Arcanist (Specialization)

In the Dragon Age,  magical experimentation is considered dangerous and taboo throughout most of Thedas. To become an arcanist, one must be powerful and fearless, willing to push the boundaries of what is thought to be possible. In the Tevinter Imperium, great arcanists are revered and glorified as geniuses and heroes. Outside of Tevinter, they tend to be seen as mad and reckless, playing with magic in ways that could doom us all.

Requirements
This specialization requires:


 * The Mage Class
 * The Arcane Research Talent
 * Ability Stats: Magic 3+, Cunning 3+

Path of the Arcanist
When a mage takes the Arcanist specialization, they automatically gain the Novice level. As they level up the Arcanist specialization, they will unlock further paths.

Novice

You have learned to study obscure and hidden forms of magic, as well as experimenting with known magic in the goal of stretching it to its limits. Take a level in the Arcane Research Talent or Lore talent. Select an Arcanist Research Project, and take the Make Cantrip ability.

Journeyman

Learn the Analyze spell now. You can now use the Make Cantrip ability on two additional spells of your choice. Then choose one additional Arcanist Skill at the Journeyman level now. Whenever you learn a new spell, you can now select Novice-Level spells from any other Specialization without fulfilling the specialization requirements (such as Force Magic and Necromancy).

Master

You learn the Memorize spell. Learn one additional Arcanist skill now or learn a Novice OR Journeyman-level spell from one of the other Mage Specializations now (as long as you know the prerequisite spells, e.g. Telekinetic Burst requires Fist of the Maker).

Arcanist Skills
Abilities marked with this ✹ symbol are automatically gained upon reaching the corresponding level. The other abilities must be selected by the mage. Arcanist skills and spells of the appropriate level may be chosen when indicated by the Level Up chart.

Arcanist Research Project ✹
As an Arcanist, you seek to understand and master the most powerful, esoteric magic. You may begin a research project, with the aim of gaining a spell, ability, or feature of your choice, related to the area of your study. You may design this ability in concert with the DM (for example, an arcanist who studies demons may be able to learn various ways that demons influence minds; whereas an arcanist that dedicates themselves to studying the Fade may learn how to enter the Dreams of others). To begin your research, proceed as follows:


 * 1) Choose one of the following topics of study:
 * 2) *Hybridized Schools of Magic. You wish to forge new spells by blending spells from the schools of magic that you already have knowledge of.
 * 3) *Demons. You wish to study demons, to replicate and harness their powers and abilities.
 * 4) *Spirits. You wish to study demons, to replicate and harness their powers and abilities.
 * 5) *Ancient Elves. You wish to study the lost magic of the ancient Elvhen people, to replicate and master their powers and abilities.
 * 6) *Darkspawn & The Blight. You wish to study the Blight, to understand, mitigate, and possibly even wield its power.
 * 7) *The Fade. You wish to study the nature of the Fade, in order to manipulate the realm of Dreams to your own ends.
 * 8) *The Chantry. You study the arcane properties of Templar/Seeker abilities, in order to master or mitigate their effects.
 * 9) * Other subjects can be chosen, following consultation with the DM
 * 10) Gather research data by using the Data Collection ability (described below)
 * 11) * You must gather at least 12 Data Points to move to the next stage of the project. (This number may increase as the ambition of your projects grows.)i
 * 12) Decide which ability or attribute of the research subject you wish to understand.
 * 13) Set up a Research Station or Laboratory. You must have a quiet space to work, along with access to writing materials.
 * 14) Make an Advanced Research Test (described below)
 * 15) * If you hire or designate one ally as a research assistant, you gain +1 to each individual Research Test.
 * 16) Once you gain 20+ Research Points, you learn and internalize your new ability. Once you have completed one Arcanist Research Project, you may immediately start a new project on a topic of your choice. If you choose to start a project on the same topic, you may carry over 2 Data Points into your new project.

Advanced Research Tests
Research generally takes a lot of time and/or planning, but with time and effort comes great rewards. To perform research, you will analyze your gathered Data Points and perform a series of Cunning (Arcane Lore) and Cunning (Research) tests, each with a success threshold of 15. Each test represents an hour of time. Whenever a test is successful, the value of the Dragon Die is added to the Research Point total. When the The Advanced Research Test is complete when the total of the Dragon Dice from all successful tests is equal to or greater than the success threshold of 20 (please note that the DM may choose to raise the success threshold if the ability you are trying to master is more complex). Whenever you fail one of these research tests, your Dragon Dice sum is totalled together into a Research Challenge sum. Once you hit 5 Research Challenge points, you must roll on the table below:

Data Collection
You have learned how to collect data through observation. As a Major Action, you may perform a Cunning (Research) TN12 or Cunning (Arcane Lore) TN12 test when analyzing, speaking to, fighting with, reading about, or otherwise interacting with the subject of your research. Depending on the difficulty of the subject matter, some data might require a higher target number to collect. You may only make one Data Collection test per hour. The value of the Dragon Die determines the amount of Data Points collected. These points must be totalled together, until they reach the threshold to proceed to the next stage of analysis.

Make Cantrip ✹
One time only. Through a significant amount of experimentation, you learned how to cast one spell so efficiently and dependably that you have eliminated all elements of risk. Choose one spell costing up to 3 MP, and make it into a cantrip. Whenever you cast this spell, it costs -2 MP (down to 1 MP) and you no longer have to roll in order to cast it (although you still have to roll subsequent associated tests). The only spell that cannot become a cantrip is Heal.

Make Cantrip II (Upgrade) ✹
You can now make two additional spells costing up to 3 MP into cantrips.

Analyze (Spell) ✹
You may cast this spell on an inanimate object or a willing/incapacitated creature to assess its properties. When you cast this spell on a subject that you are studying, also you immediately gain a number of Data Points equal to the Dragon Die + your Cunning. You must touch the object for the full minute of casting in order for the spell to take effect. You learn the following information about your subject (if applicable):


 * Its name
 * Its make
 * Its species
 * Any spells affecting it
 * The nature of any enchantments, including hidden ones such as curses
 * How to use it
 * Whether it requires attunement
 * How many charges it has
 * The nature of any spirits or demons held within it

Spectral Hands (Cantrip)
Sometimes you just need an extra pair of hands. One or two spectral, floating hands appear at a point you choose within range (if you make two, they always move together, and cannot be more than 1 yard apart from one another). The hands last for 1 minute or until you dismiss them as a Minor Action. The hands vanish if they are ever more than 10 yards away from you. You control the hands with your mind, and do not need to be able to see the hands to control them. You can use one Minor Action to control the hand. You can use them to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hands up to 10 yards each time you use them. The hand can’t attack, activate magical items, or carry more than 10 pounds.

You may also use the hands to substitute for a research assistant. While these hands are helping you, you can add +1 Research Point to each successful Advanced Research Test.

Thaumaturgy (Cantrip)
For 2 MP, you manifest a minor illusory wonder. This spell is a cantrip, and does not require a casting test. You create one of the following magical effects within a 10 yard range:


 * Your voice booms up to three times as loud as normal for 1 minute.
 * Cause flames to flicker, brighten, dim, or change color for 1 minute.
 * Cause harmless tremors in the ground for 1 minute.
 * Create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
 * Instantaneously cause unlocked door(s) or window(s) to fly open or slam shut.
 * Alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as a Minor Action. Although casting Thaumaturgy doesn't require a casting test, you may still roll in order to earn Stunt Points. Stunt Points earned from Cantrips are Exploration & Roleplaying stunts rather than traditional Spell Stunts.

Fabrication (Spell)
School: Creation ||  Type: Utility  ||  Mana Cost: 10 MP  ||  Casting Time: 10 minutes  ||   Range: 20 yards || Target Number: 14  ||  Test: None ||  V/S/M: Somatic || Duration: Instant

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a large or smaller object (contained within a 4-yard-foot cube, or eight connected 2-yard cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 2-yard cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you already have the skill and tools to craft such objects.

Memorize (Spell) ✹
School: Spirit ||  Type: Utility  ||  Mana Cost: 20 MP  ||  Casting Time: Major Action  ||   Range: Self/Touch || Target Number: 19  ||  Test: None ||  V/S/M: Somatic || Duration: Instant

Whenever a unique spell is used on you or a creature within range of your touch, you may cast this spell at the top of your next turn to analyze the arcane properties of the spell, and attempt to memorize and internalize the spell for immediate use. If the spell is still in effect on the target when you cast Memorize, you get a casting bonus equal to your Cunning when casting this spell.

Make Cantrip II (Upgrade)
You can now make two additional spells costing up to 3 MP into cantrips.