Uses Arcana for spell endurance. Represents books, scrolls, components, tools, etc. Essentially they have to prepare spells (though not spell slots). Example:
- Harry (tier 1 mage) has 7 Arcana.
- He reserves 3 Arcana to make a Rod of Fire which channels the Flames spell. At 3 Arcana, it is usable once/rd at will.
- He reserves 1 Arcana to make a Coat of Stoneskin which channels Arcane Armor. At 1 Arcane, it is usable once per long rest.
- He reserves 1 Arcana to make a Ring of Force Capacitance, which channels the TBD power, usable once per long rest.
- He reserves 0 Arcana to make a Pentacle of Light, which channels the Light power at rank 0, usable at will.
Reserving higher-tier abilities costs more Arcana. Tier 0 is free. Refreshing Arcana takes place during the proscribed rests. Re-configuring Arcana takes a day. There is a downtime process to replace lost Arcana over time, or even to acquire a bit more than you had.
Mages gain Arcana permanently when discovering interesting Arcane secrets, looting magical beasts, etc. Gain a ton when looting other wizards.
They gain access to entire spell lists by type (Evocation, Arcana, Dark Arts, etc). They need not spend Talents to gain new spells (other than the general talents used to acquire cross-type abilities).
Example spells:
- Force Missiles:
- Tier 1: seeking missiles hit unerringly for light force damage, can be divided in half, thirds, or fourths among respective targets.
- Tier 2: huge line of many missiles inflicts medium force damage, blasts through physical and magical barriers including walls of force.
- Tier 3: cannonade of missiles hits for heavy damage divided as you please among all targets, ignoring cover, no attack roll needed.
- Flames
- Tier 1: cone of fire inflicts medium fire damage (can widen/focus)
- Tier 2: ball of fire inflicts medium fire damage at range
- Tier 3: ?
- Arcane Shield
- Tier 1: grants reaction to attempt to deflect attacks using Spellcasting check vs DC, max once/rd, concentration.
- Tier 2: choose one:
- Concentration -> encounter
- Casting time bonus action -> reaction
- Max once/rd -> max Int/rd
- Blocks half damage on failed check
- Tier 3: all of the tier 2 benefits
- Elemental Armor: choose an energy type:
- Fire: shield resists cold damage instead of physical. Enemies suffer light fire damage + same ongoing 3 rds when striking you. Fire damage recharges shield.
- Frost: shield resists fire damage instead of physical. Enemies suffer light frost damage + chill when striking you. Frost damage recharges shield.
- Lightning: etc...