two, and making ranged attacks by them have a -2 to hit for two rounds. This can be refreshed. Increasing the mana needed to cast the spell (40/60/80/ect) increases the dice used to determine damage (d10/d12/d20/d20+8 flat per increase) and increases the chance of Iced by 1/6 per increase.
- Lightning: 1d12, costs 40 Mana - Cannot miss - will hit two targets. Always inflicts a target hit with 'Paralyze' rendering them unable to move and lowering their defense by -4. This ends on the next turn and can only be refreshed. Lightning will always jump from the first target hit, which may not be who you initially aimed at, to the next closest target. You as the caster can be the next closest. Increasing the Mana needed to cast the Spell (80/120/160/ect) increases both the dice used to determine damage (d20/d20+12 flat per increase) and the amount of targets the attack will jump too (3/4/5/ect). Enemies, or yourself, in metal armor will have an increased probability of being jumped too. Even if they/you are not the next closest.
+ Mage Hand: Costs no Mana to cast or maintain - but stops your mana regeneration. Snakes can maintain this and still regenerate. Ghostly blueish purpleish hands, the same look as your innate hands or for snakes they can make them look how they want, float separate from you and can be used for all sorts of things hands can normally be used for. Opening doors, giving various hand signals, grabbing items off of high shelves, or holding a weapon. However attacking with a Mage hand or taking another hostile or damaging action will cost 10 Mana at a base and the more intense the action will increase the cost. While they have no weight they are counted as physical entities so cannot pass through solid objects. However as long as you can see the other side you can summon the hand on the other side of the obstruction. They have a base limit of five pounds they can pick up but can, with more Mana used, pick up more. They can move twenty feet away from you at base before disappearing but with more Mana can move further away. But being able to see well enough to dexterously move it from further would be a challenge as well.
These are what you gain at level one.
Once you reach level three in addition to the increased health, mana, and stat/skill you would have gained up to this point you also gain the ability to scribe temporary runes onto the floor, door, shield, or another surface that will glow briefly before vanishing. The next unfortunate individual who steps or touches the surface will trigger it and the Spell you casted on that surface will then be triggered with no chance to dodge. This means if you spent 60 Mana to imbue that shield with an ice spell the unfortunate Soldier who grabbed it will immediately be blasted by a d12 of ice damage with a 3/6 chance to be Iced. All the while you can be unsparked regenerating your Mana. These Runes last until you sleep or they are triggered but can be 'seen' and dispelled by other Mages with sufficient rolls. Be warned, fire or lightning still hit more than one target if you or your allies are near the detonation.
Once you reach level five, well done you, your temporary runes have been increased in accuracy to allow you to take hold of yours, or an allies, weapon and imbue that with the same power than you cast with. How the rune applies its damage is up to you at the moment of scribing. Giving that weapon an orange glow and heat haze, a covering of frost that crackles and shifts, or a sparking ominous yellow glow. If you pump in 60 Mana of Fire you can choose for the next strike you or your ally makes to either unleash the full blast of four target affecting 3/6 chance of Ignition damage or to have it only disperse a two target 1/6 Ignite chance blast, but it lasts for three strikes. The largest benefit however of this method of casting is the bearer of the rune is immune to that type of damage until the rune is spent. So your Soldier friend can leap into a group of enemies and explode their halberd into all of them and walk away unscathed. Yes - this includes Lightning. Many a hopeful bandit group have fled in terror from the small Kobold brandishing a sparking lightning rod short sword in their hands. Many Graduates begin a fight by doing this to act as a fallback if enemies get up to them to have a very powerful 'eff you' at point blank range. Similar to your trap runes these last until they are spent or you sleep. Just make sure you do not smack your allies sword with your own in triumph. That /will/ trigger the rune and they are likely not also immune to the damage. If you or an ally drops an imbued weapon the former wielder will lose their immunity and the weapon is now live to anyone to trigger on touch until you sleep or the sigil is dispelled. Great trap for fools.
Now that you have achieved level five you will need to start thinking of how you wish to continue to advance. You can of course chose an entirely different type of class to spec into. Perhaps you want to be a soldier so your infused weapons can be much more dangerous. Or an artisan to craft even better Mana infused items! But you can also continue to become a stronger Graduate. If you wish to continue along the Graduate path you can become a Sorcerer. Or if you meet the requirements you may become a Summoner.
- Sorcerer (Combat) (Gain 1 to Understanding either another Understanding or any skill.)
Lvl 1(overall 6) The continuation of your path toward Elemental Mana Mastery. Many of the top Auro officials are this. Your mana now increases by twenty per level and your Fire and Ice spells increase to a D10 of damage at base level. In addition to this if there is a source of Fire/Ice/Lightning around you in the current scene - a torch, a frozen plant in winter, or most commonly an imbued weapon - you now use that as your Spark. And can therefore cast from that and regain your Mana at the maximum speed with now that hand free as well - for a shield or an extra weapon.
Lvl 3(Overall 8) Your mana regeneration in whatever state you are currently in is now tripled. So either 15 or 30 a turn. Before you sleep you can also concentrate and create a very dense deep blue Ice crystal. This acts as a Mana crystal for you to use but only lasts the next day. Giving you always at least one to use.
Lvl 5(Overall 10) Your spells all increase by one die again, d12 for fire and Ice, and d20 base for Lightning. Their costs do not change. If one of your spells kills a target half of the cost is refunded to you as the roiling Fire, shattering Ice, or crackling Lightning bounces back to you to swirl around in a whirlwind of destruction. Ready to act as your Spark and fly again. You and your party members, unless you chose not, now cannot be targeted by your own lightning. There are many tenured professors at the University who will happily tell you of the tavern of 'bandits' that they fried in one instant before going back to their drink.
- Summoner (Combat) (Gain 1 to Understanding and the Spellcraft skill)
* To become a Summoner you have to have met and seen one of; Geomancer / Elemental Conduit / Horner / Golemancer/ Toxicologist actively use their minions/summons and had some kind of interaction with them about how their chosen helpers work. They may not want to share initially. So it may need a task to unlock. But once you have done this as a Graduate you may become a relatively new advanced class on Spall. And one that Auro himself will be elated to see more of on Auros Streets. Auro IV is also this but the young Dragon is not well suited to teaching.
With your new found insight into how helpful another allied section of space could be in regards to achieving your goal you looked at your sigils and runes. And gave it a good think before focusing. Forming a small flame between your hands that you slowly increase by pouring more Mana in it while focusing on the small pets or constructions you saw before. They were just animals or inanimate stone and bones. Given thought. You can do the same. And looking down at the small floating fireball you are ecstatic to see it remaining there. And you can tell its focus is on you! Ready to listen!
Lvl 1(overall 6) Your mana increases by ten a level. You may sacrifice a portion of your Mana bar to Summon an orb of Fire/Ice/Lightning that will follow you around and take its turn immediately after you. At this point in your journey they can only follow the most basic commands that thankfully you do not need to speak. They are made of Mana from you and are therefore deeply connected to you. Just thinking is enough. You can currently summon only one Ball at once now. The mana used to summon the Ball is locked out until the Ball is de-summoned or destroyed. So for example as a lvl 1 Summoner you have 160 Mana. If you use 80 of the Mana to summon a ball you will only have 80 maximum Mana to use until the Ball is gone. Be warned being hit in the face by a particularly strong attack has a chance to instantly dispel your Ball. A Spellcraft check is needed to maintain it.
Balls have half of the Mana used to summon them as health. For example pumping in 60 Mana in Fire will generate a 30 health Fire orb. They however cannot attempt to dodge at this point (Defense is zero) and can only ram into enemies to deliver their base damage (d8 or d12 depending on Element) to that enemy. They can be struck normally by weapons, arrows, and spells and if rushing past an enemy can be attack of opportunity-ed same as a normal combatant. Or be ordered to sacrifice to deliver an effect similar to if you were to cast a spell at the cost of the Ball - even if they only had one health left. You are able to 'attack' your own Balls with a spell to recharge their health at and 1-1 ratio. Yes this does mean it is more effective to heal than to resummon. They are also immune to damage of the element they are made of. In fact it will heal them - which is how you would heal them if needed through spell or imbued weapon strike.
Lvl 3(Overall 8) You can now adjust your Ball(s) to have whatever shape you would like rather than just a sphere. Perhaps you like them to be a face of your race, or a weapon, or a triangle to show how quirky you are! The base damage of your fire and ice spells increase by one die, d8 to d10. This increases the damage of the Balls of those elements as well. Your control has increased when you can now summon two Balls at once. They now gain 10 defense and can float up to twenty feet off the ground. They however still can only ram into enemies to deliver their damage or be sacrificed to cast their final spell. They can now flank much easier now. However ground locked enemies without ranged weapons have little chance to destroy the Balls. They can now follow more complex commands like attempting to pick up small items or push over things. Ice is recommended for more delicate tasks.
Lvl 5(Overall 10) As a Master of this new school of study your Balls are now extensions of you. And also come in three maximum. You now gain the ability to speak and see through them. They can now fly up to three miles away from you to scout or deliver messages. Their defense is now yours or 15, whatever is higher, and they gain a ranged attack. The same spell as if you were to cast them. However using this ranged attack takes away half of the Mana that would be used to cast them from their health. So a 30 health Ball casting a simple Fireball or Icespike would lose ten of its health. But remember you can sacrifice them to cast their final gasp at full power regardless of their health.
As a side benefit you are now a celebrity in Auro and will have a teaching job easily once you decide to retire from this wandering life.
- Arcanist (Combat/Misc) (Gain 1 to Understanding and the Spellcraft skill)
Students of 'Pure Mana' the debate between which track is better is never ending in the University. Despite being less populace than Graduates, due to their less flashy magic, Arcanists are easier to pick out in a crowd than a Graduate. Their Spark, due to their magic being much more primal, needs a focus to channel it. Often in the form of a well made staff but can also be a wand. Often Arcanists spend the extra time or money to make the focus look more fancy! With carvings, high quality wood or metal, and a gem that sparkles purple/pink as they are working on a spell. But these are not necessarily needed. Just something that is not you to focus the mana into before it then is expelled to provide its effect. If the staff or wand does not have a fancy crystal the end of it will just glow. Though several Auroites who just happen to provide focus making services swear that the crystals make your magic stronger! And also a much more tempting theft target. It does unfortunately mean that if an Arcanist loses their focus they cannot cast without damaging themselves. If they were they would take half the damage of their spell as feedback. If their spell causes no damage they take a base 5 damage per spell. But in a pinch anything can work as a focus; a chair leg, a sword, or something even larger like a door. Just aiming your spells accurately is much harder.
Their magic tends to be much harder to see and often does more subtle effects. Especially on Advancing. Rather than a large ice spike spearing through a shield and almost into the beast behind it Arcanists prefer to shove that shield backwards into the enemy very hard. Or pulling the entire target forward. Things that if others were not looking out for it may miss.
As mentioned in the Graduates section and just like them Arcanists are granted a Graduation Clasp on completion of their training at the University or an Auro sanctioned school. Worn on the casters left side either on their horn or wrist if lacking horns. If one is a snake the Arcanist clasp is worn lower down, more toward the center of their body, for both study and differentiation reasons. Pure Mana is often taught as the raw form of Magic. Pulled from inside you and thrown out to achieve results. Rather than filtered through your mind to take on concepts like fire and ice. Once thrown out it is then your mind that molds it to your will. As such Arcanists wear their clasps closer to their center. To reflect this. The internal mana, that all 'things' (a debate topic) contain is also how their spells work on those with a weak or even no mind. As if its unfiltered it can still be adjusted from a distance.
Arcanist, like Graduates, gain the Mage Hand spell for distance flipping off of annoying locals and picking up items. Like Arcanists this costs nothing to cast but you don't regenerate mana like its active. However if you wish to do more than simple actions it costs mana. In addition they can also create spell scrolls through the same process with magical ink and locking away some of their mana to create it. Please see the Graduate section for extra information. It is worth note however that Arcanist scrolls tend to be longer as their spells have more nuance to how they can be used.
The basic spells an Arcanist start with are as follows - they also start with 100 Mana (+10 a level) and regain ten mana a turn sparking or not as it is their focus that 'sparks' not them. Despite being less obvious Arcanist spells tend to leave behind some clues still. Faint purple mist or waves in the air. But as the Arcanist advances - those vanish too;
- Push: Compared to their study Arcanist spell names are very direct. This pushes things. Specifically if one were to look in a 2d plane 'Push' covers the upward and rightward (away from caster) side of movement. It can be a person, object, or even an arrow if you can see it coming. Arcanists can choose for this to not cause damage at least from the spell itself. Being shoved into something will likely still cause damage even if the spell did not. Or off a cliff or ship. The Push force is felt from the direction the Arcanist is and costs 20 Mana to cast at a basic level and delivers, if you choose, 1d6 damage to the target. This also pushes the target back one square/5 feet. If the spell is a critical roll (20) the target is also knocked prone. If the cost of the spell is increased (40/60/80/ect) the damage increases in die (1d8, 1d10, 1d12, 1d20, 1d20+6 per further increase) as well as the distance increasing one square/5 feet per increased cost (5/10/15/20/ect feet) and the roll needed to induce prone goes down (19/18/17/16/15/ect). Push can be used to 'throw' someone upward but is a harder spell to land compared to directly backwards. Trying to push things larger than a standard sized individual, or one in a lot of armor, generally makes them move less. Unless you really dump mana into it. Master Arcanists, especially Advanced ones, are often used in construction to lift large beams and stones. Needs a steady supply of mana potions and rests but speeds up building for sure.
- Pull: Covering the left (toward the caster) and downward directions. Pull is very similar in general concept to Push just in the opposite direction. It is worth noting however that being affected by either Push or Pull feels the same. So if the caster is being sneaky the target will just know they got a spell from some direction. Not helpful in finding their enemy. The damage and bonuses for the standard leftward pull is the same as Push. However the 'downward' direction is different. This direction only does 1d6 damage regardless of the mana spent. But as it is the 'prone' direction the increased cost instead pentuples the chance of being prone. Starting at 20 at a base level, but raising to 16-20, then 11-20, 6-20, and then guaranteed if you spend 80 mana or more*. Generally best to do when your powerful frontline people are right there ready to capitalize on it. You can attempt to shove down a boat to force it to take on water or even sink but it will be extremely difficult.
- Pulse: Often likened to a fist being slammed onto a table to rattle the cups on top the Arcanist picks a spot within thirty feet they can see and from there pops a sharp painful crack that shakes and jitters all around it. Starting at a 1d4 and 2x2 square grid (the nexus being where you targeted) at 40 mana. This increases with each increase of mana (80, 120, 160, 200(max)) in both damage, range, and extra effect. 1d6, 1d8, 1d10, 1d12. 3x3, 4x4, 5x5, 6x6. And finally the Shaken effect (-2 to hit(2 turns)), Deafness (-2 to ac(2 turns)), Blindness (-4 to hit, -4 to ac(2 turns)), and finally Shattered (weapons dropped and damaged, armor cracked (equipment itself damaged), prone, and for weaker enemies they are fully unconscious or dead from internal bleeding. Stronger ones are awake but badly depuffed). All of the previous effects stack on top of each other if Shatter is achieved. Afflicting those who are still active with; -6 to hit, -6 AC, damaged (IE weakened) weapons and armor, and likely prone as well for two turns.
Despite this being a weaker move now due to the Arcanists lack of 'juice' it is this spell that Flatlander armies fear. As if an Advanced Arcanist wants they can strike an entire section of troops with broken weapons, armor, and often death. This is the Arcanist spell that attacks the mana within living beings. Disrupting its flow to debilitating effects. Any structure or object (catapult, forge, cart) in range of a full charge Pulse will likely fully collapse or break apart as well.
* Assuming the target has no resistances to magic or being knocked prone.
Growing in skill you now reach Level 3, and have new spells to use to keep yourself or your allies safe. As such a large target, especially by ranged tools, once found out you decided to work on fixing that for yourself. Gaining yourself an action and a reaction to assist yourself or allies. And helping out your own ranged 'friends'.
- Breeze: As a reaction, if you still have yours, you can use your magic to erect a faint barrier in front of an incoming physical projectile aimed at yourself or your allies. Costing 40 mana this gives the target an extra 5 AC against that particular ranged attack. This lasts only the one attack, for now, so be sure you choose a good one. Conversely you can also see your ally lining up a ranged attack and give the attack some extra whoomph as its released or thrown. Also costing 40 mana and adding a flat +5 to Hit for the attack as you use tiny pushes and pulls to help the projectile hone into its target.
- Barrier: A full action this time Barrier is a spell for when you know danger is coming. Similar to writing a spell scroll this attack locks up 40 of your mana until you remove the barrier or sleep. Able to be cast on either yourself or (one) ally this spell surrounds the target in a shimmering field that then fades away. But as long as the spell is maintained the target gains 3 AC to physical attacks. Can only cast one instance for now.
Level 5 brings even more subtle control over the mana that infuses us all. One in an extremely careful way, and the other in a much more violent way. But before we get to those some of your spells have been improved.
- Push and Pull can now affect 2 targets per cast.
- Pulse now does not affect you. You are free to drop that room shaker right at your feet.
- Breeze can now be applied like Barrier to one target. Locking up 40 mana but giving them either increased AC against ranged attack or increased chance to hit with ranged until you deactivate the spell.
- Barrier can now have two instances active at once.
But those are all well and good. So want to you get as new toys? Two new spells! That gets you the big commissions if you want to help out at a construction site.
- Gate: Despite its grand name Gate is not something you personally can travel through (yet). But the Arcanist can look at an object that is not alive that they can currently see. Treasure behind a barred door, a log blocking a forest path, or an item lost at the bottom of a well. Using 75 mana they raise their Focus toward that item and blink at it. The air around the object starting to shimmer and flash. Before they look at another location and extend their other hand to that. And one blink later the first object will flash to where they look second. These objects need to not be locked into something else, so they could not transport the entire barred door blocking their path, but any loose object is free game to move. If you wish to be more complex that will be up to the DMs discretion and likely have an increased cost.
- Grab: Another spell that Tough Guys fear this is a hefty spell. But one that can end fights fast if it hits and is not inerrupted. Needing both their hands shoved forward and ready the Arcanist will doll out 120 mana and 'Grab' onto a target. Technically they are connecting both their own mana and the targets but most Grabbed do not care about that. From this state the Arcanist has full control of where the target is. The target is frozen in place as the Arcanist can move them up and down, forward and back, and side to side. Be warned the spell costs 15 mana per turn after the first to maintain the connection. But from this stage the target is considered to have 0 defense as they cannot move besides breath and blink. If they wish the Arcanist can also hurl the grabbed target a very far distance in any direction. And the fall and tumble damage is often immense. Or the target can just be shoved and then crushed against a solid surface or the ground. Auro officials love to do this spell to law breakers to raise them up above a crowd during a speech. Be warned, being hit during this spell will make it stop unless you can beat a very difficult Spellcraft check.
Advanced classes;
Advanced Arcanists can now choose to have their spell effects invisible if they wish. Fluxxors increase the base Arcanist strengths, Mind Mages gain new manipulation skills.
Regardless of the choice you make the advancement gives you a new item you can craft. With your further practice and mastery of the basic Gate spell you can now craft Self Defense rings. These take one ring that is used for a finger, one flexible band to wrap around a weapon, and one mana crystal. After examining the crystal you find the biggest natural fault in it. Before expertly inserting a Breeze in the crack. Before with a snap of your fingers if you are feeling fancy or just a blink the crystal is neatly severed in half. This obviously destroys the crystal but what you will make with it will be worth far more than the crystal was. In the center of the crystal you will then extract its core. Sliced into two parts by you these halves are then grafted into the ring and band. It will not look good but can always be cleaned up by an Artisan later. These two items are now linked together. Taking one in each had you spread your arms out before casting Gate on the band, before focusing on the ring and selecting it as the end point of the gate. But you do not finish the spell. Rather you slowly bring your hands together before touching the now glowing items together. Completing the circuit through you and finishing the process with a chosen word that will activate the Ring. Then its just finding a weapon you would like to attach the band too and what finger you want to wear the ring on.
The ring when worn will siphon off a small amount of ambient mana over time when worn, recharges when one sleeps, and when the keyword is said the crystal will glow and then activate the spell. Causing the band attached to a weapon to flash and then blink itself and the weapon to be floating around six inches away from the ring. So even when disarmed a warrior can call his weapon back to him. Even through walls and without line of sight with two direct anchor points to call too. The most basic rings can be used twice a day. With each milestone level, 8 and 10, increasing the uses by two. So Master Advanced Arcanists can make six use self defense rings. Spear Soldiers often save up for weeks to afford this to have a powerful thrown weapon that they can retrieve with a single word. Luckily because they are directly attached to you unlike scrolls only the one wearing the ring can activate it.
- Fluxxor (Support/Travel) (Gain 2 to Technique)
The Arcanist that prefers to seeing the bigger picture in life. Progress and advancement with them lending helpful lift! And even transport as long as the travelers accept the risk. Generally Fluxxors attend extra education at a trade or engineering school to better help with building. Or are seen as highly ranked and respected guards or other enforcement officers. Compared to the other advanced Arcanists they are welcomed almost anywhere and often asked for specifically to share their expertise. Your casts can now use your combined Understanding and Technique to better cast.
Level 1) Gain an extra ten mana a level - regenerate twenty a turn. With a much better understanding and clear mind of the Mana that all 'things' possess your Grab now no longer has an upkeep cost. Being hit can still cause the spell to fail but you are now able to lift up those large wood beams no problem to help the tavern erect its roof! Or take hold of a ruffian in a bar to calmly explain what they are doing is disrupting the peace. This does mean that if you wait long enough you could Grab two things at once. The children love to ride upon the flying carpet that you gently float around the festival. In addition your base spells are further buffed.
- Push and Pull now move up a base die in damage, d8, can affect up to 3 targets, and push/pull a base of ten feet.
- Breeze and Barrier now only cost 30 Mana to apply. And you can apply one more of each (2 and 3).
- Grab as mention no longer has an upkeep cost.
- Gate is unaffected, for now.
Level 3) You've had a lot more practice now safely handling objects and others, unless they needed to be thrown, and after a night of thought shrugged and thought 'would wouldn't it work?'. The only probably was finding someone willing to try something pretty experimental. Perhaps you tried it on yourself first. Or a trusted friend. But it worked. And now the only question is how far can it go? Your Gate spell can now be used on living targets in addition to unliving. You no longer need line of sight to your end result. It has to have been a place you have been before and know well. But the process is the same. Point and shine at the living target only now you close your eyes and point to your temple. Focusing on the location with as much detail as you can possibly muster. Before they vanish. Roll a 1d4 for potential results
1 - The Gate works flawlessly and the individual is deposited safe and sound.
2 - The Gate mostly worked. The target arrives feeling as if they are a little drunk. But in time the feeling passes.
3 - The target arrives but not in good shape. They lose half of their current health and land on their face.
4 - The target lands. But not where they wanted to go. Have fun DM!
This does not need to be cast on willing targets. Costs now only 60 mana. But only affects one target at a time. Has a range of roughly ten miles
Level 5) While most residents of Spall think that the Gate opening up to more than one target is the end result for Fluxxors they do have one more hidden trick. But first the buffs.
- Push and Pull now do d12 base damage, can affect up to 5 targets, and can shove up to 15 feet at a base cost.
- Pulse now starts one tier higher but at the normal cost (80->40). Can still only be increased to tier 4 (now 160 rather than 200 mana). It now only affects those who you chose. So now the room shaker won't even knock over your favorite cup as it dislocates the enemies spines.
- Breeze and Barrier gain an extra max usage (3 and 4) Breeze now applies both of its affects on a target. Barrier also reduces the damage the target takes from magical attacks by 20%
- Grab has no change.
- Gate can work on living and unliving things. And can target up to three individuals. You do not count and can ride along with them. It is now only a coinflip between 1 and 2. Has a range of thirty miles.
Finally Fluxxors get access to their namesake spell. Flux. Costing 40 Mana this spell is able to cause an individual to appear as if they were semi transparent as they freeze in place. They are unable to act but are also unable to be acted upon for two turns or thirty seconds if cast outside of combat. Can be cast on oneself if in danger of a falling rock, crashing wave, or a fall. What Fluxxors are actually doing to those who are effected it still being worked out but the going theory is the target is being shifted slightly out of the world we can see and into the one that souls and mana occupy. But as the Fluxxed target only sees the spell being cast and then themselves being back 'an instant' later they cannot comment on what they see.
((Personally unsure about this effect. May change))
- Mind Mage (Combat/Misc) (Gain 2 to Empathy)
The Arcanist that focuses on the small, the individual and what happens inside them. One of the most distrusted classes Auro can produce Mind Mages often have some of trauma that they never fully overcame from their youth. As the desire to control others, in secret, is often a deep desire that they have worked for a long time to finally achieve. And often go about their new found power with a terrifying glee. Understanding and Empathy together make you more effective and manipulating others.
Level 1) Gain an extra ten mana a level - regenerate fifteen per turn. As you learned from your education Mana is within all living beings even if they cant personally access it. And you had managed to connect to theirs with spells like Grab before. But why not go deeper? They weren't using it nearly as good as you will after all. Beginning as a Mind Mage you start to see the world slightly differently than before. Individuals you pass by will have a faint glow inside of them, growing brighter if they are skilled at Mana themselves or for some reason have an excess of it. Or, worryingly, if someone has none. A freak of nature - a husk. This allows you to see none invisible people even in the dark and more importantly you can 'reach out' and start to tap specific spots to make the individual have a reaction.
Acting as a Mage Hand style spell, no mana to achieve basic results but no regen, you can now 'touch' individuals from a distance to affect them. (The words in the parenthesis are for a shorthand of what these do if my descriptions are not fully clear). After the effect ends, unless high rolls are maintained, the target can tell someone thing went wrong and may seek out what happened or report it. Only one 'effect' can be applied at once for now.
- (Audio illusion) Hear a noise from a direction you choose. Perhaps a door opening, something or one falling, someone speaking, or foot steps. More elaborate distractions affecting more people will require some Mana spent.
- (Visual illusion) Make it very hard for them to see you even if you are walking right in front of them. But for other people watching they will see the Arcanist walking past them pointing their focus at the individual. With extra Mana spent this can extend to more than one individual under its effects to not see you, have one person not see a group, or both if you really put mana into it. Can also make the target believe they see someone else either in your place or where there is no-one.
- (Calm emotions) Lower an individuals guard in regards to words. Making them easier to convince as you make the world they are perceiving seem more calm and happy. Often used for therapy in Auro but out in the field it can make guards decided against trying to arrest you or for bandits to let you into their camp. You are bringing in more booze after all! Mana increases the potency of the charm and can affect more people. You must decide the amount of mana used before success or failure is rolled for.
- (Enrage) Raise the aggression of a subject. The opposite of the above effect. Used to sow discord in a crowd or draw attention away from something else. Generally just causes the target to shove the body nearest them before suddenly not knowing why they did that. But with more mana can be made to even draw weapons and swing thinking the other did them a great wrong.
- (Message delivery) Implant a message into another person. This will either be heard by them as if you were standing next to them saying it or entirely inside their own mind. Often greatly distressing those not knowing what is going on while also being a way to communicate without verbal noise. Has a limit of one sentence, but grows in length with mana spent.
Level 3) Further seeing the world as different skinsuits inside which house delicious Mana for you to tap into you can now display two effects at once when Mage Handing people. As well as now being able to access the skill that makes the populace fear Mind Mages specifically. Once you use Grab on a target you can now use a new effect - Possession. Able to drag yourself into their mind. Locking them inside a barrel of their travel wagon of life as you take the reigns. Able to root around in their possessions - memories - and drive them wherever you wish.
This puts your original body into a trace. So be sure you have allies around or are in a very safe hidden place.
While you now have access to their memories these are not something easy to access and therefore take time to sift around and drag out where treasure was buried. The combination or a safe. Or a specific passcode. But with time you can gleam this information. However your ability to use this new flesh suit is semi limited for now. If the target was a great fighter you are now only average. And cannot cast any spell they had access too - however you can cast your own. They just likely have less mana available than your home body. But walking around? Talking in their voice to their friends and allies. Easy. And as such you can walk right inside the off limits area, flash your pass to get into the officers tent, and drive your shiny new great sword right into their unaware back.
However be warned, safely extracting your mind from theirs takes an entire minute. If the target dies or takes significant damage while you are still inside you will suffer greatly. Potentially even dying yourself. Don't just think you can walk off a cliff and laugh your way to loot pile later. Often Mind Mages use this skill to have criminals walk themselves to the authorities. Also if your entranced home body is damaged you will be very painfully dragged out of your targets mind. Often rendering you unconscious while the target screams and spasms. Letting everyone know something bad is happening.
You can stay inside however long you would like - your entranced body will need to eat however so most mind Mages tend to max out at a day.
Level 5) What more can these scum offer you? They are books. Just waiting to be read and used for your own purposes. The only one who can properly deal with them is you. And so - you make it so. Once a day, takes one minute to cast, you can place both hands to your temples and before the eyes of all around 'you' will slowly warp and shift before a second 'you' takes a step back from where you stand. This copy/clone/echo of you has all your health, mana, all your spells, and all your goals and lasts thirty minutes. They cannot use this spell. And casting it does not take anything away from you. They are indistinguishable from you physically. But Mages can tell which if you is the Echo. Not many Mind Mages ever make it to this level so as to what this Echo actually is is not known. Is it just a very powerful illusion? Your Mana given physical form? Or something much more sinister? The Echo will follow your commands and can Possess targets just like you can. Just be aware of their thirty minute timer. They however as not a true living entity will just dissipate if their possessed target dies. Making Mind Mages often seen as monsters as they make others throw themselves off roofs in village squares! And for what!? Entertainment mostly.
When you, or your Echo, now Possess someone their secrets are now yours to peruse instantly. Unless they have an incredibly strong mind or are resistant to magical or mental effects.
In addition you can now have as many Illusion effects take place at a time as you wish. Your Possession, either you or your Echo, now gains the full benefit of the targets skills and spells if applicable as well as your own. And last but not least you can now use the Mana of those around you as fuel for your own spells. Allies, enemies, citizens, even animals. These pools are not as effective as yours (costs twice as much to draw from them) but turning your enemies own Mana against them is one of the many reasons that Mind Mages are mistrusted and feared. So much power is so easy to misuse. And seeing all those around you as just fuel to use and memories to steal tends to warp ones perspective of the world.
- Alchemist (Misc/Social) (Gain 1 to Vitality and Technique)
While not as flashy or noticeable as their magic using counterparts Alchemists are still a vital cog in Auro city itself. After all the Mages cannot be that fancy without a refreshing mana potion, or continue after an accident without a health pot, or sometimes even get out of bed without an energy potion! An enabler of the wonders of the city who are more than happy to help anyone with an issue! For a fee of course. Those materials don't come cheap! The lack of magical pizzazz does mean that individual to individual there are less Lizardfolk Alchemists than the other Auro classes. Rather Kobolds are the main Auro race that becomes the mixers and makers. And recently a lot of Flatlanders have proven to be very skilled at the profession. Making Auro happy with all this new tuition money and general business his city is getting!
Rather than a fancy graduation clasp that is front and center for others to see Alchemists tend to be less obvious to others. That is until they break out their tools or have a pack stuffed with ingredients. But they do have a proof of their successful learning just like the Mages. Male Alchemists tend to have a necklace with a central pendant, color up to the student, but on the back is written similar things to the Mages; name of student, year of graduation, and overseeing Professor. Very basic if that's all you want but of course extra costs will get you a much nicer one and a better cord! Females instead have one, or two, rings worn on the thumb of your dominate hand or both if you spend the extra. They come in many designs for extra costs but are etched on the inside the same as the other graduation marks. As you work with your tools these items are easy for others to spot and then know you know what you are doing. To calm them down and let them get out their coin purse.
A mortar and pestle is the base tool that an Alchemist needs to work. You can even crush and mix while moving if you really have to. And they can get their work done with only that, water or some other drinkable liquid, and a container to hold the concoction when completed - or just drink from the Mortar. But the result will not be all it can be. Rather if you wish to increase your yield and its effects you need often a flat table or equivalent. Some time. And some more tools;
* Calcinator - A mostly enclosed metal forge like object. Used to heat the base ingredients you will be working with. Heated to the point of almost burning or melting as the particulates that may be attached to the raw materials is heated off. Potentially hazardous to breath in. Doing this to your ingredients increases their purity and means that you will have much less chance of side effects for your brew.
* Alembic - Two vessels, one higher than the other, connected by a thin tube. This is used to gently heat the mixture to vaporize it and remove the parts you may not want in the initial container and refine the brew to a higher concentration. This means the end effect will be much stronger than one used without.
Using both of these tools together leads to a safer and stronger product. But the glass and metal used in these tools are not particularly robust. Be careful they do not break or you will need to buy, find, or steal some others to continue working making the best potions you can.
To assist you in having to carry around a bit less you also have basic Elemental Mana manipulation training to snap your fingers to create a small flame to ignite fuel for crafting. As well as being able to chill things you hold. Maybe cooling down a bars drinks will get you a few coins. But for game purposes these cannot cause direct damage. They can indeed set things on fire or break fragile items but they cannot be used to directly attack another. You cannot manipulate lightning in any way.
Drinking a potion can be done any time outside of combat. But during combat it takes your bonus action to consume it. But be warned, if you are in melee range of an enemy and they still have a reaction they can attempt to knock it out of your hands or even steal it to drink themselves.
When you create a brew the DM will roll a 1d6, if the die lands on a 1 the potion will have an unintended side effect. I suggest the player not be told but if you would like them to know you may. The side effects can be a great many things but here are some examples if you were to roll another 1d6;
1 - The potion works but only half of its original effect takes place.
2 - The potions taste is so poor it cannot be ingested, the potion is wasted and the bonus action is lost.
3 - The potions effect is doubled, but the next turn the imbiber is wracked with pins and needles and is stunned.
4 - The potion effect takes place but the imbibers insides feel like they are burning, take 1/6 of your health points in damage. Rounded down.
5 - Violent spasms take over briefly, the imbiber drops anything they are currently holding.
6 - The world inverts and darkens, the imbiber is knocked prone.
* If a Calcinator is used in the production of a potion the side effect die is a d12 rather than 6. So much less likely to have a side effect.
* If an Alembic is used in the production of a potion the potions listed effect will be 50% stronger. If the example 1 side effect takes place an Alembic-ed potion will have the standard effect. If an effect is time based the 50% will be added to the timer.
* Regardless of the Alchemist or their advanced class all are able to make a basic Antidote. Needing boiled pure water, salt, and alcohol. This cures poisons when drunken and is also able to remove poison from food and drink. But does damage the flavor.
Level 1) Striding out of the University, or sanctioned Auro Potion School elsewhere, you are ready to get to work grinding up those roots and making that money! You now see the natural world we all walk in a different way. One of potential just waiting to be smashed up and gulped down! Your starting potions are Health, Mana, and Energy. One 'serving' of a material is generally half a hand full and makes one potion. Liquid of some kind is needed, it need not be water, alcoholic potions are very popular during University parties. These can also be sold for generally a good profit, just if the materials merchant sees you flipping items they may get upset. If you or someone else finds a potion in the wild you can also attempt to discern its purpose - they tend to just be cloudy liquid not really color coded unless you buy them from an alchemy shop. Outside of combat more than one potion can be drunk at once - but during combat only one can be eaten a turn. The general idea is these level 1 materials can be found very cheap and often out in nature. Just need to look for it.
- Health: Takes 1 root, 1 vegetable. Heals 5 health plus your Vitality and Technique score.
- Mana: Takes 1 food, 1 flower. Restores 20 points to either a Mage or a Tapper. If you have Understanding add triple your score to the casting points gained.
- Energy: Takes 1 flower, 1 vegetable. Increases a characters movement range by 50%, rounded up. And helps students pay more attention in class.
Level 3) Seeing the world has you thinking back to your education. Sure most of the focus was on the day to day potions...but what about those odder ingredients. Surely you could mix something up from that! Gain the ability to create Steelpelt, Mousepaw, and Freewing potions. The general idea is these materials require someone else to help you; merchant, chef, or traveler. So require time or money to acquire them.
- Steelpelt: Takes 1 root, 1 spice. Increases the imbibers AC by 3. Lasts 4 rounds.
- Mousepaw: Takes 1 food, 1 cooking oil. Increase Agility by 1, giving ranged physical attacks, Nimble melee, stealth, and slight of hand a buff. Last 4 rounds.
- Freewing: Takes 1 spice, 1 cooking oil. Causes the imbiber to, for one minute, float around six feet off the ground. They can still move freely during this time, as long as they are used to the feeling, and can even walk upside down. Something that takes some training to get used to. If one were to be thrown off a high place while under its effect they would slowly float downward before ending at that around six foot marker.
Level 5) As your mastery increases you have been able to further refine your brews to a higher potency! And were perhaps inspired by those Auro parties to make something to use when the going really gets tough. All previous potions are increased in power. In addition gain the mixed potion Dampmind and Brobrew which require other potions to make.
- Health: Now heals 15 health plus your Vit and Tech scores.
- Mana: Restores 50 casting points to Mages or Tappers with 5x your Understanding if applicable.
- Energy: Now comes in two versions. Double movement speed /or/ the imbiber takes a second turn after this one, but is then stunned their next turn with no way to prevent it.
- Steelpelt: Increases AC by 5
- Mousepaw: Increases Agility by 3
- Freewing: Allows full flight up to 15 feet off the ground for two minutes.
- Dampmind: Takes one Mana potion, one Mousepaw potion, and boiled clean water. For four rounds in combat, or two minutes out of combat, the imbiber takes half damage from any 'magical' source. As well as greatly raising their resistance to mental attacks. Any caster taking this cannot regenerate their points while under its effects or cast a spell.
- Brobrew: Takes one energy potion, one Steelpelt potion, and strong alcohol. While this potion is active, 2 rounds in combat, thirty seconds outside of it, unless the imbiber is beheaded or otherwise rend in multiple pieces they cannot die. However once the effect wears off they are brought down to 0 HP and will be in a coma until the next morning.
Now that you have achieved level five you will need to start thinking of how you wish to continue to advance. You can of course chose an entirely different type of class to spec into. Perhaps you wish to reign in your crazy life and become a Pilgrim. Or work on making that horde of gold even larger as a Merchant! Marketing your brews far and wide. But you may also choose to continue refining your tonics. Either into something more volatile and visible as a (potentially mad) Scientist or focusing on keeping a low, poisonous, profile as a Envenomer.
- Scientist (Support/Misc) (Gain 1 to Vitality and Technique)
Level 6) Books are all well and good but you wont really learn anything new from them. Its trying the new from which springs new knowledge - and potential death but shhh. Your side effect dice are now thrice as large, 1-3 on a d6 or d12, however your side effects now have different effects. Which may make you want to not Calc your materials. But keep it for later effects.
1) The mixture is too powerful for the imbiber, the potion does nothing.
2) The mixture gives the imbiber one extra Brawn for three turns in addition to its other effects
3) The imbiber notices the potion is bubbling violently and can throw it, breaking the vial and splashing one target with scalding liquid. Dealing ten damage with no save. They can attack normally after throwing this.
4) The mixture fills the imbiber with wild energy! They gain ten temporary health points for five turns.
5) Time seems to slow for the imbiber, regardless of their normal amount of attacks, they can now do one more. Lasts 1 turn.
6) The imbiber sees a rainbow of colors! And is blinded until their next turn.
Level 8) Use of your Calcinator now guarantees a side effect on your potions. Surely only a 2/6 chance of a bad effect is worth the risk. Side effect 3 also gave you an idea. And with extra time to work you can now extract acid out of common food, for example lemons, vinegar, certain body parts (Tappers can help with this). And with this acid you are able to refine it too a much more painful end product. Add in a little accelerant and give the potion a good shake and its now fit to burst! You can carry two of these on you at any one time safely, more risks them mixing too early and breaking on you, and throw them in combat as your attack roll. Using either your Agility or Technique whatever is higher. On a successful attack they shatter against an enemy and then deal D20+Technique damage to them with no save. On a miss it will shatter on the ground or wall and likely damage whatever it breaks upon.
Your party members can also carry these but unless they are trained, by you and with Technique of their own, they may break upon them accidently.
Level 10) As no doubt the author of the newest school of potion making when you make a potion you can now choose what side effect you want. You can also mix the 'Grand Finale' which takes one of your acid thrown potions, two energy potions, and one Mousepaw. Do not drop this unless its on the enemy. It requires a big container for it but when thrown or otherwise set off it shatters - and then engulfs a 3x3 grid from the impact point with a blinding burst of green flames. This deals 40 damage with an Agility safe to take half. The flames then last three turns, with anything still inside taking 20 damage a turn with no save. If one unfortunate being were stuck inside the blast area and failed the initial save they would take 100 damage. A death sentence. In addition your standard potions now last twice as long if they were time based. Or give twice the stats, health, and points.
- Envenomer (Combat) (Gain 1 to Agility and the Stealth skill)
Level 6) While generally individuals that the University doesn't like to make a big fuss about Envenomers are in high demand. Be that the University, banks, city guard, or wealthy individuals. There are often so many things that cause stress in ones life. You are happy to assist in lessoning those issues. While you are still able to mix your standard potions you can also, with a good clean before hand, mix things far worse now.
While Envenomers tend to be a fairly secretive bunch their handiwork is for sale in many potion shops. Sure you may be given funny looks and put on a list for some of them. But sometimes you do just need to really cause some pain to someone. Just like buying a sword.
Despite being trained in Auro many Envenomers are found in the Flatlands. Where they get more work - less payment per job but more jobs per month to equal more pay. And the lower class nature of the citizens there make them and their work harder to discover. The words after the venoms indicate how long the effect takes to activate. In addition to your standard potions you can now also mix;
(Concluded in part 2)
Wooo look at that I hit the character limit again. Aaaargh. But heres the first personal writing project of 26! Trying to finally get some more Steel and Song written down. Both for DnD adventures and further hopeful writing of the story to go along with it. Hope the text makes sense and if questions are had I'll try to help explain ^.^
Expanded classes for Auro!
Species; https://www.furaffinity.net/view/44689095/
Stats and skills info; https://www.furaffinity.net/view/44747944/
Terms for clarification;
- Casting Points: The overall term for the pool of points anyone pulls from to cast any spell. Mages use Mana, Priests use Faith, and Tappers use Life. But in a metagame sense all of these are called Casting Points. The specific types cannot be used to cast spells of a different school but some class abilities or bonuses can be used to increase your regeneration of all types of Casting Points.
A reminder each class has five levels. At levels 1, 3, and 5 you gain a perk from that class. At levels 2 and 4 you can either choose to increase one of your main stats (Brawn, Agility, Vitality, Understanding, Empathy, and Technique) or gain a skill that belongs to one of the main stats. Once you reach level 5 in a class the next time you level you either choose one of the advanced classes (Some have requirements to become them) or choose a new class to multi class into. Becoming lvl 1 of the new advanced class or base class but an overall level of 6. Depending on how long a campaign goes you may go over level 10 but these were made assuming level ten will be the maximum. I believe players should have time to play their character at max level and not have the campaign end as soon as you reach max level.
When you pick a Class and a Species you gain the stat bonuses and skills, if they have them, from both to have your starting stats/skills.
- Graduate (Combat) (Gain 2 to Understanding.)
A very true to its name class a Graduate is someone who has completed the main schooling in the Aurorian University to a satisfactory level to have graduated. Specifically in the Elemental Mana Path. It likely cost you a stack of coins and a lot of sleepless nights. While your official schooling may be complete that does not mean that you are done learning. You never stop learning after all! Graduates are often seen in Auro continuing their schooling to try and perhaps one day become an instructor or out in the world working on spreading their name and fame! Perhaps to pay for future training or to afford a place in Auro. Or to show off to the world how skilled you are!
To cast your spells as a Graduate you need a free hand to 'spark up', this often looks like you are holding a small flame in either an open or clenched hand. Or a small ice crystal. Or sparks jumping from your fingers. Either hand can be used for this. Sparking up or sparking down takes half your movement to complete if done in the middle of combat so Graduates are trained to spark up as soon as they suspect a threat may be around. This of course has the chance to make the potential danger into real danger but the Snakes prefer this over being caught flat footed. This means to cast you cannot use a two handed weapon to attack while you are Sparking. In fact several experienced Graduates forgo a normal weapon and only carry a shield as their 'weapon' to make it easier for them to defend themselves and casting to attack.
Graduates, similar to Arcanists, stand out in a crowd due to their Graduation Clasp. These are awarded to the Graduate once they have actually graduated. They take the form of a horn band, for the Lizardfolk who are the most common graduate, but can also be worn on the wrist for those who do not have horns. The basic leather and cloth band has etched upon it the bearers name, year of graduation, and the Instructor who signed off on their successful completion of their schooling. You can of course, if you have the money, purchase a much more expensive and fancy version of your clasp made of metal and with gems in it! It is standard for Lizardfolk Scions to have their Clasps studded with the gems of their House. For Graduates it is worn on the right side of their body either on their horn or wrist. These help show that the finger waggler in front of you is more than just a street magician and one who has actual skill and practice in their work. Many Flatlander Lords have a collection of these - from fools. Don't be a fool. While they are not required to be worn outside of Auro it is expected you to wear it when in the city - Guards will treat you better after all knowing you are skilled! But other cultures may not look that kindly on a 'rich Aurorite'. Fake Clasps are a common item sold across Spall; from Auros back alleys to out the door at Flatland forges. They can be extremely convincing.
The Snakes who Graduate attach these to their cloaks or fancy hats. But as their left/right is less defined and further apart they tend to just be worn centrally. But more toward their head as Elemental Mana is brought from within and then formed through the brain to be expended as fire, ice, or lightning. It is entirely possible to earn both a Graduate and Arcanist clasp to have both sides of your head/body adorned with them. These exceptional individuals are Allumni of Auro and are greatly respected and often help to teach at the University.
There is an alternate method of becoming a Graduate, and Arcanist, however. Though it will have a much different life path. It is very rare but individuals can be born with a very strong natural gift to manipulate Mana as easily as those trained in its use. These Gifted Casters are sniffed out and tracked hard by Auro and his Agents to try and get them in the school they claim for safety - which is partly true as young GCs can accidently burn down a barn or freeze off their parents fingers. But also to stake their claim on the future excellent Mage as soon as possible. Many parents don't want their children to be taken away like that and so try to hide them. There are plenty of Hedge Wizards if you look for them, either failed or successful Graduates themselves, who will train the GC for some price or boon. Clasps are easy to fake by those in the know or just be your own Mage. Just know that if Auro figures out what you are he will attempt to take you again. For Safety. A harder Campaign to undertake if visiting Auro or being near an official is on the cards but one you can under take if you wish.
With high quality paper and Mana infused Ink ((thick ink that softly glows blue from the powdered mana crystals inside it(made and sold in Auro)) you can create Spell Scrolls of various spells. These spells are ones that you can personally cast, expanding as you advance or take a new class. You can create basic Scrolls, what you did to check off a graduation requirement, with Understanding - but if you wish to make more complex spells you will need some Technique as well. You can use regular ink but the spell will only be half as powerful. But the Scroll itself will look the same. Good for selling to those who do not know. When you construct one of these it will take the Mana that you would have needed to cast the spell to make the item and until you sleep next this chunk of mana will be unavailable for your use. So don't make Scrolls when you are in a dangerous position. These can be held as long as you would like until you use the Scrolls Keyword to use the spell. And can be sold if you wish as well. You may also attempt to discern an unknown Scrolls spell and keyword though it will be a Spellcraft check. Be warned, if someone else can discern or guess your Keyword they can trigger the scroll in your pouch.
Starting Spells: You begin with a Mana Pool of 100 and increase this by ten per level. You regenerate 10 mana a turn when unsparked, 5 if you are sparked.
- Fire: Base damage of 1d8, costs 20 Mana - hits up to two targets. Has a 1/6 chance to inflict 'Ignited' on a target hit. Inflicting half the damage of the hit each turn until put out (takes all your movement). This can stack. Increasing the Mana needed to cast the spell (40/60/80/ect) increases the amount of targets it can affect by one per increase. And increases the chances of Ignite by 1/6 per increase.
- Ice: Base damage of 1d8, costs 20 Mana - only hits one target. Has a 1/6 chance of Inflicting 'Iced' on a target hit. Hafling their movement speed, lowering their defense by two, and making ranged attacks by them have a -2 to hit for two rounds. This can be refreshed. Increasing the mana needed to cast the spell (40/60/80/ect) increases the dice used to determine damage (d10/d12/d20/d20+8 flat per increase) and increases the chance of Iced by 1/6 per increase.
- Lightning: 1d12, costs 40 Mana - Cannot miss - will hit two targets. Always inflicts a target hit with 'Paralyze' rendering them unable to move and lowering their defense by -4. This ends on the next turn and can only be refreshed. Lightning will always jump from the first target hit, which may not be who you initially aimed at, to the next closest target. You as the caster can be the next closest. Increasing the Mana needed to cast the Spell (80/120/160/ect) increases both the dice used to determine damage (d20/d20+12 flat per increase) and the amount of targets the attack will jump too (3/4/5/ect). Enemies, or yourself, in metal armor will have an increased probability of being jumped too. Even if they/you are not the next closest.
+ Mage Hand: Costs no Mana to cast or maintain - but stops your mana regeneration. Snakes can maintain this and still regenerate. Ghostly blueish purpleish hands, the same look as your innate hands or for snakes they can make them look how they want, float separate from you and can be used for all sorts of things hands can normally be used for. Opening doors, giving various hand signals, grabbing items off of high shelves, or holding a weapon. However attacking with a Mage hand or taking another hostile or damaging action will cost 10 Mana at a base and the more intense the action will increase the cost. While they have no weight they are counted as physical entities so cannot pass through solid objects. However as long as you can see the other side you can summon the hand on the other side of the obstruction. They have a base limit of five pounds they can pick up but can, with more Mana used, pick up more. They can move twenty feet away from you at base before disappearing but with more Mana can move further away. But being able to see well enough to dexterously move it from further would be a challenge as well.
These are what you gain at level one.
Once you reach level three in addition to the increased health, mana, and stat/skill you would have gained up to this point you also gain the ability to scribe temporary runes onto the floor, door, shield, or another surface that will glow briefly before vanishing. The next unfortunate individual who steps or touches the surface will trigger it and the Spell you casted on that surface will then be triggered with no chance to dodge. This means if you spent 60 Mana to imbue that shield with an ice spell the unfortunate Soldier who grabbed it will immediately be blasted by a d12 of ice damage with a 3/6 chance to be Iced. All the while you can be unsparked regenerating your Mana. These Runes last until you sleep or they are triggered but can be 'seen' and dispelled by other Mages with sufficient rolls. Be warned, fire or lightning still hit more than one target if you or your allies are near the detonation.
Once you reach level five, well done you, your temporary runes have been increased in accuracy to allow you to take hold of yours, or an allies, weapon and imbue that with the same power than you cast with. How the rune applies its damage is up to you at the moment of scribing. Giving that weapon an orange glow and heat haze, a covering of frost that crackles and shifts, or a sparking ominous yellow glow. If you pump in 60 Mana of Fire you can choose for the next strike you or your ally makes to either unleash the full blast of four target affecting 3/6 chance of Ignition damage or to have it only disperse a two target 1/6 Ignite chance blast, but it lasts for three strikes. The largest benefit however of this method of casting is the bearer of the rune is immune to that type of damage until the rune is spent. So your Soldier friend can leap into a group of enemies and explode their halberd into all of them and walk away unscathed. Yes - this includes Lightning. Many a hopeful bandit group have fled in terror from the small Kobold brandishing a sparking lightning rod short sword in their hands. Many Graduates begin a fight by doing this to act as a fallback if enemies get up to them to have a very powerful 'eff you' at point blank range. Similar to your trap runes these last until they are spent or you sleep. Just make sure you do not smack your allies sword with your own in triumph. That /will/ trigger the rune and they are likely not also immune to the damage. If you or an ally drops an imbued weapon the former wielder will lose their immunity and the weapon is now live to anyone to trigger on touch until you sleep or the sigil is dispelled. Great trap for fools.
Now that you have achieved level five you will need to start thinking of how you wish to continue to advance. You can of course chose an entirely different type of class to spec into. Perhaps you want to be a soldier so your infused weapons can be much more dangerous. Or an artisan to craft even better Mana infused items! But you can also continue to become a stronger Graduate. If you wish to continue along the Graduate path you can become a Sorcerer. Or if you meet the requirements you may become a Summoner.
- Sorcerer (Combat) (Gain 1 to Understanding either another Understanding or any skill.)
Lvl 1(overall 6) The continuation of your path toward Elemental Mana Mastery. Many of the top Auro officials are this. Your mana now increases by twenty per level and your Fire and Ice spells increase to a D10 of damage at base level. In addition to this if there is a source of Fire/Ice/Lightning around you in the current scene - a torch, a frozen plant in winter, or most commonly an imbued weapon - you now use that as your Spark. And can therefore cast from that and regain your Mana at the maximum speed with now that hand free as well - for a shield or an extra weapon.
Lvl 3(Overall 8) Your mana regeneration in whatever state you are currently in is now tripled. So either 15 or 30 a turn. Before you sleep you can also concentrate and create a very dense deep blue Ice crystal. This acts as a Mana crystal for you to use but only lasts the next day. Giving you always at least one to use.
Lvl 5(Overall 10) Your spells all increase by one die again, d12 for fire and Ice, and d20 base for Lightning. Their costs do not change. If one of your spells kills a target half of the cost is refunded to you as the roiling Fire, shattering Ice, or crackling Lightning bounces back to you to swirl around in a whirlwind of destruction. Ready to act as your Spark and fly again. You and your party members, unless you chose not, now cannot be targeted by your own lightning. There are many tenured professors at the University who will happily tell you of the tavern of 'bandits' that they fried in one instant before going back to their drink.
- Summoner (Combat) (Gain 1 to Understanding and the Spellcraft skill)
* To become a Summoner you have to have met and seen one of; Geomancer / Elemental Conduit / Horner / Golemancer/ Toxicologist actively use their minions/summons and had some kind of interaction with them about how their chosen helpers work. They may not want to share initially. So it may need a task to unlock. But once you have done this as a Graduate you may become a relatively new advanced class on Spall. And one that Auro himself will be elated to see more of on Auros Streets. Auro IV is also this but the young Dragon is not well suited to teaching.
With your new found insight into how helpful another allied section of space could be in regards to achieving your goal you looked at your sigils and runes. And gave it a good think before focusing. Forming a small flame between your hands that you slowly increase by pouring more Mana in it while focusing on the small pets or constructions you saw before. They were just animals or inanimate stone and bones. Given thought. You can do the same. And looking down at the small floating fireball you are ecstatic to see it remaining there. And you can tell its focus is on you! Ready to listen!
Lvl 1(overall 6) Your mana increases by ten a level. You may sacrifice a portion of your Mana bar to Summon an orb of Fire/Ice/Lightning that will follow you around and take its turn immediately after you. At this point in your journey they can only follow the most basic commands that thankfully you do not need to speak. They are made of Mana from you and are therefore deeply connected to you. Just thinking is enough. You can currently summon only one Ball at once now. The mana used to summon the Ball is locked out until the Ball is de-summoned or destroyed. So for example as a lvl 1 Summoner you have 160 Mana. If you use 80 of the Mana to summon a ball you will only have 80 maximum Mana to use until the Ball is gone. Be warned being hit in the face by a particularly strong attack has a chance to instantly dispel your Ball. A Spellcraft check is needed to maintain it.
Balls have half of the Mana used to summon them as health. For example pumping in 60 Mana in Fire will generate a 30 health Fire orb. They however cannot attempt to dodge at this point (Defense is zero) and can only ram into enemies to deliver their base damage (d8 or d12 depending on Element) to that enemy. They can be struck normally by weapons, arrows, and spells and if rushing past an enemy can be attack of opportunity-ed same as a normal combatant. Or be ordered to sacrifice to deliver an effect similar to if you were to cast a spell at the cost of the Ball - even if they only had one health left. You are able to 'attack' your own Balls with a spell to recharge their health at and 1-1 ratio. Yes this does mean it is more effective to heal than to resummon. They are also immune to damage of the element they are made of. In fact it will heal them - which is how you would heal them if needed through spell or imbued weapon strike.
Lvl 3(Overall 8) You can now adjust your Ball(s) to have whatever shape you would like rather than just a sphere. Perhaps you like them to be a face of your race, or a weapon, or a triangle to show how quirky you are! The base damage of your fire and ice spells increase by one die, d8 to d10. This increases the damage of the Balls of those elements as well. Your control has increased when you can now summon two Balls at once. They now gain 10 defense and can float up to twenty feet off the ground. They however still can only ram into enemies to deliver their damage or be sacrificed to cast their final spell. They can now flank much easier now. However ground locked enemies without ranged weapons have little chance to destroy the Balls. They can now follow more complex commands like attempting to pick up small items or push over things. Ice is recommended for more delicate tasks.
Lvl 5(Overall 10) As a Master of this new school of study your Balls are now extensions of you. And also come in three maximum. You now gain the ability to speak and see through them. They can now fly up to three miles away from you to scout or deliver messages. Their defense is now yours or 15, whatever is higher, and they gain a ranged attack. The same spell as if you were to cast them. However using this ranged attack takes away half of the Mana that would be used to cast them from their health. So a 30 health Ball casting a simple Fireball or Icespike would lose ten of its health. But remember you can sacrifice them to cast their final gasp at full power regardless of their health.
As a side benefit you are now a celebrity in Auro and will have a teaching job easily once you decide to retire from this wandering life.
- Arcanist (Combat/Misc) (Gain 1 to Understanding and the Spellcraft skill)
Students of 'Pure Mana' the debate between which track is better is never ending in the University. Despite being less populace than Graduates, due to their less flashy magic, Arcanists are easier to pick out in a crowd than a Graduate. Their Spark, due to their magic being much more primal, needs a focus to channel it. Often in the form of a well made staff but can also be a wand. Often Arcanists spend the extra time or money to make the focus look more fancy! With carvings, high quality wood or metal, and a gem that sparkles purple/pink as they are working on a spell. But these are not necessarily needed. Just something that is not you to focus the mana into before it then is expelled to provide its effect. If the staff or wand does not have a fancy crystal the end of it will just glow. Though several Auroites who just happen to provide focus making services swear that the crystals make your magic stronger! And also a much more tempting theft target. It does unfortunately mean that if an Arcanist loses their focus they cannot cast without damaging themselves. If they were they would take half the damage of their spell as feedback. If their spell causes no damage they take a base 5 damage per spell. But in a pinch anything can work as a focus; a chair leg, a sword, or something even larger like a door. Just aiming your spells accurately is much harder.
Their magic tends to be much harder to see and often does more subtle effects. Especially on Advancing. Rather than a large ice spike spearing through a shield and almost into the beast behind it Arcanists prefer to shove that shield backwards into the enemy very hard. Or pulling the entire target forward. Things that if others were not looking out for it may miss.
As mentioned in the Graduates section and just like them Arcanists are granted a Graduation Clasp on completion of their training at the University or an Auro sanctioned school. Worn on the casters left side either on their horn or wrist if lacking horns. If one is a snake the Arcanist clasp is worn lower down, more toward the center of their body, for both study and differentiation reasons. Pure Mana is often taught as the raw form of Magic. Pulled from inside you and thrown out to achieve results. Rather than filtered through your mind to take on concepts like fire and ice. Once thrown out it is then your mind that molds it to your will. As such Arcanists wear their clasps closer to their center. To reflect this. The internal mana, that all 'things' (a debate topic) contain is also how their spells work on those with a weak or even no mind. As if its unfiltered it can still be adjusted from a distance.
Arcanist, like Graduates, gain the Mage Hand spell for distance flipping off of annoying locals and picking up items. Like Arcanists this costs nothing to cast but you don't regenerate mana like its active. However if you wish to do more than simple actions it costs mana. In addition they can also create spell scrolls through the same process with magical ink and locking away some of their mana to create it. Please see the Graduate section for extra information. It is worth note however that Arcanist scrolls tend to be longer as their spells have more nuance to how they can be used.
The basic spells an Arcanist start with are as follows - they also start with 100 Mana (+10 a level) and regain ten mana a turn sparking or not as it is their focus that 'sparks' not them. Despite being less obvious Arcanist spells tend to leave behind some clues still. Faint purple mist or waves in the air. But as the Arcanist advances - those vanish too;
- Push: Compared to their study Arcanist spell names are very direct. This pushes things. Specifically if one were to look in a 2d plane 'Push' covers the upward and rightward (away from caster) side of movement. It can be a person, object, or even an arrow if you can see it coming. Arcanists can choose for this to not cause damage at least from the spell itself. Being shoved into something will likely still cause damage even if the spell did not. Or off a cliff or ship. The Push force is felt from the direction the Arcanist is and costs 20 Mana to cast at a basic level and delivers, if you choose, 1d6 damage to the target. This also pushes the target back one square/5 feet. If the spell is a critical roll (20) the target is also knocked prone. If the cost of the spell is increased (40/60/80/ect) the damage increases in die (1d8, 1d10, 1d12, 1d20, 1d20+6 per further increase) as well as the distance increasing one square/5 feet per increased cost (5/10/15/20/ect feet) and the roll needed to induce prone goes down (19/18/17/16/15/ect). Push can be used to 'throw' someone upward but is a harder spell to land compared to directly backwards. Trying to push things larger than a standard sized individual, or one in a lot of armor, generally makes them move less. Unless you really dump mana into it. Master Arcanists, especially Advanced ones, are often used in construction to lift large beams and stones. Needs a steady supply of mana potions and rests but speeds up building for sure.
- Pull: Covering the left (toward the caster) and downward directions. Pull is very similar in general concept to Push just in the opposite direction. It is worth noting however that being affected by either Push or Pull feels the same. So if the caster is being sneaky the target will just know they got a spell from some direction. Not helpful in finding their enemy. The damage and bonuses for the standard leftward pull is the same as Push. However the 'downward' direction is different. This direction only does 1d6 damage regardless of the mana spent. But as it is the 'prone' direction the increased cost instead pentuples the chance of being prone. Starting at 20 at a base level, but raising to 16-20, then 11-20, 6-20, and then guaranteed if you spend 80 mana or more*. Generally best to do when your powerful frontline people are right there ready to capitalize on it. You can attempt to shove down a boat to force it to take on water or even sink but it will be extremely difficult.
- Pulse: Often likened to a fist being slammed onto a table to rattle the cups on top the Arcanist picks a spot within thirty feet they can see and from there pops a sharp painful crack that shakes and jitters all around it. Starting at a 1d4 and 2x2 square grid (the nexus being where you targeted) at 40 mana. This increases with each increase of mana (80, 120, 160, 200(max)) in both damage, range, and extra effect. 1d6, 1d8, 1d10, 1d12. 3x3, 4x4, 5x5, 6x6. And finally the Shaken effect (-2 to hit(2 turns)), Deafness (-2 to ac(2 turns)), Blindness (-4 to hit, -4 to ac(2 turns)), and finally Shattered (weapons dropped and damaged, armor cracked (equipment itself damaged), prone, and for weaker enemies they are fully unconscious or dead from internal bleeding. Stronger ones are awake but badly depuffed). All of the previous effects stack on top of each other if Shatter is achieved. Afflicting those who are still active with; -6 to hit, -6 AC, damaged (IE weakened) weapons and armor, and likely prone as well for two turns.
Despite this being a weaker move now due to the Arcanists lack of 'juice' it is this spell that Flatlander armies fear. As if an Advanced Arcanist wants they can strike an entire section of troops with broken weapons, armor, and often death. This is the Arcanist spell that attacks the mana within living beings. Disrupting its flow to debilitating effects. Any structure or object (catapult, forge, cart) in range of a full charge Pulse will likely fully collapse or break apart as well.
* Assuming the target has no resistances to magic or being knocked prone.
Growing in skill you now reach Level 3, and have new spells to use to keep yourself or your allies safe. As such a large target, especially by ranged tools, once found out you decided to work on fixing that for yourself. Gaining yourself an action and a reaction to assist yourself or allies. And helping out your own ranged 'friends'.
- Breeze: As a reaction, if you still have yours, you can use your magic to erect a faint barrier in front of an incoming physical projectile aimed at yourself or your allies. Costing 40 mana this gives the target an extra 5 AC against that particular ranged attack. This lasts only the one attack, for now, so be sure you choose a good one. Conversely you can also see your ally lining up a ranged attack and give the attack some extra whoomph as its released or thrown. Also costing 40 mana and adding a flat +5 to Hit for the attack as you use tiny pushes and pulls to help the projectile hone into its target.
- Barrier: A full action this time Barrier is a spell for when you know danger is coming. Similar to writing a spell scroll this attack locks up 40 of your mana until you remove the barrier or sleep. Able to be cast on either yourself or (one) ally this spell surrounds the target in a shimmering field that then fades away. But as long as the spell is maintained the target gains 3 AC to physical attacks. Can only cast one instance for now.
Level 5 brings even more subtle control over the mana that infuses us all. One in an extremely careful way, and the other in a much more violent way. But before we get to those some of your spells have been improved.
- Push and Pull can now affect 2 targets per cast.
- Pulse now does not affect you. You are free to drop that room shaker right at your feet.
- Breeze can now be applied like Barrier to one target. Locking up 40 mana but giving them either increased AC against ranged attack or increased chance to hit with ranged until you deactivate the spell.
- Barrier can now have two instances active at once.
But those are all well and good. So want to you get as new toys? Two new spells! That gets you the big commissions if you want to help out at a construction site.
- Gate: Despite its grand name Gate is not something you personally can travel through (yet). But the Arcanist can look at an object that is not alive that they can currently see. Treasure behind a barred door, a log blocking a forest path, or an item lost at the bottom of a well. Using 75 mana they raise their Focus toward that item and blink at it. The air around the object starting to shimmer and flash. Before they look at another location and extend their other hand to that. And one blink later the first object will flash to where they look second. These objects need to not be locked into something else, so they could not transport the entire barred door blocking their path, but any loose object is free game to move. If you wish to be more complex that will be up to the DMs discretion and likely have an increased cost.
- Grab: Another spell that Tough Guys fear this is a hefty spell. But one that can end fights fast if it hits and is not inerrupted. Needing both their hands shoved forward and ready the Arcanist will doll out 120 mana and 'Grab' onto a target. Technically they are connecting both their own mana and the targets but most Grabbed do not care about that. From this state the Arcanist has full control of where the target is. The target is frozen in place as the Arcanist can move them up and down, forward and back, and side to side. Be warned the spell costs 15 mana per turn after the first to maintain the connection. But from this stage the target is considered to have 0 defense as they cannot move besides breath and blink. If they wish the Arcanist can also hurl the grabbed target a very far distance in any direction. And the fall and tumble damage is often immense. Or the target can just be shoved and then crushed against a solid surface or the ground. Auro officials love to do this spell to law breakers to raise them up above a crowd during a speech. Be warned, being hit during this spell will make it stop unless you can beat a very difficult Spellcraft check.
Advanced classes;
Advanced Arcanists can now choose to have their spell effects invisible if they wish. Fluxxors increase the base Arcanist strengths, Mind Mages gain new manipulation skills.
Regardless of the choice you make the advancement gives you a new item you can craft. With your further practice and mastery of the basic Gate spell you can now craft Self Defense rings. These take one ring that is used for a finger, one flexible band to wrap around a weapon, and one mana crystal. After examining the crystal you find the biggest natural fault in it. Before expertly inserting a Breeze in the crack. Before with a snap of your fingers if you are feeling fancy or just a blink the crystal is neatly severed in half. This obviously destroys the crystal but what you will make with it will be worth far more than the crystal was. In the center of the crystal you will then extract its core. Sliced into two parts by you these halves are then grafted into the ring and band. It will not look good but can always be cleaned up by an Artisan later. These two items are now linked together. Taking one in each had you spread your arms out before casting Gate on the band, before focusing on the ring and selecting it as the end point of the gate. But you do not finish the spell. Rather you slowly bring your hands together before touching the now glowing items together. Completing the circuit through you and finishing the process with a chosen word that will activate the Ring. Then its just finding a weapon you would like to attach the band too and what finger you want to wear the ring on.
The ring when worn will siphon off a small amount of ambient mana over time when worn, recharges when one sleeps, and when the keyword is said the crystal will glow and then activate the spell. Causing the band attached to a weapon to flash and then blink itself and the weapon to be floating around six inches away from the ring. So even when disarmed a warrior can call his weapon back to him. Even through walls and without line of sight with two direct anchor points to call too. The most basic rings can be used twice a day. With each milestone level, 8 and 10, increasing the uses by two. So Master Advanced Arcanists can make six use self defense rings. Spear Soldiers often save up for weeks to afford this to have a powerful thrown weapon that they can retrieve with a single word. Luckily because they are directly attached to you unlike scrolls only the one wearing the ring can activate it.
- Fluxxor (Support/Travel) (Gain 2 to Technique)
The Arcanist that prefers to seeing the bigger picture in life. Progress and advancement with them lending helpful lift! And even transport as long as the travelers accept the risk. Generally Fluxxors attend extra education at a trade or engineering school to better help with building. Or are seen as highly ranked and respected guards or other enforcement officers. Compared to the other advanced Arcanists they are welcomed almost anywhere and often asked for specifically to share their expertise. Your casts can now use your combined Understanding and Technique to better cast.
Level 1) Gain an extra ten mana a level - regenerate twenty a turn. With a much better understanding and clear mind of the Mana that all 'things' possess your Grab now no longer has an upkeep cost. Being hit can still cause the spell to fail but you are now able to lift up those large wood beams no problem to help the tavern erect its roof! Or take hold of a ruffian in a bar to calmly explain what they are doing is disrupting the peace. This does mean that if you wait long enough you could Grab two things at once. The children love to ride upon the flying carpet that you gently float around the festival. In addition your base spells are further buffed.
- Push and Pull now move up a base die in damage, d8, can affect up to 3 targets, and push/pull a base of ten feet.
- Breeze and Barrier now only cost 30 Mana to apply. And you can apply one more of each (2 and 3).
- Grab as mention no longer has an upkeep cost.
- Gate is unaffected, for now.
Level 3) You've had a lot more practice now safely handling objects and others, unless they needed to be thrown, and after a night of thought shrugged and thought 'would wouldn't it work?'. The only probably was finding someone willing to try something pretty experimental. Perhaps you tried it on yourself first. Or a trusted friend. But it worked. And now the only question is how far can it go? Your Gate spell can now be used on living targets in addition to unliving. You no longer need line of sight to your end result. It has to have been a place you have been before and know well. But the process is the same. Point and shine at the living target only now you close your eyes and point to your temple. Focusing on the location with as much detail as you can possibly muster. Before they vanish. Roll a 1d4 for potential results
1 - The Gate works flawlessly and the individual is deposited safe and sound.
2 - The Gate mostly worked. The target arrives feeling as if they are a little drunk. But in time the feeling passes.
3 - The target arrives but not in good shape. They lose half of their current health and land on their face.
4 - The target lands. But not where they wanted to go. Have fun DM!
This does not need to be cast on willing targets. Costs now only 60 mana. But only affects one target at a time. Has a range of roughly ten miles
Level 5) While most residents of Spall think that the Gate opening up to more than one target is the end result for Fluxxors they do have one more hidden trick. But first the buffs.
- Push and Pull now do d12 base damage, can affect up to 5 targets, and can shove up to 15 feet at a base cost.
- Pulse now starts one tier higher but at the normal cost (80->40). Can still only be increased to tier 4 (now 160 rather than 200 mana). It now only affects those who you chose. So now the room shaker won't even knock over your favorite cup as it dislocates the enemies spines.
- Breeze and Barrier gain an extra max usage (3 and 4) Breeze now applies both of its affects on a target. Barrier also reduces the damage the target takes from magical attacks by 20%
- Grab has no change.
- Gate can work on living and unliving things. And can target up to three individuals. You do not count and can ride along with them. It is now only a coinflip between 1 and 2. Has a range of thirty miles.
Finally Fluxxors get access to their namesake spell. Flux. Costing 40 Mana this spell is able to cause an individual to appear as if they were semi transparent as they freeze in place. They are unable to act but are also unable to be acted upon for two turns or thirty seconds if cast outside of combat. Can be cast on oneself if in danger of a falling rock, crashing wave, or a fall. What Fluxxors are actually doing to those who are effected it still being worked out but the going theory is the target is being shifted slightly out of the world we can see and into the one that souls and mana occupy. But as the Fluxxed target only sees the spell being cast and then themselves being back 'an instant' later they cannot comment on what they see.
((Personally unsure about this effect. May change))
- Mind Mage (Combat/Misc) (Gain 2 to Empathy)
The Arcanist that focuses on the small, the individual and what happens inside them. One of the most distrusted classes Auro can produce Mind Mages often have some of trauma that they never fully overcame from their youth. As the desire to control others, in secret, is often a deep desire that they have worked for a long time to finally achieve. And often go about their new found power with a terrifying glee. Understanding and Empathy together make you more effective and manipulating others.
Level 1) Gain an extra ten mana a level - regenerate fifteen per turn. As you learned from your education Mana is within all living beings even if they cant personally access it. And you had managed to connect to theirs with spells like Grab before. But why not go deeper? They weren't using it nearly as good as you will after all. Beginning as a Mind Mage you start to see the world slightly differently than before. Individuals you pass by will have a faint glow inside of them, growing brighter if they are skilled at Mana themselves or for some reason have an excess of it. Or, worryingly, if someone has none. A freak of nature - a husk. This allows you to see none invisible people even in the dark and more importantly you can 'reach out' and start to tap specific spots to make the individual have a reaction.
Acting as a Mage Hand style spell, no mana to achieve basic results but no regen, you can now 'touch' individuals from a distance to affect them. (The words in the parenthesis are for a shorthand of what these do if my descriptions are not fully clear). After the effect ends, unless high rolls are maintained, the target can tell someone thing went wrong and may seek out what happened or report it. Only one 'effect' can be applied at once for now.
- (Audio illusion) Hear a noise from a direction you choose. Perhaps a door opening, something or one falling, someone speaking, or foot steps. More elaborate distractions affecting more people will require some Mana spent.
- (Visual illusion) Make it very hard for them to see you even if you are walking right in front of them. But for other people watching they will see the Arcanist walking past them pointing their focus at the individual. With extra Mana spent this can extend to more than one individual under its effects to not see you, have one person not see a group, or both if you really put mana into it. Can also make the target believe they see someone else either in your place or where there is no-one.
- (Calm emotions) Lower an individuals guard in regards to words. Making them easier to convince as you make the world they are perceiving seem more calm and happy. Often used for therapy in Auro but out in the field it can make guards decided against trying to arrest you or for bandits to let you into their camp. You are bringing in more booze after all! Mana increases the potency of the charm and can affect more people. You must decide the amount of mana used before success or failure is rolled for.
- (Enrage) Raise the aggression of a subject. The opposite of the above effect. Used to sow discord in a crowd or draw attention away from something else. Generally just causes the target to shove the body nearest them before suddenly not knowing why they did that. But with more mana can be made to even draw weapons and swing thinking the other did them a great wrong.
- (Message delivery) Implant a message into another person. This will either be heard by them as if you were standing next to them saying it or entirely inside their own mind. Often greatly distressing those not knowing what is going on while also being a way to communicate without verbal noise. Has a limit of one sentence, but grows in length with mana spent.
Level 3) Further seeing the world as different skinsuits inside which house delicious Mana for you to tap into you can now display two effects at once when Mage Handing people. As well as now being able to access the skill that makes the populace fear Mind Mages specifically. Once you use Grab on a target you can now use a new effect - Possession. Able to drag yourself into their mind. Locking them inside a barrel of their travel wagon of life as you take the reigns. Able to root around in their possessions - memories - and drive them wherever you wish.
This puts your original body into a trace. So be sure you have allies around or are in a very safe hidden place.
While you now have access to their memories these are not something easy to access and therefore take time to sift around and drag out where treasure was buried. The combination or a safe. Or a specific passcode. But with time you can gleam this information. However your ability to use this new flesh suit is semi limited for now. If the target was a great fighter you are now only average. And cannot cast any spell they had access too - however you can cast your own. They just likely have less mana available than your home body. But walking around? Talking in their voice to their friends and allies. Easy. And as such you can walk right inside the off limits area, flash your pass to get into the officers tent, and drive your shiny new great sword right into their unaware back.
However be warned, safely extracting your mind from theirs takes an entire minute. If the target dies or takes significant damage while you are still inside you will suffer greatly. Potentially even dying yourself. Don't just think you can walk off a cliff and laugh your way to loot pile later. Often Mind Mages use this skill to have criminals walk themselves to the authorities. Also if your entranced home body is damaged you will be very painfully dragged out of your targets mind. Often rendering you unconscious while the target screams and spasms. Letting everyone know something bad is happening.
You can stay inside however long you would like - your entranced body will need to eat however so most mind Mages tend to max out at a day.
Level 5) What more can these scum offer you? They are books. Just waiting to be read and used for your own purposes. The only one who can properly deal with them is you. And so - you make it so. Once a day, takes one minute to cast, you can place both hands to your temples and before the eyes of all around 'you' will slowly warp and shift before a second 'you' takes a step back from where you stand. This copy/clone/echo of you has all your health, mana, all your spells, and all your goals and lasts thirty minutes. They cannot use this spell. And casting it does not take anything away from you. They are indistinguishable from you physically. But Mages can tell which if you is the Echo. Not many Mind Mages ever make it to this level so as to what this Echo actually is is not known. Is it just a very powerful illusion? Your Mana given physical form? Or something much more sinister? The Echo will follow your commands and can Possess targets just like you can. Just be aware of their thirty minute timer. They however as not a true living entity will just dissipate if their possessed target dies. Making Mind Mages often seen as monsters as they make others throw themselves off roofs in village squares! And for what!? Entertainment mostly.
When you, or your Echo, now Possess someone their secrets are now yours to peruse instantly. Unless they have an incredibly strong mind or are resistant to magical or mental effects.
In addition you can now have as many Illusion effects take place at a time as you wish. Your Possession, either you or your Echo, now gains the full benefit of the targets skills and spells if applicable as well as your own. And last but not least you can now use the Mana of those around you as fuel for your own spells. Allies, enemies, citizens, even animals. These pools are not as effective as yours (costs twice as much to draw from them) but turning your enemies own Mana against them is one of the many reasons that Mind Mages are mistrusted and feared. So much power is so easy to misuse. And seeing all those around you as just fuel to use and memories to steal tends to warp ones perspective of the world.
- Alchemist (Misc/Social) (Gain 1 to Vitality and Technique)
While not as flashy or noticeable as their magic using counterparts Alchemists are still a vital cog in Auro city itself. After all the Mages cannot be that fancy without a refreshing mana potion, or continue after an accident without a health pot, or sometimes even get out of bed without an energy potion! An enabler of the wonders of the city who are more than happy to help anyone with an issue! For a fee of course. Those materials don't come cheap! The lack of magical pizzazz does mean that individual to individual there are less Lizardfolk Alchemists than the other Auro classes. Rather Kobolds are the main Auro race that becomes the mixers and makers. And recently a lot of Flatlanders have proven to be very skilled at the profession. Making Auro happy with all this new tuition money and general business his city is getting!
Rather than a fancy graduation clasp that is front and center for others to see Alchemists tend to be less obvious to others. That is until they break out their tools or have a pack stuffed with ingredients. But they do have a proof of their successful learning just like the Mages. Male Alchemists tend to have a necklace with a central pendant, color up to the student, but on the back is written similar things to the Mages; name of student, year of graduation, and overseeing Professor. Very basic if that's all you want but of course extra costs will get you a much nicer one and a better cord! Females instead have one, or two, rings worn on the thumb of your dominate hand or both if you spend the extra. They come in many designs for extra costs but are etched on the inside the same as the other graduation marks. As you work with your tools these items are easy for others to spot and then know you know what you are doing. To calm them down and let them get out their coin purse.
A mortar and pestle is the base tool that an Alchemist needs to work. You can even crush and mix while moving if you really have to. And they can get their work done with only that, water or some other drinkable liquid, and a container to hold the concoction when completed - or just drink from the Mortar. But the result will not be all it can be. Rather if you wish to increase your yield and its effects you need often a flat table or equivalent. Some time. And some more tools;
* Calcinator - A mostly enclosed metal forge like object. Used to heat the base ingredients you will be working with. Heated to the point of almost burning or melting as the particulates that may be attached to the raw materials is heated off. Potentially hazardous to breath in. Doing this to your ingredients increases their purity and means that you will have much less chance of side effects for your brew.
* Alembic - Two vessels, one higher than the other, connected by a thin tube. This is used to gently heat the mixture to vaporize it and remove the parts you may not want in the initial container and refine the brew to a higher concentration. This means the end effect will be much stronger than one used without.
Using both of these tools together leads to a safer and stronger product. But the glass and metal used in these tools are not particularly robust. Be careful they do not break or you will need to buy, find, or steal some others to continue working making the best potions you can.
To assist you in having to carry around a bit less you also have basic Elemental Mana manipulation training to snap your fingers to create a small flame to ignite fuel for crafting. As well as being able to chill things you hold. Maybe cooling down a bars drinks will get you a few coins. But for game purposes these cannot cause direct damage. They can indeed set things on fire or break fragile items but they cannot be used to directly attack another. You cannot manipulate lightning in any way.
Drinking a potion can be done any time outside of combat. But during combat it takes your bonus action to consume it. But be warned, if you are in melee range of an enemy and they still have a reaction they can attempt to knock it out of your hands or even steal it to drink themselves.
When you create a brew the DM will roll a 1d6, if the die lands on a 1 the potion will have an unintended side effect. I suggest the player not be told but if you would like them to know you may. The side effects can be a great many things but here are some examples if you were to roll another 1d6;
1 - The potion works but only half of its original effect takes place.
2 - The potions taste is so poor it cannot be ingested, the potion is wasted and the bonus action is lost.
3 - The potions effect is doubled, but the next turn the imbiber is wracked with pins and needles and is stunned.
4 - The potion effect takes place but the imbibers insides feel like they are burning, take 1/6 of your health points in damage. Rounded down.
5 - Violent spasms take over briefly, the imbiber drops anything they are currently holding.
6 - The world inverts and darkens, the imbiber is knocked prone.
* If a Calcinator is used in the production of a potion the side effect die is a d12 rather than 6. So much less likely to have a side effect.
* If an Alembic is used in the production of a potion the potions listed effect will be 50% stronger. If the example 1 side effect takes place an Alembic-ed potion will have the standard effect. If an effect is time based the 50% will be added to the timer.
* Regardless of the Alchemist or their advanced class all are able to make a basic Antidote. Needing boiled pure water, salt, and alcohol. This cures poisons when drunken and is also able to remove poison from food and drink. But does damage the flavor.
Level 1) Striding out of the University, or sanctioned Auro Potion School elsewhere, you are ready to get to work grinding up those roots and making that money! You now see the natural world we all walk in a different way. One of potential just waiting to be smashed up and gulped down! Your starting potions are Health, Mana, and Energy. One 'serving' of a material is generally half a hand full and makes one potion. Liquid of some kind is needed, it need not be water, alcoholic potions are very popular during University parties. These can also be sold for generally a good profit, just if the materials merchant sees you flipping items they may get upset. If you or someone else finds a potion in the wild you can also attempt to discern its purpose - they tend to just be cloudy liquid not really color coded unless you buy them from an alchemy shop. Outside of combat more than one potion can be drunk at once - but during combat only one can be eaten a turn. The general idea is these level 1 materials can be found very cheap and often out in nature. Just need to look for it.
- Health: Takes 1 root, 1 vegetable. Heals 5 health plus your Vitality and Technique score.
- Mana: Takes 1 food, 1 flower. Restores 20 points to either a Mage or a Tapper. If you have Understanding add triple your score to the casting points gained.
- Energy: Takes 1 flower, 1 vegetable. Increases a characters movement range by 50%, rounded up. And helps students pay more attention in class.
Level 3) Seeing the world has you thinking back to your education. Sure most of the focus was on the day to day potions...but what about those odder ingredients. Surely you could mix something up from that! Gain the ability to create Steelpelt, Mousepaw, and Freewing potions. The general idea is these materials require someone else to help you; merchant, chef, or traveler. So require time or money to acquire them.
- Steelpelt: Takes 1 root, 1 spice. Increases the imbibers AC by 3. Lasts 4 rounds.
- Mousepaw: Takes 1 food, 1 cooking oil. Increase Agility by 1, giving ranged physical attacks, Nimble melee, stealth, and slight of hand a buff. Last 4 rounds.
- Freewing: Takes 1 spice, 1 cooking oil. Causes the imbiber to, for one minute, float around six feet off the ground. They can still move freely during this time, as long as they are used to the feeling, and can even walk upside down. Something that takes some training to get used to. If one were to be thrown off a high place while under its effect they would slowly float downward before ending at that around six foot marker.
Level 5) As your mastery increases you have been able to further refine your brews to a higher potency! And were perhaps inspired by those Auro parties to make something to use when the going really gets tough. All previous potions are increased in power. In addition gain the mixed potion Dampmind and Brobrew which require other potions to make.
- Health: Now heals 15 health plus your Vit and Tech scores.
- Mana: Restores 50 casting points to Mages or Tappers with 5x your Understanding if applicable.
- Energy: Now comes in two versions. Double movement speed /or/ the imbiber takes a second turn after this one, but is then stunned their next turn with no way to prevent it.
- Steelpelt: Increases AC by 5
- Mousepaw: Increases Agility by 3
- Freewing: Allows full flight up to 15 feet off the ground for two minutes.
- Dampmind: Takes one Mana potion, one Mousepaw potion, and boiled clean water. For four rounds in combat, or two minutes out of combat, the imbiber takes half damage from any 'magical' source. As well as greatly raising their resistance to mental attacks. Any caster taking this cannot regenerate their points while under its effects or cast a spell.
- Brobrew: Takes one energy potion, one Steelpelt potion, and strong alcohol. While this potion is active, 2 rounds in combat, thirty seconds outside of it, unless the imbiber is beheaded or otherwise rend in multiple pieces they cannot die. However once the effect wears off they are brought down to 0 HP and will be in a coma until the next morning.
Now that you have achieved level five you will need to start thinking of how you wish to continue to advance. You can of course chose an entirely different type of class to spec into. Perhaps you wish to reign in your crazy life and become a Pilgrim. Or work on making that horde of gold even larger as a Merchant! Marketing your brews far and wide. But you may also choose to continue refining your tonics. Either into something more volatile and visible as a (potentially mad) Scientist or focusing on keeping a low, poisonous, profile as a Envenomer.
- Scientist (Support/Misc) (Gain 1 to Vitality and Technique)
Level 6) Books are all well and good but you wont really learn anything new from them. Its trying the new from which springs new knowledge - and potential death but shhh. Your side effect dice are now thrice as large, 1-3 on a d6 or d12, however your side effects now have different effects. Which may make you want to not Calc your materials. But keep it for later effects.
1) The mixture is too powerful for the imbiber, the potion does nothing.
2) The mixture gives the imbiber one extra Brawn for three turns in addition to its other effects
3) The imbiber notices the potion is bubbling violently and can throw it, breaking the vial and splashing one target with scalding liquid. Dealing ten damage with no save. They can attack normally after throwing this.
4) The mixture fills the imbiber with wild energy! They gain ten temporary health points for five turns.
5) Time seems to slow for the imbiber, regardless of their normal amount of attacks, they can now do one more. Lasts 1 turn.
6) The imbiber sees a rainbow of colors! And is blinded until their next turn.
Level 8) Use of your Calcinator now guarantees a side effect on your potions. Surely only a 2/6 chance of a bad effect is worth the risk. Side effect 3 also gave you an idea. And with extra time to work you can now extract acid out of common food, for example lemons, vinegar, certain body parts (Tappers can help with this). And with this acid you are able to refine it too a much more painful end product. Add in a little accelerant and give the potion a good shake and its now fit to burst! You can carry two of these on you at any one time safely, more risks them mixing too early and breaking on you, and throw them in combat as your attack roll. Using either your Agility or Technique whatever is higher. On a successful attack they shatter against an enemy and then deal D20+Technique damage to them with no save. On a miss it will shatter on the ground or wall and likely damage whatever it breaks upon.
Your party members can also carry these but unless they are trained, by you and with Technique of their own, they may break upon them accidently.
Level 10) As no doubt the author of the newest school of potion making when you make a potion you can now choose what side effect you want. You can also mix the 'Grand Finale' which takes one of your acid thrown potions, two energy potions, and one Mousepaw. Do not drop this unless its on the enemy. It requires a big container for it but when thrown or otherwise set off it shatters - and then engulfs a 3x3 grid from the impact point with a blinding burst of green flames. This deals 40 damage with an Agility safe to take half. The flames then last three turns, with anything still inside taking 20 damage a turn with no save. If one unfortunate being were stuck inside the blast area and failed the initial save they would take 100 damage. A death sentence. In addition your standard potions now last twice as long if they were time based. Or give twice the stats, health, and points.
- Envenomer (Combat) (Gain 1 to Agility and the Stealth skill)
Level 6) While generally individuals that the University doesn't like to make a big fuss about Envenomers are in high demand. Be that the University, banks, city guard, or wealthy individuals. There are often so many things that cause stress in ones life. You are happy to assist in lessoning those issues. While you are still able to mix your standard potions you can also, with a good clean before hand, mix things far worse now.
While Envenomers tend to be a fairly secretive bunch their handiwork is for sale in many potion shops. Sure you may be given funny looks and put on a list for some of them. But sometimes you do just need to really cause some pain to someone. Just like buying a sword.
Despite being trained in Auro many Envenomers are found in the Flatlands. Where they get more work - less payment per job but more jobs per month to equal more pay. And the lower class nature of the citizens there make them and their work harder to discover. The words after the venoms indicate how long the effect takes to activate. In addition to your standard potions you can now also mix;
(Concluded in part 2)
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