

Tier 1 Core Mage
KEY ATTRIBUTE: LOGIC
Skills
Academics
Linguistics
Magecraft
Attacks
Novice in simple weapons
Novice in the favored weapon of your deity.
Trained in unarmed attacks
Defenses
Novice in unarmored defense
Novice in light armor
HP
4
Description: You gain access to the first tier of Arcane feats.
Benefit: Increase the number of Mana Points (MP) in your pool by your LOG. Additionally, you may gain two cantrip sigilum.

Specialties
-
AURAMANCER
Description: Your aura synergizes extremely well with your magecraft.
Benefit: Your spell range is either the listed range, or the range of your aura, whichever is greater.
You do not need line of sight to target any creature you can detect with your aura.
You can detect magic at will on targets within your aura, as the spell.
-
EMBRAMANCER
Description: You have an affinity for controlling raw Embra, able to shape it in incredible ways.
Benefit: You can
-
SIGILUM PRODIGY
Description: Your understanding and ability to absorb Sigilum is stronger than most, granting you the ability to attune your Sigilum to Embra more quickly.
Benefit: Whenever you discover a Sigilum, you also increase your EP pool by 1 permanently.
Additionally, you gain a +1 modifier to all checks related to learning and deciphering Sigilum.
-
MIRACLE WORKER
Description: You focus on channeling the power of your deity more effectively.
Benefit: You gain the the Miracle Worker Benediction:
Miracle Worker
Grace Requirement: Grace equal to the Highest Tier of Miracle you can invoke and must be a Miracle Worker.
The Grace cost of any miracle you perform is reduced by the tier of the miracle. You may freely invoke subtle miracles, so long as you have no hubris.
TIER 1 FEATS
Arcane, Metamagic
You are able to adjust your metamagic feats to cost less mana, in exchange for taking more time to execute the spell.
Benefit: Instead of spending embra to increase the cost of the spell level by 1, you may take an additional AP to cast the spell at its normal cost. For metamagic feats with higher spell level increases, this can only reduce the spell cost by 1 level. This only applies to spells with the metamagic trait.
Restriction: This feat can only be used a number of times per day equal to your LOG.
Arcane, Metamagic
You manipulate the energy of your spell, causing it to spread out and affect a wider area.
Benefit: When you Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Special: A widened spell consumes additional embra equal to one level higher than the spell’s actual level. For example, a 1st level spell could be widened at the total cost of 3 embra (1 for the base spell and 2 for the effective level the spell becomes).
Arcane
Your spells become harder to resist, and you occasionally gain bouts of magical inspiration.
Benefit: Add +1 to the Difficulty Class for all RES and WILL saving throws against spells you cast.
Additionally, gain the spell focus initiative card.
Arcane, Concentrate, Metamagic
You’ve learned how to cast spells without speaking the words of power you would normally need to provide.
Benefit: When you cast a spell you cast has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it.
Normal: Spells with material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
Special: A silent spell consumes additional embra equal to one level higher than the spell’s actual level. For example, a 1st level spell could be silenced at the total cost of 3 embra (1 for the base spell and 2 for the effective level the spell becomes).
Arcane, Concentrate, Metamagic
You can extend the range of your spells.
Benefit: When you cast a spell that has a range, increase that spell’s range by 30 feet. If the spell normally has a range of touch, you extend its range to 30 feet.
Special: If you are an Auramancer, you may use this metamagic to originate a spell from the edge of your aura rather than from you.
Special: A reach spell consumes additional embra equal to one level higher than the spell’s actual level. For example, a 1st level spell with a range of touch could be increased to short range at the total cost of 3 embra (1 for the base spell and 2 for the effective level the spell becomes).
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Transmutation
You begin your journey as a Transmuter.
Benefit: The gold and time you must spend to scribe an Transmutation sigilum is halved.
Additionally, gain a 1st level common or uncommon Transmutation foundational sigilum.
Necromancy
You begin your journey down the path of Necromancy.
Benefit: The gold and time you must spend to scribe an Necromancy sigilum is halved.
Additionally, gain a 1st level common or uncommon Necromancy foundational sigilum.
Illusion
You begin your journey creating illusions and using magic of deception.
Benefit: The gold and time you must spend to scribe an Illusion sigilum is halved.
Additionally, gain a 1st level common or uncommon Illusion foundational sigilum.
Evocation
You begin your journey as an evoker.
Benefit: The gold and time you must spend to scribe an Evocation sigilum is halved.
Additionally, gain a 1st level common or uncommon Evocation foundational sigilum.
Enchantment
You begin your journey as an enchanter.
Benefit: The gold and time you must spend to scribe an Enchantment sigilum is halved.
Additionally, gain a 1st level common or uncommon Enchantment foundational sigilum.
Divination
You begin your journey specializing in divinations.
Benefit: The gold and time you must spend to scribe a Divination sigilum is halved.
Additionally, gain a 1st level common or uncommon Divination foundational sigilum.
Conjuration
You begin your journey with conjuring and summoning.
Benefit: The gold and time you must spend to scribe a Conjuration sigilum is halved.
Additionally, gain a 1st level common or uncommon Conjuration foundational sigilum.
Abjuration
You begin your journey in specializing in protective magic.
Benefit: The gold and time you must spend to scribe an Enchantment sigilum is halved.
Additionally, gain a 1st level common or uncommon Abjuration foundational sigilum.
Arcane, Manipulate, Metamagic
You can alter offensive spells to be less deadly.
Benefit: If you Cast a Spell that deals damage and doesn't have the death or negative trait, that spell gains the nonlethal trait.
Special: A nonlethal spell consumes additional embra equal to one level higher than the spell’s actual level. For example, a 1st level spell could become nonlethal at the total cost of 3 embra (1 for the base spell and 2 for the effective level the spell becomes).
Arcane, Concentrate, Metamagic
Your spells can last a great deal longer than normal.
Benefit: When you cast a spell that has a duration of 1 minute or longer, you can increase your spell’s level to double its duration, to a maximum duration of 24 hours.
Special: An extended spell consumes additional embra equal to one level higher than the spell’s actual level. For example, a 1st level spell could be extended at the total cost of 3 embra (1 for the base spell and 2 for the effective level the spell becomes).
Arcane
You can use clever workarounds to replicate the arcane essence of certain materials.
Benefit: When Casting a Spell that requires material components, you can provide these material components without a material component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free.
Additionally, the cost requirement of expensive material components (anything over 100 gp) is reduced by 25%. For example, a 1,000 gp gem requirement can be satisfied by a gem valued at 750 gp.
Arcane, Elemental, Metamagic
When you cast energy spells, you retain some of that energy as a protective barrier.
Benefit: If you Cast a Spell that deals energy damage, whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type.
Resistance gained stacks with resistance of the same type.
Special: An ablated spell consumes additional embra equal to one level higher than the spell’s actual level. For example, a 1st level spell could be ablated at the total cost of 3 embra (1 for the base spell and 2 for the effective level the spell becomes).
Abjuration, Arcane
You can use your magic to counter an enemy’s spell.
Benefit: When a foe Casts a Spell within 30’ and you can see its manifestations, as a reaction you may counter the triggering creature’s casting of the spell. If the foe’s spell is 3rd level or lower, it fails to manifest and has no effect. You lose embra as if you had cast the triggering spell.
Requirement: You must have the foundational sigilum for the spell to be able to counter it. Foe’s casting spells with unique sigilum may require an opposed check, subject to DM discretion.
Arcane, Concentrate, Manipulate, Metamagic
You learn to cast spells with no somatic gestures.
Benefit: A concealed spell can be cast with no somatic components. Spells without somatic components are not affected.
This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. You may still need to make a stealth check if you are attempting to conceal a spell that has obvious effects.
Normal: Spells with material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
Special: A concealed spell consumes additional embra equal to one level higher than the spell’s actual level. For example, a 1st level spell could be concealed at the total cost of 3 embra (1 for the base spell and 2 for the effective level the spell becomes).
Embra, Sigilum
Your spellcasting improves.
Benefit: Your maximum spell level increases to 1st level spells.
Additionally, gain a 1st level common foundational Sigilum.