Arcane magic in Arcanis is divided into distinct traditions. The Eldritch Tradition is practiced by the short-lived races and is an exercise in brute force, sacrificing precision for power. The older races practice the Elder Tradition, a demanding process which requires time but grants unparalleled precision.

Of course, all wizards gain the “Hunted by Ymandragore” trait, owing to the Sorcerer-King’s desire to hunt down all people capable of casting arcane spells.

Wizards seeking to play a tradition other than Elder or Eldritch should speak with the DM for approval and additional information.

Elder Tradition


The Elder Tradition is the magic practiced by the elder races of Arcanis, such as the ssanu, Il’Huan, and the elorii. Elder arcanum tends to be methodical and precise, befitting races that are so long lived that a decade is a reasonable amount of time to have a discussion.Arcane magic taps into the residual energy of Creation to achieve miraculous and often mind-bending effects. This gives these ancient practitioners mastery over such exotic effects as creating an object out of thin air, changing the very essence of one thing to another, or tapping directly into the raw buildings blocks of reality (such as the Elemental Planes).

What differentiates elder magic from the eldritch arcanum practiced by the younger races (such as humanity) is the methodical and precise nature in which the raw energy is manipulated. Though this assiduous attention to detail makes elder magic potent, it is much slower to cast than its eldritch counterpart.

Many wise and intelligent humans have tried to master the Elder Tradition but those that came near to successfully do so have been driven mad. Many speculate that the human mind lacks the structure of the elder races and men are thus incapable of mastering this tradition.

Elder Spell Caster

Those who practice the Elder Tradition are undeniably masters of ritual magic. When you cast spells as a ritual, you can empower them by taking additional time in their casting. If you take 15 minutes to cast a ritual spell, you may choose to either double the duration of the spell or cast it at one level higher than normal.

Sculpt Spells

Elder magic is about precision and control. Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast a spell that affects other creatures you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell and they take no damage if they would normally take half damage on a successful save.

Arcane Precision

Starting at 6th level, you may spend a bonus action to grant yourself advantage on your next spell attack roll. You may use this feature a number of times per day equal to your Intelligence modifier (minimum of one). You regain all expended uses of this feature when you finish a long rest.

Elder Efficiency

Beginning at 10th level, any time you cast a 3rd level or higher spell at a higher than minimum spell level you recover one first level spell slot.

Spell Mastery

Elder casters develop an uncanny mastery over a small number of spells. Starting at 14th level, you may choose a number of spells of 2nd level or less equal to your Intelligence bonus. Any time you cast these spells, you cast them at one level higher without spending a higher level spell slot.


Eldritch Tradition


The Eldritch Tradition is the magic used by most of the younger races of Arcanis, such as humanity and ss’ressen. Like the Elder Tradition, the wizard takes the residual power of Creation and funnels that power through themselves, channeling it to perform a desired effect through sheer force of will.

To illuminate the differences, masters of the Eldritch Tradition explain to their students that elder wizards are able to form and maintain a long equation, manipulate it, and even complete it, all without the help of paper and stylus. A human wizard can formulate the equation in their mind, manipulate it up to a point, but then has to make a “guesstimation” about the answer. Eldritch magic will never be as elegant and beautiful as the Elder Tradition but it is just as deadly.

Racial Requirement: Dwarf (Encali only), human, ss’ressen (female only), tiefling, val.

Eldritch Spell Caster

You have developed several shortcuts which allow you to cast complex rituals utilizing a form of arcane shorthand. You require only 1 minute to cast a ritual spell.

Rapid Empowerment

Eldritch casters learn how to cannibalize active spells to empower their spellcasting. Starting at 2nd level you may, as a bonus action, end an active 1st level or greater spell which requires concentration. This allows you to boost the efficiency of any spell you cast in the same round. Spells augmented in such a way allow you to reroll a number of damage dice equal to your Intelligence modifier, taking the higher of the two results for each die.

Potent Cantrip

Starting at 6th level, you add your intelligence modifier to your damaging cantrips and they affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Rapid Casting

Beginning at 10th level, you may cast a cantrip as a bonus action immediately after casting any spell utilizing a spell slot higher than the spell’s minimum level, casting fire ball using a 4th level spell slot for example. You may use this feature a number of times per day equal to your intelligence modifier (a minimum of once). You regain all expanded uses when you finish a long rest.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each spell slot level used to cast the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.


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