Profession Runic Mage
Role Spell Caster
Starting Gear Leather Cloak with Cowl, Oak Staff, one black rune stone with a tier 1 spell of choice.
Pay Rate N/A
Gen Dice
  • Vitality    Creation     1d8       Level Up/Rest      1d6
  • Soul        Creation      1d20     Level Up/Rest     1d8
  • Power    Creation     1d6        Level Up/Rest      1d4
Weapon & Armor Types
  • Cannot use heavy weapons, most proficient in Daggers, Rods, and Staffs
  • Can only wear light armor, gains +2 to Magical Armor and Armor Spirit for wearing robes.
Speciality:

Runic Mages are masters of the arcane and have foregone physical strength in their training. However, they have all been trained in arcane strike with a staff. Should a Runic Mage strike with a staff, they use their Runic Power instead of Offensive Power. They are unable to make critical hit checks with staff however, unless they have the ability that allows them to crit with magic.

You have spent your whole life focusing on magic. You can cast spells faster than most and with greater effect. You however have a hard time dealing with heavy weapons and armor, but your spells more than make up for it.

The Runic Mage Profession is all about learning and mastering magic as well as any skills and abilities that improve their ability to use magic. They also tend to focus on rune stone creation and elemental creation. It is not a profession that focuses on combat or making money. If you wish to play the all powerful wizard, this is the profession for you.

Effects on Weapon Usage

Runic Mages always deal 25% less melee damage in battle, except for when using the following weapons: daggers, staffs, rods. Therefore these weapons would be the ideal weapon for a runic mage, besides of course his or her magic. They can't use heavy weapons like great swords and battle axes.

Effects on Armor Usage

Runic Mages are unable to wear heavy or medium armor. They must stick with light armor. Runic Mages do get a +2 to Magical Armor and Armor Spirit if wearing robes.

Profession Level Progression

Runic Mages are masters of the arcane arts. They can manipulate and control rune stones and magic better than non runic mages. Their skills are magic skills and their rune stone spells.

Runic Mages progress following the Runic Mage Node Chart.

  • In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
  • Each node cost XP to acquire.
  • You can only acquire the nodes for your profession.
  • You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
  • You get your gen dice rolls for Vitality, Soul, and Power at each new level.

Skills

Runic Mages specialize in casting spells and empowering their magical connection to their runic element.

Runic Mage Skills Progression 

Runic Mage Skills

Runic Mage Skills are categorized into Combat Mage Skills, Occultist Skills, and Magic Utility Skills.

Combat Mage Skills

Action Type: 🛡️ Defense Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Battle Mage 🛡️ Defense Action ✨ Magic Related N/A self instant Normal Arcana +1

You can absorb 10% of the spell damage and use it to restore your Soul.

N/A

Magic Absorb 🛡️ Defense Action ✨ Magic Related 20% of damage as Soul Cost self instant Normal Focus

You can absorb the damage of the spell that would affect your vitality to be released with Magic Redirect skill. You must release the spell damage before the end of battle or it will fade away. The absorbed damage will not affect your Vitality, instead 20% of it will go against your Soul for each round that you hold on to it. 

Battle Mage

Magic Mirror 🛡️ Defense Action 🔄 Counter Move 10 Soul self instant Impossible Arcana

Reflects 1d100 as a percentage of the spell back at the spell caster.

Soul Empowerment

Action Type: ✨ Magic Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Casting Strike ✨ Magic Action 🔗 Chain With Other Skill 4 Soul 1 ally 1d6 rounds Normal Arcana

Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast. You will cast a spell with this action and therefore could consider is a skill/spell chain. 

Spell Slinger

Action Type: ↩️ Counter Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Magic Counter ↩️ Counter Action 🔗 Chain With Other Skill cost of spell 1 target in spell's range instant Normal React

You can counter attack a target that has attacked you, whether it be by melee, range, or spell, with an attack spell of your own. You must be able to cast that spell instantly. 

Battle Mage

Action Type: 🔗 Skill Chain Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Magic Redirect 🔗 Skill Chain Action ✨ Magic Related N/A target of spell instant Normal Focus

You can add all of the absorbed spell damage you gained using Magic Absorb into your one target offensive spell. 

Magic Absorb

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Magical Vampirism 🔮 Support Action ✨ Magic Related 4 Soul self 1d6 rounds Normal Arcana

With this skill 10% of the spell damage you cause can be used to restore your Vitality.

Battle Mage

Mana Armor 🔮 Support Action 💪 Empowerment 8 Soul self 1d6 rounds Hard Arcana -1

This skill coats you with arcana. Your Magical armor is increased by your Arcana while your physical armor is increased by 1d6. You also gain a +1 to armor spirit.

Mana Shield

Mana Shield 🔮 Support Action 💪 Empowerment 6 Soul self 1d6 rounds Hard Arcana

You create a shield of pure arcana. It has a block value that is your Arcana + 1d4. You can use normal blocking skills with it. 

Mana Weapon

Mana Weapon 🔮 Support Action 💪 Empowerment 4 Soul self 1d6 rounds Normal Arcana

You create a weapon of pure arcana as either a sword or staff. It has an attack range of 1. Its attack value is your runic power + 1d4. You can use any bashing or slashing attack skills with it. You apply your elemental affects to attack when attacking with it. You will also add your offensive power when attacking with it. It has no block or parry value.

Battle Mage

Piercing Spell 🔮 Support Action 🔗 Chain With Other Skill 4 Soul spell being cast instant Normal Arcana

The spell becomes piercing, ensuring an extra point of spell damage gets past the target's defenses so that the target will experience at least 2 damage to vitality instead of 1. This is used with your spell casting. 

Spell Slinger

Spell Bomb 🔮 Support Action 🔗 Chain With Other Skill 8 Soul spell being cast instant Impossible Arcana

Makes the spell affect a 3x3 area. Any target in the area will get hit by the same spell and receive the same spell damage.

Splitting Magic

Spell Slinger 🔮 Support Action 🔗 Chain With Other Skill 2 Soul spell being cast instant Easy Arcana

Turns your spell into a fast spell, decreasing the target's evade by 2.

N/A

Splitting Magic 🔮 Support Action 🔗 Chain With Other Skill 4 Soul self instant Hard Arcana

Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them.

Piercing Spell

Occultist Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Divination 🔮 Support Action 💪 Empowerment 2 Soul self 1d10 hours Easy Insight

+2 to Insight when using tools of divination.

N/A

Occult Aid 🔮 Support Action 🪬 Occult 4 Soul self 1d10 hours Hard Insight

A spirit guide will assist you by giving you a +1d6 to all of your checks. However at the end of the duration you have to make an easy spiritual balance check. If you fail you will be possessed while you sleep and will not know what you did during the night. 

Occult Guidance

Occult Empowerment 🔮 Support Action 🪬 Occult 5 Soul self 1d10 hours Hard Insight

Spirit guides empower your spells increasing your runic power by 1d20. However you must roll a 1d20 with all of your spell castings and if you roll a 1 it will do the opposite effect whereas rolling a 20 will be a spell critical causing you to do max effect with the spell.

Occult Aid

Occult Guidance 🔮 Support Action 🪬 Occult 3 Soul self instant Normal Insight

Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you. 

Divination

Magic Utility Skills

Action Type: ✨ Magic Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Elemental Awakening ✨ Magic Action ✨ Magic Related 10 Soul self 1 day depends on level

Allows you to create and awaken an elemental representative of your element.

  • Hard Arcana: Runic Elemental
  • Impossible Arcana: Runic Construct
  • Impossible Arcana -3: Runic Avatar

Soul Empowerment

Magic Break ✨ Magic Action ✨ Magic Related Soul Spent 1 target instant Normal Arcana

With this skill you throw Soul at any ongoing magic, be it an enchantment, lock, or door, with the intent to break it. Every 2 Soul decreases the spell's energy by 1. Once it is reduced to 0 it is broken.

Magic Sense

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Enchanting 🔮 Support Action 💪 Empowerment 6 Soul 1 ally 1d10 hours Hard Arcana

Enchant your ally with your runic element. Your ally will get a +1 to arcana and a +1d4 to runic power. Your ally will also gain your elemental bonuses to defense and offense, but none of the weaknesses. 

Casting Strike

Hexing 🔮 Support Action 🧿 Curse 4 Soul touch instant Normal Arcana

With this skill you can apply any curse that you have learned to an item, cursing said item.

Learn Curse

Learn Curse 🔮 Support Action 🧿 Curse 2 Soul self instant Easy Arcana

With this skill you can learn one curse of a cursed object. You must first experience the curse. 

N/A

Magic Sense 🔮 Support Action ✨ Magic Related N/A self instant Easy Arcana

Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area.

N/A

Magical Thought 🔮 Support Action ✨ Magic Related 8 Soul self instant Impossible Insight

With this skill you can wish for an effect to happen when spell casting. You must voice your wish and the GM could apply different penalties depending upon your wish. 

Soul Empowerment

Remove Curse 🔮 Support Action 🧿 Curse 6 Soul touch instant Hard Arcana

You can remove 1 curse from a cursed item.

Hexing

Soul Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d6 rounds Hard Arcana

Increase Soul by 1d20.

Runic Mage Profession: Magic Break

Gunner Profession: Focus Empowerment

Spell Aid 🔮 Support Action 👥 Support Ally 2 Soul 1 ally instant Normal React

If an ally is casting a spell, you can aide that ally in their spell casting. Doing so you increase their Arcana by 1d4 and Runic Power by 1d6 for that cast. 

Battle Mage

Runic Mage Abilities

These are abilities that are unique to the runic mage profession. Only runic mages can obtain and use these abilities:

Ability Ability Type Effects Requirements
Arcane Tomes 🛠️ Utility Ability

This ability allows you to write spell books. With spell books you can prepare and "slot" spells that you would use often. You can slot spells depending upon your Arcana. With each slotted spell you can prepay its Soul Cost. Then when you use the spell the cost comes from the spell book and not you. This allows you to have spells ready and refill your Soul. Furthermore the spell slot tier can increase or decrease a spell's casting speed as the casting speed will be set at the tier it is slotted for. The spell's casting power depends on the tier you slot it for. If it is slotted in the tier the spell belongs to, it does not change. For every tier level less than the original tier level, the spell's healing/damage power decreases by 20%. For every tier level greater than the original tier level, the spell's healing/damage power increases by 10%.

Spell Slot Tier Number of Slots Casting Speed
1 Arcana Score 1
2 Arcana Score -1 2
3 Arcana Score -2 3
4 Arcana Score -3 4
5 Arcana Score -4 5
6 Arcana Score -5 6

Magic Ink

Basic Magic Channeling ⚡ Activated Ability

You can increase the power of any spell by channeling additional energy into it before casting. This is the basic level of channeling. To channel at this level you spend 2 additional Soul.  Doing so allows you to add in 1 additional die of the spell's damage or healing power. In the case of a spell that has mixed dice, you will use the larger die size to determine the extra die added. A channeled spell's full Soul cost cannot be reduced by Magical Training. The extra effects a spell might cause are not increased. Channeling can only be performed once per casting. 

Example: Fang costs 2 Soul and deals 4d4 damage. With this basic level of channeling you spend another 2 Soul to add an extra 1d4 damage to the spell, bringing the spell to cost 4 Soul and deal 5d4 damage. If the spell damages or heals for example 3d10, this ability will increase that by 1d10. If a spell deals or heals for 2d10+1d6, you will use the larger die, adding +1d10 to the damage or healing value. 

N/A

Basic Magic Empowerment ⚡ Activated Ability

Allows you to empower your spell's healing or damaging values by your Soul's Gen Dice, at the cost of Soul Gen Dice worth of Soul. This can only empower instant damage or healing, not sustained damage or healing. 

Magic Crit

Basic Magic Evasion 🛡️ Passive Ability

Your Evade is increased by +2 against Magic Attacks. +4 against magic of an element you are strong against. No bonus evade to magic you are weak against. 

Magic Reaction

Basic Spell Crafting 🛠️ Utility Ability

Design new spells of Tier 1 or 2 (up to 20 spell points).

Basic Spell Modification

Basic Spell Modification 🛠️ Utility Ability

Change one component of a spell you know, following the Spell Crafting rules using spell crafting components. The new version replaces the modified spell.

Magic Theory

Child of Magic ⚡ Activated Ability

You are able to extend the duration of your spells that last longer than instant. You simply spend 1/2 of the Soul cost for each additional round you wish the spell to continue. 

Must have at least 4 spells

Create Talisman 🛠️ Utility Ability

This ability allows you to create talismans. Talismans can be created for the following:

  • Decrease casting time by 1
  • Decrease spell cost by 25%
  • Increase damage or healing power by Arcana
  • Increase duration by 1

Witch Runes

Elemental Blood 🛡️ Passive Ability

Soul regenerates by Arcana per hour.

Child of Magic

Elemental Dominance 🛡️ Passive Ability

Treat all other elements except the element you are weak against as being weak against you.

Rune Stone Theory

Elemental Lord 🛡️ Passive Ability

Treat the element you are weak against as if you are strong against it.

Elemental Dominance

Empathy Casting 🛠️ Utility Ability

This ability allows for your emotions to fuel your magic damage or healing potential. If you attack an enemy with a magic spell, and are filled with anger, your character's Runic Power will be increased by 1d12 for that attack. Same thing if you use a healing spell with this ability if your character is filled with a feeling of urgency to help that other character. If your character has opposite feelings, such as happiness when using magic against an enemy and this ability, the spell simply won't do any damage.

Empathy talent

Greater Magic Channeling ⚡ Activated Ability

You can strengthen a spell by channeling additional energy into it before casting. This is the greater level of channeling. To channel at this level you spend 6 additional Soul.  When doing so, you are able to strengthen the spell in three ways. You can only choose one option.

Option 1: You can increase the damage or healing value of your spells. If you choose to increase the spell's damage or healing value, you add in 3 additional dice of the spell's damage or healing power. In the case of a spell that has mixed dice, you will use the larger die size to determine the extra die added. 

Option 2: You can increase the spell's duration. If you choose to increase the spell's duration, you increase it by 2d4. You are only increasing the spell's duration, not the duration of any secondary effects. If the spell lasts 1d4 rounds and causes 1d4 rounds of blindness, this allows the spell to last 3d4 rounds but it still will only cause 1d4 rounds of blindness. If the spell is an instant duration spell or a countdown spell the duration cannot be changed.

Option 3: You can decrease the spell's Cast Speed, making it cast faster. With this option, you decrease the Cast Speed by 1. You cannot decrease the Cast Speed to less than 1. If you are using this option with other abilities and effects that decrease Cast Speed, this is applied first. 

A channeled spell's full Soul cost cannot be reduced by Magical Training. The extra effects a spell might cause are not increased. Channeling can only be performed once per casting. You can choose to use this ability or one of the other Magic Channeling abilities. You cannot choose to use more than one magic channeling ability per spell cast. 

Example: Fang costs 2 Soul and deals 4d4 damage. With this greater level of channeling you spend another 6 Soul to add an extra 3d4 damage to the spell, bringing the spell to cost 8 Soul and deal 7d4 damage. If the spell damages or heals for example 3d10, this ability will increase that by 3d10. If a spell deals or heals for 2d10+1d6, you will use the larger die size, adding +3d10 to the damage or healing value. If the duration isn't a rolled duration, for example 3 rounds, or if the duration is a different dice value such as 1d6 rounds, the duration increase is still +2d4 rounds. 

Novice Magic Channeling and Spell Slinger Skill

Greater Magic Empowerment ⚡ Activated Ability

Spend three times your Soul Gen Dice to add your Soul Gen Dice three times. Replaces Novice Magic Empowerment.

Novice Magic Empowerment

Greater Magic Evasion 🛡️ Passive Ability

Evade +4 against magic attacks, +8 against magic of an element you are strong against, and +2 against an element you are weak against. Replaces Novice Magic Evasion.

Novice Magic Evasion

Greater Spell Crafting 🛠️ Utility Ability

Design new spells up to Tier 5 (up to 50 spell points).

Novice Spell Crafting

Improved Magic Crit 🛡️ Passive Ability

Magic Crit now triggers on a 13 or higher.

Magic Crit

Magic Crit ⚡ Activated Ability

This ability allows a runic mage to make a 1d20 roll when casting healing or offensive magic. If the runic mage rolls 15 or greater, it is counted as a magic crit, allowing you to add the maximum of your runic power to the spell instead of rolling dice. For example, if your runic power is 2d8, you would normally roll 2d8 and add that number to your spell damage. With this ability if you roll 15 or greater on the 1d20 roll, you will instead simply add 16 to your spell healing/damage effect. If you roll a 20 on the 1d20, you will also do maximum spell damage/healing along with maximum runic power. All other rules concerning criticals and critical hits also apply. 

N/A

Magic Grace 🛡️ Passive Ability

Causes spells that affect everyone in an area to not harm allies or benefit enemies.

Elemental Blood

Magic Ink 🛠️ Utility Ability

Allows you to create spell scrolls. The spells written on these scrolls are single use items where the writing fades away after use. You can write a spell scroll for any spell that you have to use or give to you ally to use. They can be used as support actions, do not take any stats to cast, and can be used by anyone regardless of element. The casting speed is the amount of rounds it will take for the spell from the scroll to cast. No runic power or critical magic is used with spells cast from scrolls.

N/A

Magic Mastery 🛡️ Passive Ability

Increase Arcana by 1 and runic power by 1d6. 

Magic Proficiency

Magic Proficiency 🛡️ Passive Ability

Decreases target's evade chance against your magical attacks by 1.

N/A

Magic Reaction 🛡️ Passive Ability

Your React is permanently increased by 2 when making a react check against magic. 

Magical Training

Magic Study 🛡️ Passive Ability

When you craft a spell, its Spell Point total is reduced by 1d10 (rolled once, when you design it).

Basic Spell Crafting

Magic Theory 🛡️ Passive Ability

Increase Runic Power by +2. 

N/A

Magical Components 🛡️ Passive Ability

When you use alchemical ingredients in spell casting, add your Arcana to one value of the spell.

Sorcery

Magical Training 🛡️ Passive Ability

Magic Spells cost half as much Soul to cast.

 

N/A

Masterful Magic Channeling ⚡ Activated Ability

You can strengthen a spell by channeling additional energy into it before casting. This is the masterful level of channeling. To channel at this level you spend 8 additional Soul.  When doing so, you are able to strengthen the spell in four ways. You can only choose one option.

Option 1: You can increase the damage or healing value of your spells. If you choose to increase the spell's damage or healing value, you add in 4 additional dice of the spell's damage or healing power. In the case of a spell that has mixed dice, you will use the larger die size to determine the extra die added. 

Option 2: You can increase the spell's duration. If you choose to increase the spell's duration, you increase it by 3d4. You are only increasing the spell's duration, not the duration of any secondary effects. If the spell lasts 1d4 rounds and causes 1d4 rounds of blindness, this allows the spell to last 4d4 rounds but it still will only cause 1d4 rounds of blindness. If the spell is an instant duration spell or a countdown spell the duration cannot be changed.

Option 3: You can decrease the spell's Cast Speed, making it cast faster. With this option, you decrease the Cast Speed by 2. You cannot decrease the Cast Speed to less than 1. If you are using this option with other abilities and effects that decrease Cast Speed, this is applied first. 

Option 4: This option can only be used with Tier 3 and higher spells. With this option, you can combine your higher tier level spell with a tier level 1 spell. In this case you would spend the 8 Soul plus the Soul costs of the two spells. They will cast as 1 spell, using only the Cast Speed of the higher level spell. Furthermore, succeeding to cast the higher level spell automatically passes the check for the tier 1 spell. You will not need to roll a second check. However, if the higher level spell fails to cast, the lower level spell cannot cast and the magic channeling cannot happen. The Soul cost of the channeling and the lower level spell are not spent, but the Soul cost of the higher level spell will happen. Both spells are cast at the same target or same area. The lower level spell automatically is cast at the same target or area as the higher level spell. If the lower level spell is only 1 target and the higher level spell covers an area, the 1 target of the lower level spell will either be the main target of the higher level spell, or the center of the area of the higher level spell - depending upon the targeting rules of the higher level spell. If the lower level spell covers a greater area, it will be constrained to only the area or target range of the higher level spell. Furthermore, if the lower level spell has a range dice roll but the higher level spell doesn't, and both are 1 target spells, the lower level spell will still hit that one target even if it is out of its normal range.  Both spells must be known by the runic mage to be cast. Neither spell gains any of the channeling bonuses from the other options. 

A channeled spell's full Soul cost cannot be reduced by Magical Training. The extra effects a spell might cause are not increased. Channeling can only be performed once per casting. You can choose to use this ability or one of the other Magic Channeling abilities. You cannot choose to use more than one magic channeling ability per spell cast. 

Example: Fang costs 2 Soul and deals 4d4 damage. With this masterful level of channeling you spend another 8 Soul to add an extra 4d4 damage to the spell, bringing the spell to cost 10 Soul and deal 8d4 damage. If the spell damages or heals for example 3d10, this ability will increase that by 4d10. If a spell deals or heals for 2d10+1d6, you will use the larger die size, adding +4d10 to the damage or healing value. If the duration isn't a rolled duration, for example 3 rounds, or if the duration is a different dice value such as 1d6 rounds, the duration increase is still +3d4 rounds. 

Greater Magic Channeling and Piercing Spell

Masterful Spell Crafting 🛠️ Utility Ability

Design new spells up to Tier 6 (no spell point limit).

Greater Spell Crafting

Novice Magic Channeling ⚡ Activated Ability

You can increase the power of any spell by channeling additional energy into it before casting. This is the novice level of channeling. To channel at this level you spend 4 additional Soul.  When doing so, you are able to choose between increasing the spell's damage or healing value, or increasing the duration of the spell. If you choose to increase the spell's damage or healing value, you add in 2 additional dice of the spell's damage or healing power. In the case of a spell that has mixed dice, you will use the larger die size to determine the extra die added. If you choose to increase the spell's duration, you increase it by 1d4. You are only increasing the spell's duration, not the duration of any secondary effects. If the spell lasts 1d4 rounds and causes 1d4 rounds of blindness, this allows the spell to last 2d4 rounds but it still will only cause 1d4 rounds of blindness. If the spell is an instant duration spell or a countdown spell the duration cannot be changed. 

A channeled spell's full Soul cost cannot be reduced by Magical Training. The extra effects a spell might cause are not increased. Channeling can only be performed once per casting. You can choose to use this ability or one of the other Magic Channeling abilities. You cannot choose to use more than one magic channeling ability per spell cast. 

Example: Fang costs 2 Soul and deals 4d4 damage. With this novice level of channeling you spend another 4 Soul to add an extra 2d4 damage to the spell, bringing the spell to cost 6 Soul and deal 6d4 damage. If the spell damages or heals for example 3d10, this ability will increase that by 2d10. If a spell deals or heals for 2d10+1d6, you will use the larger die size, adding +2d10 to the damage or healing value. If the duration isn't a rolled duration, for example 3 rounds, or if the duration is a different dice value such as 1d6 rounds, the duration increase is still +1d4 rounds. 

Basic Magic Channeling

Novice Magic Empowerment ⚡ Activated Ability

Similar to Basic Magic Empowerment, but spend twice your Soul Gen Dice to add your Soul Gen Dice twice. Replaces Basic Magic Empowerment.

Basic Magic Empowerment

Novice Magic Evasion 🛡️ Passive Ability

Evade +3 against magic attacks, +6 against magic of an element you are strong against; still no bonus against an element you are weak against. Replaces Basic Magic Evasion.

Basic Magic Evasion

Novice Spell Crafting 🛠️ Utility Ability

Design new spells up to Tier 3 (up to 30 spell points).

Basic Spell Crafting

Novice Spell Modification 🛠️ Utility Ability

Change up to two components of any spell you know, of any tier you can cast (not limited by your Spell Crafting tier). You can do it in the field in 10 minutes, without study. Replaces Basic Spell Modification.

Basic Spell Modification

Potion Craft 🛠️ Utility Ability

You can use potions in spell casting; the potion's effects are added to the spell. You can also brew potions as if you had Create Basic and Create Novice Potions. This counts for brewing only, not as a requirement for any skill or ability.

Sorcery

Pre Cast 🛠️ Utility Ability

With this ability you can begin casting a spell right before the battle begins. What this does is allows you to go ahead and subtract your runic speed from the casting speed of the spell before the beginning of combat. If this means you can cast the spell right away then you will cast it right at the start of your turn and thusly be free to cast another spell during your turn. Otherwise this will speed up spells that take longer to cast. 

Spell Necessity

Quick Cast 🛠️ Utility Ability

This runic mage ability decreases the casting speed of your spell by 1. If it decreases to less than 1 it becomes a free cast allowing you to cast another spell, however you cannot use quick cast on the following spell. 

Basic Magic Channeling

Rule of Karma 🛡️ Passive Ability

Your spells are affected by morality alignment. If they are of an opposing alignment to you, your spells will deal 25% more damage but heal 25% less. 

N/A

Rune Stone Theory 🛡️ Passive Ability

Allows you to create rune stones of a spell family once you have the spells of that family.

N/A

Rune Tattooing 🛠️ Utility Ability

Give runic tattoos yourself, to yourself or others, without the College's fee: you pay only for the ylem ink. Tattoos you give last twice as many castings.

When active, a runic tattoo increases the bearer's runic power by 1d8 multiplied by the tier level of their most powerful spells and decreases all spell Soul costs by 25%. For runic power increase, if your most powerful spell is a Tier 3 spell, that means the runic tattoo will increase your runic power by 3d8.

The bearer must supply the ylem ink to be used, which can be purchased here. A tattoo uses one bottle of ylem ink. 

Lifespan Of The Tattoo

  • Black Ylem: 40 80 spell castings 
  • Gray Ylem: 80 160 spell castings
  • Silver Ylem: 160 320 spell castings
  • Teal Ylem: 320 640 spell castings
  • Clear Ylem: 640 1280 spell castings

Witch Runes

Signature Spell 🛡️ Passive Ability

Choose one spell you crafted as your signature. Its Spell Point total is reduced by your Arcana, and its Cast Speed is 1 faster. You also get one free spell component to add to the spell. You can change your signature only by crafting a new spell. The free component still counts toward the spell’s damage bracket.

Greater Spell Crafting

Sorcery 🛠️ Utility Ability

Allows for use of alchemical ingredients and spell crafting components for spell casting.

N/A

Spell Necessity ⚡ Activated Ability

This ability allows you to use vitality to cover Soul if you do not have enough soul to cast the spell.

Magic Theory

Staggering Spell ⚡ Activated Ability

Critical hits with spells daze targets for 1d6 rounds.

Magic Mastery

Witch Runes 🛠️ Utility Ability

This ability allows you to use ylem imbued ink to write magical runes. Each rune must be learned but provides a powerful effect to whatever the rune is written on. 

Rune (Enhances) Effect Rune (Debuffs) Effect Rune (Effects) Effect

Soul Enhance

Apply to Armor

+1d10 Soul

Soul Drain

Apply to Weapon

1d6 Soul Drain from target

Protection 

Apply to Armor

+1d6 Armor Defense

Vitality Enhance

Apply to Armor

+1d10 Vitality

Vitality Drain

Apply to Weapon

1d6 Vitality Drain from target

Prevention

Apply to Armor

+1 Physical or Magical Armor

Power Enhance

Apply to Armor

+1d10 Power

Power Drain

Apply to Weapon

1d6 Power Drain from target

Haste

Apply to Armor

+1d8 Move

Evade Enhance

Apply to Armor

+2 Evade

Telegraphing Strike

Apply to Weapon

+1 Evade Modifier to target's weapon/attack
1d4 rounds

Slow

Apply to Weapon

-1d8 Move
1d6 rounds

Trait Enhance

Apply to Armor

+1 trait 
different rune per trait

Hinder

Apply to Weapon

-1 trait to target
1d4 rounds
different rune per trait

Impossible
Strength

Apply to Armor

Double Weight Limit

Stat Enhance

Apply to Armor

+1d4 Stat Points
different rune per stat

Cripple

Apply to Weapon

-1d3 Stat Points to target
1d4 rounds
different rune per stat

Burden

Apply to Weapon

Half Weight Limit
1d6 rounds

Magic Ink