Spells

Arcane

Rank 1

;Attack:

;Debilitation:

;Defense:

;Mobility:

;Shaping:

Rank 2

;Attack:

;Debilitation:

;Defense:

;Enhancement:

;Mobility:

;Utility:

Rank 3

;Attack:

;Debilitation:

;Defense:

;Shaping:

;Utility:

Rank 4

;Attack:

;Control:

;Shaping:

;Utility:

Rank 5

;Debilitation:

;Defense:

;Healing:

;Mobility:

;Utility:

Elementalism

Rank 1

;Attack:

;Defense:

Rank 2

;Attack:

;Defense:

;Enhancement:

;Shaping:

;Utility:

Rank 3

;Attack:

Rank 4

;Attack:

Rank 5

;Attack:

The Dark Arts

Rank 1

;Attack:

;Control:

;Debilitation:

;Enhancement:

Rank 2

;Attack:

;Control:

;Utility:

Rank 3

;Attack:

Rank 4

;Attack:

;Control:

;Mobility:

;Utility:

Rank 5

;Assault:

Rituals

Rank 1

Rank 2

Rank 3

Rank 4

;The Dark Arts:

Rank 5

Paths

Eldritch Knight

| Level | Benefit | Rune Charge | | --- | --- | --- | | 1 | [#Runeblade](../../runeblade.html) | 3 | | 2 | [#Spell Sheath](../../spell-sheath.html) | 3 | | 3 | | 4 | | 4 | [#Summon Runeblade](../../summon-runeblade.html) | 4 | | 5 | [#Dancing Blade](../../dancing-blade.html) | 5 | | 6 | | 5 | | 7 | | 6 | | 8 | | 6 | | 9 | | 6 | | 10 | [#Energetic Transformation](../../energetic-transformation.html) | 7 | | 11 | | 7 | | 12 | | 8 | | 13 | | 8 | | 14 | | 8 | | 15 | | 9 | | 16 | | 9 | | 17 | | 10 | | 18 | | 10 | | 19 | | 10 | | 20 | | 11 |

Eldritch Knight Spells

;Rank 1:

;Rank 2:

;Rank 3:

;Rank 4:

Runeblade

You may imbue your weapon with runes. You gain the following maneuver:

The maximum amount of Rune Charge you may have on your weapon is given by the class table.

While your weapon has an imbued rune, you may use certain maneuvers, detailed below:

Summon Runeblade

You gain the following maneuver:

Dancing Blade

For 3+1/rank rounds per day, you may activate a clone of your own blade, which can move anywhere within medium range, and can attack as ably as if you were wielding it. It may benefit from runic power.

Spell Sheath

You can store up to 3 spells in your sheath, such that when you unsheath your blade, they automatically cast themselves.

Energetic Transformation

When you have at least 5 Rune Charge, you may activate Energetic Transformation as a free action. While active, it drains 1 Rune Charge per round (cumulative, thus 2 charge in round 2, 3 in round 3, etc).

 

Magus

| Level | Benefit | | --- | --- | | 1 | [#Spellcraft](../../system/spellcraft.html) | | 2 | [#Familiar](../../familiar.html) | | 3 | | | 4 | | | 5 | | | 6 | | | 7 | | | 8 | | | 9 | | | 10 | | | 11 | | | 12 | | | 13 | | | 14 | | | 15 | | | 16 | | | 17 | | | 18 | | | 19 | | | 20 | |

Magus Spells

;Rank 1:

Spellcraft

A magus crafts his spells by first drawing energy from the world around him, then forming the energy into the desired effect, and finally releasing the spell into the world, directing its power at his chosen target.

There are many points in this process where a wizard might alter the spell from its usual intent, modifying or augmenting some portion of it to better suit the situation.

;Mana: As a magus, you have an attribute called Mana. This represents the current amount of magical energy stored within you. You cannot keep the energy pent up inside you for long, as it will have chaotic and generally deleterious effects on your health, so usually you have "0", or a neutral amount.

To gain Mana, you may use the following actions:

You cannot hold your Mana total above 0 forever.

;Metamagic You may expend Mana to power metamagic:

Overdrive

Each time you spend 1 point of mana, you gain 10% Overdrive. At 100% Overdrive, you are capped. Your next spell will automatically be cast with the Overdrive augment, which reduces your Overdrive gauge to 0%. The augments are listed below. (If none is listed, Overdrive does not affect that spell)