Arcanists & Magic
Hey all this is the first in a series of blogs as we discuss our Classes and their design intentions. First up the Arcanist.
Magic
Magic in Twenty Sided Adventures is has four useable kinds of magic.
Cosmic Magic
Cosmic magic is the most fundamental form of magic from which all other kinds are built from. It calls upon the musical notes that form the fabric of creation, which when called upon and manipulated by mathemagical formulae, artistic works, or the power of the soul allows for reality to warp to produce the spell's effect. It includes many spells that allow customisation during the casting process or that affect other spells.
Eternal Magic
Eternal magic is faith based magic that calls down power from Eternals to aid the practitioner. This magic often requires the practitioner to offer calls for aid and faith in the source of their power (an Eternal), who in turn will manipulate the notes of reality to call forth a spell like effect modified by the user's faith and desires. This faith does not need to necessarily be in a deity, it can be in a promise, an oath, belief in a concept, or a philosophy. It includes many spells that take the form of prayer or calls and with a strong presence of healing magic.
Primordial Magic
Primordial magic is nature based magic that calls down elemental power to aid the practitioner often provided by the World Soul, Primordial spirits, or bonds formed with the very Realms themselves. It includes many spells that are tied to elemental or natural forces.
Psionics
This mental magic draws its power from the Thoughtweb, a dimension made from the collective psychic subconscious of sentient and sapient entities. This kind of magic is unable to interact or be interacted by other kind of magic, often using the target's connection to the Thoughtweb to affect them or affecting the mirrored space of a location in reality, in the Thoughtweb to manipulate the environment in reality often through warping space or forces.
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Each kind of magic has its own Spell List (for Psionic this is referred to as a Power List), rather than Spell Lists being Class based. While this does mean that the options for spells will be the same for all spellcasting classes that draw their magic from the same source, our goal is to instead make how each class interacts with magic be the focus and differentiate them that way, rather than by what spells they can cast.
Likewise all spellcasters are Prepared Casters, meaning that during a Long Rest they may change which spells/powers they have prepared for the day. Classes will vary in how many spells they can Prepare and a number have ways of having some spells always Prepared, we will be providing in each Class Playbook some pregenerated lists of Prepared spells/powers so that for those who do not like having to choose their spells each Long Rest they have some ideas to start planning their Character's own lists with advice to maybe make one combat themed and one non combat themed list that they can then edit based on needs if they are comfortable doing so.
Arcanist
The Arcanist is the master of magic based off of the Wizard Class we decided to add features to lean into the class fantasy of being the Class that most engages with the magic system and is themed around experimenting with new spells.
Core Aspects: These are much like the Wizard Class they are based off of.
Unique Aspects: All Classes gain a unique Inspired action and Mark of Fate effect. For the Arcanist this allows you to spend a Mark of Fate to replace one spell you have Prepared so long as you have not cast it since your last Long Rest. While your Inspired action, lets you for 1AP cast any one spell from your Spellbook with a Casting Time in AP.
Spellcasting
There are a number of aspects unique to the Arcanist when it comes to this Feature. They are still a Knowledge caster sing the Cosmic Spell List. They cannot Prepare spells from the Cosmic List however they instead Prepare spells from their Spellbook. Unlike the Wizard however, the Arcanist can copy spells from all Spell Lists if they can find them written down into their Spellbook, though for non-cosmic spells it is more expensive. Once a spell is copied into the Spellbook so log as it remains their it is a Cosmic spell for you. This means the Arcanist can in theory cast any spell in the game if they find the appropriate spell scrolls.
Other aspects unique to the Arcanist is they Prepare cantrips with each Long Rest, and always have Prepared any spells with the Ritual Spell Tag in your Spellbook.
I wanted these changes to happen as in my eyes the Arcanist is the master of magic therefore they should be able to be relied upon to find magical solutions to any problems with enough time and research. It also means there is always a desire for spell scrolls no matter the kind of magic they contain on their pages. While I do understand there may be some concern over the Arcanist potentially having access to all there Spell Lists, it is controllable by the GG as bar those provided by Class Features, all additional spells will only be those provided by the GG through Spellbooks and Spell Scrolls.
Spell School Specialisation
This Feature offers Character's a choice they can focus on one of the schools of magic gaining some spells from that School to add to their Spellbook and a special modification for your spellcasting, or they can focus on Universal Spellcasting to focus on Cosmic Magic. A number of later level Features will reference this choice. This focus allows multiple Arcanists in the same party to from Level 1 differentiate themselves and what they are capable of doing.
Signature Foci
This Feature is given instead of a subclass at level 2. This again offers a choice of customisation allowing the Arcanist to use different Arcane Spellcasting Foci to further grant them different playstyles. As they level they will unlock more options, being able to easily swap between them to grant the versatility. However even with multiple options these choices will allow the Arcanist some ability to differentiate themselves in a meaningful way that lets them be closer to their character's fantasy.
Arcane Tradition
This Feature is first gained at level 3 with further unlocks at levels 6, 10, and 14. One difference to note from level 6 onwards is you can choose to either progress through a subclass's 4 tiers or to pick up the first tier of a different subclass. So at Level 14 Arcanist A may have all four Tiers of the School of Evocation unlocked, while B has two Tiers of the School of Illusion, one in the School of Protection, and one in the School of Abjuration.
Feats
This Feature is first gained at level 4 with further unlocks at levels 8, 12, 16, and 19. Importantly each time you would gain this Feature you can increase one Trait's value by 1 AND gain a Feat. We would advise looking at the Spellcasting Feats such as the Quick Nap or Ritual Master Feats.
Rested Study
This Feature at level 5 allows an Arcanist to swap out one Prepared spell during a Short Rest granting them greater versatility, or the options to remove a niche spell once the task it was needed for has passed, or to gain an answer to an issue you hadn't prepared for.
Skilled Student
This Feature at level 5 gives Arcanists some more skills, but also a bonus when learning from others. Leading into the academic background of the class.
Experimental Student
From 7th level, Arcanists can begin playing with the Class' main unique Feature, modifying spells. At this point it is small modifications for low Circle spell that last until you next complete a Long Rest. But as they gain higher level Features they can modify more spells of higher Circles.
At Higher Levels
From here on many Features are building off the principles of lower levels, from modifying more higher circle spells, more uses of signature foci and the ability to cast certain low circle spells without needing spell slots. Bar that you can make temporary spell scrolls and at 20th Level you unlock a 10th Circle Spell Slot, Arcanists are the only Class able to unlock 10th Circle Spell Slots, with a Spellshaped being able to unlock it through a specific Heart Form. 10th Circle spells have to be found in the world by the caster giving them new goals once they have reached 20th level.
Arcane Traditions
There are a number of arcane traditions that Arcanists can gain access to.
School of Abjuration
This arcanist school is based around Abjuration School Spells. This school's Features are based around gaining new ways to modify spells alongside enhancements to dispelling and countering spells. Like all Arcane Traditions, this one offers you the ability to add Abjuration spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Conjuration
This arcanist school is based around Conjuration School Spells. This school's Features are based around buffing you summoning and teleportation spells, alongside gaining a companion. Like all Arcane Traditions, this one offers you the ability to add Conjuration spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Dictation
This arcanist school is based around Dictation School Spells. This school's Features are based around buffing you dictation spells alongside giving you new actions to charm opponents. Like all Arcane Traditions, this one offers you the ability to add Dictation spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Divination
This arcanist school is based around Divination School Spells. This school's Features are based around buffing you divination spells, letting you replace your dice rolls with a pregenerated pool of results, and letting you gain senses to assist you in your adventures. Like all Arcane Traditions, this one offers you the ability to add Divination spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Evocation
This arcanist school is based around Evocation School Spells. This school's Features are based around buffing your evocation spells based on the damage types of the spell, with fire spells letting you maximise damage, while cold spells let you recover spell slots, and granting you other ways to deal additional damage with your spellcasting. Like all Arcane Traditions, this one offers you the ability to add Evocation spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Geocosmology
This arcanist school is based around studying primordial spirits. This subclass is based around focusing on Primrodial magic rather than Cosmic magic. You gain a companion entity who aid you with your spellcasting, and eventually you can form bonds with animals and plants, allowing them to aid your magic. The idea for this class was an Arcanist who may have little magical potential themself, but who finds they can communicate with and befriend primordial spirits and through them are able to cast spells. So for anyone wanting to play a Character who can cast magic with a focus on casting through a companion spirit they should consider this option.
Currently for reasons we may discuss more in the Bard Class overview we may be making some new full spellcaster Classes, with one current idea running parallel to this one, so keep your eyes peeled for glimpses of that class in the future.
School of Illusion
This arcanist school is based around Illusion School Spells. This school's Features are based around buffing your illusion spells, and granting you additional illusion based actions. Like all Arcane Traditions, this one offers you the ability to add Illusion spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Necromancy
This arcanist school is based around Necromancy School Spells. This school's Features are based around summoning undead allies and improving them through casting Necromancy School spells. Like all Arcane Traditions, this one offers you the ability to add Necromancy spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Protection
This arcanist school is based around Protection School Spells. This school's Features are based granting you defensive actions and allowing you to use a shield to protect yourself and allies. Like all Arcane Traditions, this one offers you the ability to add Protection spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Psychomancy
This arcanist school is based around uncovering secrets of your past lives that are hidden within your soul. This was a fun subclass for us as we got to move away from focusing on spell schools. It did mean some working around that standardised Spell School Knowledge Feature, the other subclasses had, so for this subclass as you progress you will learn additional Cosmic Spells that are always prepared.
This Schools other Features are aimed at enhancing the core Class' Features such as enhancing your ability to modify your spells or cast sells you didn't prepare. You can also call upon your past lives to grant additional skills and training.
The hope is that the mechanics will enable the character to gains even more out of playing an arcanist while also giving the player and GG a platform for interesting roleplaying scenarios as the nature of their past lives is revealed as they play more and more with the class.
School of Restoration
This arcanist school is based around Restoration School Spells. This school's Features are based buffing your healing spells but also leaning into making potions and using Healer's Kits. Like all Arcane Traditions, this one offers you the ability to add Restoration spells from any Spell List to your Spellbook for each Tier of the School you progress through.
School of Theology
This arcanist school is based around studying holy texts and religious doctrine. This subclass is based around focusing on Eternal magic rather than Cosmic magic. It has a number of twisted versions of Eternalist abilities as one aspect of this Tradition is that you have discovered ways to if you wish to replace faith with mathemagical method. So for anyone wanting to play a Character who can use divine power without being tied to any Eternal may find some interesting potential in this option.
School of Transmutation
This arcanist school is based around Transmutation School Spells. This school's Features are based buffing your transmutation spells but also focusing on gaining and upgrading a focus item that leans into ideas of items such as the philosopher's stone. Like all Arcane Traditions, this one offers you the ability to add Transmutation spells from any Spell List to your Spellbook for each Tier of the School you progress through.
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So that is the Arcanist I hope people find this Class interesting and feel free to ask questions or give feedback! The draft document currently is not up to date with the above but with what you can see hopefully it gives you a sign of where we are taking this game!
Get 20-Sided Adventures Core Rules Draft Document
20-Sided Adventures Core Rules Draft Document
Status | In development |
Category | Physical game |
Author | KCMedia |
Tags | Tabletop role-playing game |
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