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The Study of Arcana     The Study of Arcana pertains to the pursuits of arcanists - individuals whose bodies and brains have been internally bonded with æther-metal. Although the early tiers are challenging and the Abilities numerous and complicated, adventurers who advance in Arcana will become some of the most powerful individuals in Lur-Asko. With an ample investment of time, training, and insight, any arcanist can accomplish amazing feats and take on an invaluable role in their party.

    Non-organic characters cannot gain Arcana tiers, with the exception of liches and revenants.

Stat Requirement to Enter Study: 6 bINT Notes for New Characters     This is a difficult Study to enter later, as most Arcana Backgrounds cost a lot of LP. If you wish to focus on this Study with your character, you should definitely choose it as your starting Study.

Arcane Lore & Rules    Adamant is a substance also known by the names æther-metal, moonstone, Tears of the Sleeper, and dark-sector condensate. It comes from the moon Adamas, and arrived on Tsuunahgo via the moon's volcanic eruptions during the Second Aeon. Although adamant formed many of the Alacris' most advanced devices, it is only in the bodies of arcanists that it achieved its most bizarre and striking capabilities. All adamant is capable of storing and transforming energy, but as a quasi-living substance, it often does so most effectively in response to linguistic or symbolic influences. By directly linking with the mind and intention of a sentient being, even the relatively small amount of adamant in an arcanist's body becomes capable of amazing feats. 

    The exact capabilities of arcana depend on the training of the user. Some Abilities deal with adamant's ability to transform energy, creating both powerful attacks and the ability to neutralize such attacks. Others concern themselves with the link between the adamant and its host, intervening in the arcanist's own body or generating biological effects to heal others. Still others use adamant's link to the æther to manipulate "pseudogravity" - not truly gravity, but the closest the Alacris could come to describing such distortions of reality. Once well-established in their Study, an arcanist will enjoy utterly preternatural power - Abilities not only miraculous to commoners and vital to fellow adventurers, but unequaled in the old Alacrian world by anything except multiple room-sized machines, or certain super-complicated devices from the Study of Technology.

    Most prospective arcanists must undergo years of training before being fully injected with their final amount of adamant. The material subjects their body to extreme amounts of energy and interfaces directly with their nervous system. The majority of arcanists originate in various schools collectively termed the Orthodox, and are able to survive their bonding through years of training in highly specialized mental disciplines. Two minorities exist - one, Conjurers, who achieve a lower but easier level of power by focusing on more rigid mental barriers. The other is the Aterr, a faction that achieves a greater degree of adamant symbiosis through their peculiar Dark Path philosophy, and who are deemed highly disturbing by the other traditions.

    Some Arcane Abilities require one or two free hands. Although an arcanist's adamant is not found only in the hands, their use is most efficient due to the high priority placed on hands in the nervous system. Bionic arms and revenant limbs count as free hands for arcane purposes, but simpler prosthetics do not. Because arcane effects can actually manifest a short distance away from the body, the wearing of gloves or armor does not interfere with hand use. If an Arcana Ability does not require free hand(s), it is activated purely by thought, and can be used even by a pinned or paralyzed arcanist.

    Becoming an arcanist is viewed as a permanent decision; although the adamant can technically be removed by certain Alacrian medical machines, doing so almost always causes irreversible and profound damage to the brain and body, leaving even those who survive distinctly unfit for any adventuring lifestyle. Fortunately, the link is so deep that the adamant is never at risk of being removed accidentally via purging elixirs or other normal medical intervention. All reputable arcane schools are diligent to fully inform students of the risks as well as the benefits of the arcane lifestyle. Tuition for the years of training is typically the greatest expense of a prospective arcanist, as the amount of liquid adamant required for the final injection procedure is affordably tiny. Any character that spends the LP to achieve an Arcana Background has completed the procedure; further adamant does not need to be added, as even very high tiers represent greater skill and connection, not additional material.

Genetic Aptitude     Although study, training, and intelligence are major parts of any Arcana Background, Orthodox and Conjurers require genetic compatibility. In other words, while every arcanist must work to improve, only an accident of birth can allow the process to begin at all. Arcane schools can identify whether a prospective student has the necessary genetic configuration, but cannot impart it. The genes for arcane potential have always been most common in Alacris, humans, and elves (in which an estimated 1/12 of the population is compatible), but very rare in orcs and dwarves. Most disparate species are somewhere in between.

    Those who would be locked out of Orthodox or Conjurer training are usually unhindered in becoming Aterr. Genetic aptitude seems to play a much smaller role with them (at most, lengthening or shortening the duration of training), and it certainly pales in comparison to the monumentally important role of philosophical devotion.

    Genetic aptitude, though an important part of the lore, does not affect your choices as a player. If you choose to have your character take tiers in Arcana, they simply have the necessary genes for it; this is no different than assuming your character has the necessary genes for physicality if you take a lot of tiers in Athletics. You choose the course of your character's development in all Studies, even if it is not necessarily a choice your character could make for themselves. The LP costs of Arcana Backgrounds reflect the time and effort required to complete schooling, not genetic aptitude.

Insight & Arcane Insight     In the physical sense, arcane abilities are fueled entirely by innate adamant energy, with even a tiny amount of bodily adamant containing the equivalent of thousands of volatite crystals in power. Even high-tier arcanists do not plausibly risk running out of energy during the course of an adventuring campaign, and their adamant seems to recharge itself via lunar radiation between campaigns. Instead, the functional limit on an arcanist's endurance in the field is the brainpower required to connect with the adamant and extract its energy into useful forms; excessive use of arcana can dull the senses and cause mental fatigue. To reflect this, arcanists in Legends must spend insight to fuel their Abilities.

    Arcanists of every tier also gain access to a resource called arcane insight; this reflects the training and practice that allows them to delay the mental drain of arcana use for a limited time. Arcane insight can be used instead of normal insight for the costs of Arcana, Sorcerer, or Lich Abilities; you can use it first in order to save your normal insight for other Studies. To determine your maximum arcane insight, multiply your bINT by your Arcana tier, then divide by 3:

Maximum Arcane Insight
Arcana Tier:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
etc.
6 bINT
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
7 bINT 2
4
7
9
11
14
16
18
21
23
25
28
30
32
35
8 bINT 2
5
8
10
13
16
18
21
24
26
29
32
34
37
40
9 bINT 3
6
9
12
15
18
21
24
27
30
33
36
39
42
45
10 bINT 3
6
10
13
16
20
23
26
30
33
36
40
43
46
50
11 bINT 3
7
11
14
18
22
25
29
33
36
40
44
47
51
55
12 bINT 4
8
12
16
20
24
28
32
36
40
44
48
52
56
60
13 bINT 4
8
13
17
21
26
30
34
39
43
47
52
56
60
65
14 bINT 4
9
14
18
23
28
32
37
42
46
51
56
60
65
70
15 bINT 5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
etc.
bINT * tier / 3

    This maximum can be modified by certain Abilities.

    A single expenditure of insight can be split between arcane insight and normal insight. For example, if you must spend 7 insight for an Arcana Ability, you can spend 4 arcane insight and 3 normal insight.

    To replenish arcane insight, you must first reach your maximum normal insight. You then recover arcane insight at double the rate you regain normal insight. For example, if you have 10 bINT and are full on normal insight, you will regain 20 arcane insight from a 4-hour rest. If you were not at your maximum normal insight but a 4-hour rest is more than enough to reach that maximum, the excess will "overflow" into arcane insight at a double rate. For example, if you have 10 bINT, your maximum normal insight is 30, and your current normal insight is 28, you will regain 2 normal insight and 16 arcane insight.

Arcane Sense     All arcanists possess an arcane sense, which is a mental perception of other nearby arcanists. You are able to sense the presence of all other arcanists within 1/4 mile, their approximate direction, whether or not they are farther than medium combat range away, and whether or not they are Aterr (many describe the presence of that Background as feeling "louder"). Within medium range, arcane sense can differentiate between the other Arcana Backgrounds, and also determine the tier of the other arcanist. Arcane sense is not precise enough to function as "sight" for the purposes of combat, but can obviously alert enemies to your general presence.

    Other than observation and rumor, arcane sense is the only practical way to determine the Background and tier of another arcanist, or even whether an individual is an arcanist at all. Although arcanists may display any number of bizarre visuals when using their Abilities, they show no distinctive signs when inactive.

Arcane Visions     In addition to genetic incompatibility, the reason many people decline to pursue arcane training is the arcane visions. These experiences usually take the form of nightmares, but may be waking visions if the arcanist is forgoing sleep. The exact content varies with the individual, but often features themes of cosmic insignificance, profound meaninglessness, loss of identity, being uncomfortably watched, or being stranded alone. Many theories have been formed about why this occurs, with the dominant Rationalist formulation being the simple incompatibility of a foreign presence in the brain - a mental equivalent of organ rejection. More radical theories extrapolate from the living nature of adamant that these visions are sourced from the mind of the Restless Sleeper - a term for the main mass of the material lying beneath the surface of Adamas. Schools that hold this position stress that only an arcanist's mental training stands between them and an alien, possibly malevolent superintelligence. This view has become popular amongst draconic acolytes, though not outright endorsed by the dragons.

    Aterr, uniquely, seem to be immune to the horror of arcane visions. Though they still experience roughly the same content, their much different arcane link seems to prevent it from traumatizing their brains. Having already given up ideas of fixed identity and cosmic significance, many even manage to view the dreams positively as philosophical confirmation. Meanwhile, Conjurers do not receive arcane visions at all, due to their stricter mental barriers.

    After any day during which a non-Conjurer arcanist has performed an action to use an Arcana Ability, they have a 1 in 10 chance of experiencing an arcane vision. Orthodox arcanists roll d20 on WILL after their vision; they take an amount of trauma equal to 10, minus their margin of success on the WILL roll (if any). Characters who adhere to Nihilism or the Dark Path (but who are not full Aterr) may roll d12 instead.

Arcane Breaches     An arcane breach is the act of deliberately provoking an arcane vision, for the purpose of a momentary increased connection to the adamant. For Orthodox, this is accomplished by temporarily dropping ("breaching") the mental barriers used to guard one's mind from the adamant's dangers. For Aterr, it simply refers to enhancing their communication with the adamant for a short time; they keep the term "breaching," but they speak about what is breached being the distance between themselves and the Restless Sleeper, or Orthodox "rules" about caution. In either case, an arcane breach allows an arcanist to achieve greater feats than would normally be possible with their own mental power alone.

    Arcane breaches can only be used with Arcana Abilities that describe an effect for doing so, and are included in that Ability's action if chosen. Regardless of the positive effect, any breach by an Orthodox results in the same trauma and WILL rolls as in the above rules for arcane visions. Both Orthodox and Aterr are also stunned for 1 round, or until the end of their next turn (whichever is later), and they cannot breach again until they complete a 2-minute rest; regardless of how the vision affects them, they must still process it and give their psyche time to rebalance. Some visions may also require that long to finish presenting lingering images, though the arcanist's sight is not practically obstructed. The trauma and stunning arrive immediately after resolving any rules for the Ability affected by the breach. Conjurers cannot breach, as they are not capable of adjusting their stricter mental barriers.

    Arcane breaches do not affect the likelihood of a normal involuntary arcane vision at the end of the day.

Arcane Backgrounds     Broadly speaking, Arcana Backgrounds consist of several "Orthodox" traditions descended from popular Alacrian training methods, as well as two outliers: the contrarian Aterr and the practical Conjurers. Because of the vast and complicated demands of arcane training, Arcana has perhaps the most specialized Backgrounds of any Study area; your choice here will profoundly affect your Ability options, so consider it carefully.
Medic (Costs 10 LP)
    You have spent around 5 years in training at a school dedicated to the arcane healing arts. The Great Hospital of Hal'Dakhama in Hal'Tayat is an iconic example of a Medic's school; other institutions have popped up in major cities throughout the continent. Many students turn to Medic training as young adults, urged and helped into the honorable profession by a wealthy family. Other Medics have a darker backstory, desperately seeking the healing arts to prevent a repeat of a past tragedy. Whatever the details, an arcanist with Medic qualifications can become the physical and emotional backbone of an adventuring party, whisking away the profession's frequent blood and pain in a flash of light... or boosting the bodies of allies to hopefully prevent injury in the first place.
    Healing is thought to have been the original purpose behind the creation of the first arcanists, meaning that Medic training is the oldest arcane tradition in Lur-Asko. Like all Orthodox schools of arcana, Medics progress to great heights in their chosen field, but are limited in anything unrelated.
    Medics gain the Restoration Ability as an extra benefit at 1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
    Suggested Abilities: Cleansing, Equilibration, Alteration
Gravitic (Costs 10 LP)
    You have spent around 5 years in training at a school dedicated to adamant "pseudogravity." The College of the Æther in Moresh, Hal'Tayat is an iconic example of a Gravitic's school, though one tends to sprout up in any city engaged in mining or grand architecture. In history both modern and ancient, arcanists like you have been widely sung as both wartime heroes and peacetime architects, yet even those seeking a life of peaceful employment can benefit from the massive experience gained through adventuring. Command of pseudogravity can give you the power of flight and let you fling your foes into walls... or it can let you pull fortifications and shelters straight out of the ground for the benefit of your allies.
    Gravitics gain the Basic Pseudogravity Ability as an extra benefit at 1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
    Suggested Abilities: Pseudogravity Burst, Pseudogravitic Flight, Pseudogravitic Armor
Photonic (Costs 10 LP)
    You have spent around 5 years in training at a school dedicated to arcane manipulations of light and sound. Diran crystallurgists were the first to unlock these capacities of adamant, but after careful study and new training regimens, arcanists soon learned to perform similar feats. Ordinarily, such abilities require adamant to be precisely suspended in a crystalline lattice, but photonic arcanists learn to create such patterns within their own bodies. By following in their ways, you've gained access to all the glamorous spectacles and elaborate deceptions that adamant illusionism has to offer... or perhaps you'll choose to specialize in precise light-ray attacks or blinding flashes. And although the arcane sense still provides a challenge, you'll gain access to the stealthiest capabilities that arcana has to offer.
    Photonics gain the Illusion Projection Ability as an extra benefit at 1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
    Suggested Abilities: Light-Ray Ranged Attack, Blinding Rays, Basic Energy Shielding
Destroyer (Costs 10 LP)
    You have spent around 5 years in training at a school dedicated solely to arcane ranged combat. In ancient history, the Aterr developed devastating energy attacks and energy shielding that could previously only be dabbled in by the other schools. In the final years of the Draconic Wars, the Destroyer schools arose and replicated most of these feats for the Orthodox. Ironically, two of the most fearsome Destroyer traditions today both consist of draconic acolytes: the famous Red Champions of Aph'Tharsis, and Eer'Kalla's horrifying Liches of On. These groups perhaps gained more than their fair share of fame during the Millennium War; robust Destroyer's Schools exist in all the largest cities of Lur-Asko, and train hundreds of non-draconic arcanists for the challenges of adventuring.
    Today, as in ancient times, you will almost always be the most dangerous damage-dealer on the battlefield. A Destroyer's feats of elemental fury are legend. Watch your weak spots, surround yourself with diverse allies, and perhaps add in a defensive Ability or two, and you will easily tip the scales of the biggest fights.
    Destroyers gain the Energy Ranged Attack Ability as an extra benefit at 1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
    Suggested Abilities: Basic Energy Shielding, Defensive Energy Field, Gather Energy
Champion (Costs 10 LP)
    You have spent around 5 years in training at a school focused on arcane enhancement of the body and the fighting arts. The first arcane Champions were an offshoot of Destroyers who focused more on replicating the melee powers of the Dark Masters. Although perhaps not as visually spectacular as the feats of other arcanists, Champion techniques have endured and thrived in the Adventuring Age. Other arcane abilities are often foiled by their counterparts on the opposing side, and sometimes even by technologists, but an arcana-bolstered body and sword is much more complicated to thwart.
    Despite their extensive schooling, Champions often do not focus primarily on Arcana, at least not as much as other Orthodox. This Background will be most effective if you intend to supplement it with Studies such as Close Combat and Athletics.
    Champions gain the Energy Melee Attack Ability as an extra benefit at 1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
    Suggested Abilities: Reconstruction, Bolster Adamant, Basic Energy Shielding

Conjurer (Costs 2 LP)
    You eschewed the time-consuming major schools of the Orthodox and the extremism of the Aterr in favor of another path. The popularity of Conjurer training seems to rise and fall across historical eras, and is thought to have been first created by the Sylvæ during the Recovering Age - certainly not a faction known for the arcane, but they found it a useful way to augment their enclaves' defenses. Today, Conjurer training is most frequently available from small businesses run by other Conjurers.
    The heart of a Conjurer is the mental barriers they erect in order to protect themselves from the adamant's destructive psychic presence. Every non-Aterr arcanist uses such methods, but Conjurers specialize in them to a much greater degree. The end result is streamlined training - often only around a year of study - and a wide variety of options for arcane skills. Unfortunately, Conjurers are beset by a massive drawback: the inflexible mental barriers simply do not allow them to progress very far in their abilities.
    This Background is by far the best choice for those who plan only to dabble in Arcana. If you seek to center your adventuring capabilities around the arcane, it's best to look for a more long-term training plan.
    Conjurers are unrestricted by favoredness, but have a tier cap of 3. You do not receive arcane visions and cannot breach.
    Suggested Abilities: Restoration, Energy Ranged Attack, Basic Energy Shielding
Sentinel (Costs 10 LP)
    You have spent around 5 years in training at a school dedicated to the most defense-oriented powers of the arcane. The most recent development in arcana, Sentinel schools were created during the current Adventuring Age, in which arcanists are few and teamwork essential. The popularity of this specialization has risen rapidly, and your kind is now a staple across Lur-Asko's adventuring scene.
    On the battlefield, you are literally the center of your party, placing all of your allies within range of your shielding. Offense and even healing comes second - you specialize in the protection of your friends, particularly from the high-end abilities of other Arcana or Technology specialists. It's not a job for the glory-seeker or the reckless, but should your allies have even the slightest hint of understanding regarding your talents, you will have no shortage of thanks.
    Sentinels gain the Basic Energy Shielding Ability as an extra benefit at 1st tier.
    Suggested Abilities: Projected Energy Shielding, Energy Shielding Efficiency, Silence Æther

Elite Background: Aterr

Changing Backgrounds    The Orthodox schools (Medic, Gravitic, Photonic, Destroyer, Champion, and Sentinel) can change Backgrounds to one another. This costs 4 LP the first time, 12 LP if done again, and is impossible to do a third time. Orthodox can transition into Aterr for a cost of 1 LP if they convert to the Dark Path. They are not obliged to change Backgrounds if they convert, however.

    Conjurers can be trained into another Background; they require the full duration of training (paying the full LP cost), but do not lose the use of their Abilities during this time. All non-Aterr Backgrounds can switch to Conjurer for a cost of 1 LP, though for obvious reasons this is rather undesirable.

    Aterr cannot change Backgrounds, even if they lose their Arcana capabilities due to leaving Dark Path philosophy (although there is no historical record of an Aterr desiring to do either of these things).

Backgrounds & Training     All Arcana Backgrounds may receive training only from others of the same Background.

    All Arcana Backgrounds except for Aterr can find training in cities. Aterr can find training at the Tennebris.

Ability Favoredness Chart

Medic
Gravitic
Photonic
Destroyer
Champion Sentinel
Active Energy Deflection




Active Pseudogravity Counter


Actuality Aura




Alteration






Arcane Archery





Arcane Cloaking





Arcane Displacement





Arcane Kinetic Shielding




Arcane Mirror
Arcane Quick Draw


Arcane Range Enhancement


Arcane Self-Treatment






Arcane Storm






Basic Energy Shielding

Basic Pseudogravity




Blinding Rays




Bolster Adamant





Cleansing






Closed-Hand Arcana




Combat Illusion Specialty





Concentration Training
Condensed Energy Shielding



Conjunct Acceleration





Defensive Energy Field



Diffractive Shielding



Energy Accretion





Energy Affinity






Energy Flight



Energy Melee Attack





Energy Ranged Attack






Energy Ranged Specialty





Energy Shielding Efficiency






Enhanced Vision




Equilibration




Expert Burst




Frost Fog




Gather Energy




Grounded Pseudogravity






Illusion Projection




Light-Ray Ranged Attack




Medical Efficiency






Medical Mass Attunement




Projected Energy Shielding




Pseudogravitic Armor




Pseudogravitic Disarm




Pseudogravitic Flight






Pseudogravitic Ranged Attack




Pseudogravitic Spray




Pseudogravity Burst




Pseudogravity Wave






Rattle Æther




Reconstruction




Recyclic Shielding



Restoration






Silence Æther






Solar Aura





Sonic Manipulation




Technology Competence - Demiarcana
Technology Competence - Shade





Tempered Shielding




Veiled Sense
Warding






Arcana AbilitiesActive Energy Deflection     Champion-favored
    When affected by your arcane high-precision shielding, you are adept at using its repulsive forces to redirect hostile energy at a distance, before it actually impacts you and depletes your shielding. In order to use this Ability, you must be currently under the effects of your own Condensed Energy Shielding, must not be using Projected Energy Shielding, must not be sharing your shielding with a mount or touched character, and must not be knocked down. Whenever all these conditions are met, you gain a +TN in ranged defense rolls against attacks that consist entirely of energy damage. The amount of the +TN is equal to 1/20 of your current arcane shielding points, to a maximum +TN of 2.
Progression
    Normal: The maximum +TN is raised by 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Active Pseudogravity Counter     Gravitic-favored
    Champion-favored
    Sentinel-favored

    This Ability allows you to react immediately to pseudogravity effects in your vicinity, disrupting them with your own arcane energies. To use this Ability, you must keep a hand free between your turns. Whenever another character uses an Ability or device that expends pseudogravity points for an effect within short range of you, you may roll d20 on DEX; if successful, you may spend insight equal to 1/20 the pseudogravity points being spent by the other character (or at least 1 insight), with their attempt failing if you do so. You cannot counter if you do not have sufficient insight; you cannot counter partially. You are aware of how many points the other character is expending before deciding to counter, and you are also aware of the location and general intent of the effect. If you are countering a use of Pseudogravity Wave, your single counter applies fully for all targets without needing to spend more insight, but any targets farther than short range from you are unprotected.
    If you are countering an effect within an area of silencing, you detect only the pseudogravity points remaining after the division from silencing, and only need to counter that amount. This Ability is therefore much more effective when combined with silencing, in addition to its outsized effect on Pseudogravity Wave. If multiple arcanists with this Ability succeed on a roll to counter the same effect, they must decide one to take priority and spend the insight; the cost cannot be split.
    You may counter whenever you would be able to make melee and ranged defense rolls (for example, you may do so while stunned, but not while paralyzed). Countering does not continue to occupy your hand, which may be used for further counters and any actions on your own turn.
Progression
    Normal: You receive a +TN in the DEX roll for this Ability equal to 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.Actuality Aura     Photonic-favored
    This Ability requires no insight, and can be toggled on or off as a free action. While active, it disrupts all tech-based or arcane illusions within medium range, reducing their illusion strength by 1; if this would call for an illusion strength below 0, the illusion is completely dispelled and disappears.
    You may also enhance this Ability as a major action, for the cost of 5 insight. This requires one free hand. Until the end of your next turn, the effect of your aura on illusion strength is doubled.
    In either mode, this Ability cannot be set to ignore certain illusions (not even your own). It can however have its range toggled between short and medium as a free action.
    The effects of this Ability in either mode do not stack with other uses of this Ability, or with the Actuality Grenade or Illusion Disruptor crystallurgy devices; consider only the greatest reduction amongst all these sources.
Progression
    Normal: The initial effect on illusion strength (before any doubling as a major action) is raised by 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Alteration     Medic-favored
    This Ability affects the neuromuscular systems of another organic character, temporarily increasing their STR, DEX, or CON by 1; you must choose which stat to increase each time you use the Ability. To use this Ability, you must touch the other character and spend 2 insight as a slowing major action, plus another 1 insight for every 25 WGT of a very large recipient. Both you and the recipient must also take exhaustion in the same amount as the insight used. The duration of the effect is 3 rounds.
    Arcanists who possess this Ability can detect any alteration applied to all visible organic characters within short range as a free action. Whenever a character receives a new alteration, it replaces any previous one they had (whether or not it was from the same arcanist, or whether it alters the same stat). This Ability also does not stack with Reconstruction (Arcana); if that Ability is used to increase STR, DEX, or CON, only the most beneficial bonus between the two Abilities is effective on that stat.
Progression
    Normal: For every 4 tiers, the duration is increased by 1 round. At 18th tier, the amount of the stat bonus is increased by 1.
    Emphasized: For every 2 tiers, the duration is increased by 1 round. For every 9 tiers, the amount of the stat bonus is increased by 1.
    Maximized: For every 3 tiers, the duration is increased by 2 rounds. For every 6 tiers, the amount of the stat bonus is increased by 1.
Arcane Archery     Champion-favored
    This Ability enables the effects of Bolster Adamant and Energy Melee Attack to persist on an adamant item for a second or so after you stop touching it. The practical effect of this is to enable those Abilities to be used on an adamant arrow from a bow; you can use Bolster Adamant to increase the arrow's drive as if it were a melee weapon, and/or add energy damage from Energy Melee Attack as if it were a SR1 melee weapon. When using Energy Melee Attack, you may divide its damage between multiple arrows using Rapid Fire Attack (Marksmanship). Bolster Adamant is fully effective on all arrows fired using Rapid Fire Attack.
    Because of the limited duration of the arcane effects once the arrow leaves your grasp, this Ability is not effective against targets at long range.
Progression
    Normal: At 8th and 16th tier, you may choose 1 option from the following list of additional effects:
    -Ability can be used on adamant bolts from crossbows, out to medium range. Consider bolt to be SR1 equivalent.
    -Ability can be used on adamant thrown weapons, out to short range. Use the weapon's actual SR.
    -Projectiles using Energy Melee Attack's effects no longer emit light until they hit the target, meaning they do not revert you to Low Stealth like a normal energy weapon.
    Emphasized: As Normal, but 1 option every 4 tiers. For every 5th tier beyond 8th, you gain a +TN of 1 in any ranged offense roll that includes this Ability's effects on all projectiles.
    Maximized: You have all the options from Normal. For every 3rd tier beyond 8th, you gain a +TN of 1 in any ranged offense roll that includes this Ability's effects on all projectiles.
Arcane Cloaking    Photonic-favored
    This Ability uses illusion-related energy fields to render you invisible, or at least harder to see. You may activate it as a minor action at a cost of 1 insight, and it also consumes a further 1 insight for every 2 minutes it is kept active; it can be deactivated as a free action. While active, your visible range is decreased by 1 range, as measured by the ranges defined in the Combat Stealth rules (that is, engaged, short, medium, long, and travel), after resolving the normal effects of light, clutter, and stealth level. Progression further decreases the range.
    If this math would call for a lower range than engaged, you cannot be seen even at engagement range. If you are heard, or otherwise do something to tip off characters to your presence, they can attack you via blind attack rules (see Combat). Remember that your actions may also cause you to revert to a lower stealth level, potentially making you visible again. Emitting light still causes you to revert to Low Stealth, but does not remove the effects of the cloak. The cloak includes carried and inventory items, but any visible phenomenon that occupies the area around you (such as flames from the ignited status, visible medium-precision energy shielding, or a damage aura) temporarily cancels out the effects of the cloak.
    Anything that reduces illusion strength (such as Actuality Aura) also reduces the effectiveness of cloaking. For every 2 illusion strength that would be lost to those rules, your cloak's effectiveness is decreased by 1 range. This Ability does not stack with the Cloaking Device crystallurgy device; consider only the more effective cloak if both are used. Any cloak with an effectiveness of at least 1 range fully immunizes you against the effect of thermal vision on character stealth.
    Like other illusions, this Ability is effective against echolocation, and has the same effect on that sense's "visible" ranges. It is ineffective against sorcerers' darkeye and draconic clairvoyance. It cannot be used to create other illusions.
    If this Ability is kept active in such a way that you would not be visible in combat at engagement range without an INT roll, apply the following rules to these non-combat situations:
    -During long hides, apply the rules for hiding within an illusion.
    -During infiltration attempts, your visible range counts as 1 range shorter than engaged range. If you fail the infiltration roll in such a way that combat begins, it will begin at engagement range, and enemy characters are aware of you and may make blind attacks. You may be able to easily escape due to surprise turn order rules, but the enemy will remember that something is amiss and invisible, and will likely increase security.
Progression
    Normal: For every 6 tiers, the effect is increased by 1 range. Excess range decreases beyond what's required for total invisibility are still useful for opposing illusion disruption.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Arcane Displacement     Champion-favored
    By displacing certain adamant interfaces to other parts of your nervous system, you are able to relieve the load on your conscious mind. When you obtain this Ability, choose one other Ability to associate with it; whenever you use the associated Ability, you may substitute exhaustion gain for insight cost. You may do this for none, part, or all of the normal insight cost. For example, if a use of the associated Ability would normally cost you 5 insight, you may choose to spend 2 insight and take 3 exhaustion.
    You may not use this Ability to substitute an amount of exhaustion greater than 50% of your CON in one turn, nor may you use it on insight costs that occur outside of your turn (for example, the cost for Active Pseudogravity Counter). You also may not use this Ability if you began your turn with 2 or more degrees of exhaustion.
Progression
    Normal: For every 12 tiers, you may associate another Ability with this one.
    Emphasized: As Normal, but every 6 tiers.
    This Ability cannot be maximized.
Arcane Kinetic Shielding    Sentinel-favored
    The basic effect of this Ability costs no insight, and may be toggled on or off as a free action. It covers you with an effect similar to normal technological kinetic shielding, but with greater sensitivity. Consult the Kinetic Shield device for relevant damage rules and the projectiles which can be stopped by this Ability; unlike the device, this Ability can block slower projectiles such as arrows, bolts, and slingstones (but not thrown weapons). For faster projectiles, substitute 1 insight for every 200 damage blocked in a single attack, rather than the device's 1 charge per 100. Slower projectiles never consume insight.
    As a free action, you may also spend 4 insight to charge the air near your energy shielding with kinetic fields. For 1 round, your arcane Energy Shielding Abilities may automatically block all fast-moving projectiles as well as energy attacks. Slower projectiles such as arrows are not affected by this extended shielding, though you are still immune to them yourself. You must spend 1 insight per 200 damage of any attack, just like the kinetic shielding on your body. Explosives and projectiles with added energy damage now detonate against your energy shielding, which will also consume energy shielding points as normal. Characters might be spared the impact or even area damage of AoEs, depending on shielding precision. When used with low-precision energy shielding via Projected Energy Shielding, that shielding becomes effective against the ZAoEs of bombs, cluster bombs and rocket pods; use the high damage value multiplied by 2 or 3 (see Shielding ZAoEs) when resolving both energy shielding points and frag damage insight. Do not use bombs' impact damage values.
    Unlike the normal effect of energy shielding, you may freely decline to use the kinetic shielding effect against any attack; you may make this decision after knowing how much insight would be necessary to block it. Shielding will be immediately excluded from the kinetic effect if no part of the shield touches the ground, or if you run out of energy shielding points. Ships and land vehicles count as "ground" for the purposes of this rule, but aircraft in flight do not. Like normal energy shielding, the kinetic effects of this Ability are "one-way," unless Projected Energy Shielding is set to two-way.
    The normal effect of this Ability is invisible until struck. When used to affect energy shielding, this Ability causes it to glow a faint orange even when not being struck. Any other character protected with high- or medium-precision shielding of this type reverts to Low Stealth. This glow continues even if the kinetic effect is not used against a certain attack.
     Because stable kinetic fields must be created in the air, the latter effect of this Ability cannot be used to shield flying aircraft, nor is it usable in high wind conditions.
Progression
    Normal: The insight cost is reduced by 1/14 your tier
    Emphasized: The insight cost is reduced by 1/7 your tier.
    This Ability cannot be maximized.
Arcane Mirror    All-favored
    This Ability enables you to teleport as a major action. You may teleport to any valid location within medium range that you can see, at a cost of 20 insight. There must be an unobstructed straight-line path from yourself to at least part of your destination (for example, you can teleport through an open window you would not normally fit through, but not through a closed window). This form of teleportation is low-precision (see Combat). You can teleport a maximum weight equal to your own weight (not including your inventory), plus 100 pounds. The teleportation creates a distinctive noise audible to long range at both the origin and destination locations. It also emits momentary light, reverting you to Low Stealth.
Progression
    Normal: For every 4 tiers, choose one of the following enhancements to this Ability:
    -The Ability becomes a non-slowing action.
    -The Ability becomes a minor action.
    -The teleportation is improved to medium precision.
    -Maximum weight is increased by 50 (this enhancement can be taken multiple times)
    -Insight cost is reduced by 2 (this enhancement can be taken 6 times)
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Arcane Quick Draw     All-favored
    You may gain a +TN of 6 in any turn order roll. However, if you use this Ability, the only actions you may take during the first round of combat are actions to use Arcana Abilities (including offense rolls for Ability-affected attacks), Sorcerer Abilities, inventory actions to drop items or draw demiarcana or shade devices, or Ability or device actions directly related to the use of an Arcana Ability. You must decide the use of this Ability before making the turn order roll. No other Abilities with "Quick Draw" in the title may be used simultaneously.
Progression
    Normal: The +TN is increased by 1/3 of your tier.
    Emphasized: The +TN is increased by 2/3 of your tier.
    Maximized: The +TN is increased by your tier.
Arcane Range Enhancement     Medic-favored
    Gravitic-favored
    Photonic-favored
    Destroyer-favored
    When you obtain this Ability, choose one of the following effects:
    -Blinding Rays now has medium range.
    -Illusion Projection now has medium range.
    -Offense rolls for Energy Ranged Attack using particle damage are changed to d6/d12/2d12.
    -Offense rolls for Energy Ranged Attack using heat, frost, electric, or blast damage (choose one) are changed to d6/d12/2d20.
    -Basic Pseudogravity and Pseudogravity Burst now have medium range. The distance objects can be moved is unchanged. The range increase to Pseudogravity Burst does not apply if its effects are being altered by another Ability.
    -Warding now has medium range.
Progression
    Normal: For every 6 tiers, you may choose another effect from the list. The Energy Ranged Attack options may be chosen multiple times for different energy damage types.
    Emphasized: As Normal, but every 3 tiers.
    This Ability cannot be maximized.
Arcane Self-Treatment     Medic-favored
    Most biology-affecting Arcana Abilities are not usable on yourself; special training is required to cause the adamant to treat its own host without disrupting symbiosis. Upon gaining this Ability, choose either Restoration, Cleansing, Equilibration, or Warding; that Arcana Ability becomes usable on yourself as well as others. For any of the four Abilities, proceed through their normal rules (including any costs or requirements for major actions), with the following additional changes:
    -You do not need free hand(s).
    -You take the exhaustion that would normally be inflicted on the target of the Ability, instead of the amount that would normally be inflicted on the arcanist (though it is still valid for Medical Efficiency).
    -Any insight cost that the Ability would normally require is increased by 5.
Progression
    Normal: For every 6 tiers, choose another Arcana Ability to apply this Ability's effects to.
    Emphasized: As Normal, but every 3 tiers. Once all four Abilities are affected at 9th tier, every 3 subsequent tiers reduced the extra 5 insight cost by 1.
    This Ability cannot be maximized.
Arcane Storm     Destroyer-favored
    This Ability allows you to expend your arcane damage auras to enhance a use of Energy Ranged Attack. It has no effect if you do not have Defensive Energy Field and Energy Ranged Attack, and its later progression effects require Energy Accretion as well. Only damage auras created with those Abilities are referred to here. When using this Ability, the energy type of your damage auras must match the one you are using in Energy Ranged Attack. Expended auras are expended in their entirety, and you must expend only the stated number of auras. Using this Ability is a free action performed immediately prior to your attack, and your attack must be two-handed.
    Before progression, this Ability has one use: you may expend one damage aura of any size to directly enhance the normal effect of Energy Ranged Attack. Its damage is added to the damage of the attack.
    All damage inflicted or added via this Ability is included in the arcane breach effect of Energy Ranged Attack.
Progression
    Normal:
    Beginning at 3rd tier, you may alternatively use this Ability to expend 2 damage auras of any size to enhance the normal effect of Energy Ranged Attack. Both auras' damage is added to the damage of the attack.
    Beginning at 8th tier, you may expend 3 damage auras of at least 40 damage each to change Energy Ranged Attack's effect into a lesser ZAoE. Rather than considering normal damage values, spend insight equal to 1/20 the total damage stored in the auras, plus an amount of insight up to 2 times your normal insight maximum in Energy Ranged Attack. The amount of insight spent must be at least 15. Your ZAoE's high damage is equal to 3 times the insight spent, and its low damage value is equal to 1.5 times the insight spent. The lesser ZAoE can attack your own zone, or any adjacent zone; if using particle damage, it may attack 2 zones away. You must be able to see the zone. You may choose either a cluster or point ZAoE; if point, you may make a ranged offense roll of d20 on DEX to hit a specific group/engagement. You have the option to exclude your own group/engagement from a cluster ZAoE.
    Beginning at 14th tier, you may expend 4 damage auras of at least 70 damage each to change Energy Ranged Attack's effect into a greater ZAoE. Rather than considering normal damage values, spend insight equal to 1/20 the total damage stored in the auras, plus an amount of insight up to 4 times your normal insight maximum in Energy Ranged Attack. The amount of insight spent must be at least 45. Your ZAoE's high damage is equal to the insight spent, and its low damage value is equal to 1/2 the insight spent. The greater ZAoE can be centered on your own zone, or up to 2 zones away; if using particle damage, it may be centered 3 zones away. You must be able to see the zone. You may choose either a cluster or point ZAoE. You have the option to exclude your own group/engagement from a cluster ZAoE.
    This Ability cannot be emphasized or maximized.
Basic Energy Shielding    Photonic-favored
   
Destroyer-favored
    Champion-favored
    Sentinel-favored
    This Ability provides medium-precision energy shielding (see Combat), and is a prerequisite for the other Energy Shielding Abilities. As a free action, you may spend insight to create shielding points at a rate of 25 points to 1 insight. The maximum shielding points you can store in this Ability is 20 (before progression). This Ability is effective on yourself, and can also be shared with another character by touching them; the decision to share shielding must be made at the time you touch the character, and lasts for only as long as the touch is maintained. It can also be shared with your mount (including automounts) with no extra requirement. If you are all struck by an AoE or ZAoE and you will run out of shielding points, you choose which characters receive priority. All affected characters use the same shared pool of shielding points.
    Unused shielding points will expire from this Ability 15 minutes after they are created. If desired, the shielding effect of this Ability can be toggled on and off as a free action, without losing the shielding points stored.
    The shield is visible as an ethereal, faintly-glowing sphere when first activated or when struck by energy damage, and for 1 round afterward. This visual is subtle and does not alter light levels, but will still cause you to revert to Low Stealth. After the 1 round passes, the shielding is invisible, unless stated otherwise by a different Ability that alters it.
    You may accept an arcane breach to create shielding points according to the normal rules for this Ability, except at any time, without the need for a free action. This can occur on other characters' turns and even in the middle of shielding a single attack - for example, if you have your maximum of 100 shielding points and your shield is struck by a 200-damage attack, you could breach to refill during the shielding, blocking the whole attack.
Progression
    Normal: The shielding point maximum is equal to 20 times your tier.
    Emphasized: The maximum is 40 times your tier.
    Maximized: The maximum is 60 times your tier.Basic Pseudogravity    Gravitic-favored
    This Ability generates a low-acceleration but continuous field of pseudogravity until your next turn. It is also an arcanist's only source of pseudogravity points, making it a prerequisite for other pseudogravity-based Arcana Abilities. See Pseudogravity for general rules applying to this and all such Abilities.
    Without being combined with other Abilities, it has the following main uses. All free actions may be performed on the same turn as any other action from this Ability, so long as the same one is not performed twice.
    Determine weight: As a free action, you may roughly estimate the weight of any object within medium range that you can see, rounded to the next lowest 10 pounds. This function cannot overcome stealth or illusions.
    Determine silencing: As a free action, you can detect all areas of ætherial silencing within medium range, as well as their strength.
    Generate pseudogravity points: You may use a free action to spend insight and generate pseudogravity points for use in the other parts of this Ability, or for other Abilities. Each 1 insight generates 20 pseudogravity points, and the maximum amount of stored points (before progression) is 20. Unused pseudogravity points expire 15 minutes after they are created.
    Pseudogravitic general labor: You may contribute to general labor process actions with pseudogravity points; see General Labor.
    Move object/character: If you have pseudogravity points, you may use a slowing major action to lift and move a target within short range. You must expend an amount of pseudogravity points equal to 1/10 of the object's weight in pounds (or at least 1); if you don't expend enough, it cannot be lifted and the attempt is wasted. Extra points beyond the required amount have no effect (besides potentially offsetting flight or silencing). This action requires two free hands; it can be performed one-handed, but the amount of pseudogravity points expended must be no more than 2/3 the value of your pseudogravity point maximum.
    Once an object is lifted, you may choose to immediately roll a d6 on DEX; if successful, you may move the object a short-range distance horizontally and/or vertically. This roll is not a ranged offense roll, but takes melee interference Hindrance (see Combat). The object remains lifted until after your next turn; if you are still able and within range, you may use this Ability repeatedly to keep it aloft, and may roll on DEX once per major action to move it further. Holding a lifted object without moving it does not require a DEX roll, but does require pseudogravity points every turn.
    If you have not performed an inventory action this turn and the lifted object is within engagement range (whether or not you rolled to move it), you may pick it up as part of this Ability's action; this ends its lifted status. You may use the hand(s) used for this Ability to grab it.
    This Ability never directly causes damage, though characters might take falling damage when it ends; see Falling. After any turn on which you did not continue this Ability on a lifted character, they fall during the next round's movement phase. A lifted character is removed from cover and must add 2 Hindrance in all defense rolls while lifted, even if they are an ally, and regardless of whether you rolled on DEX to move them an appreciable distance. They automatically fail all rolls on SPD (including flying SPD), but lose any knocked-down status. They cannot use Abilities that specify they are unable to be used while flying.
    If multiple arcanists lift the same object, each gets a chance to move the object, but it cannot be moved more than short range from its original position in 1 round. Consider the most recent lift when determining when the object falls.
    If a lifted object is picked up by any character, its lifted status ends, unless the pseudogravity points spent to lift it this round would be sufficient to lift the character as well, in which case the character is now lifted. Whenever a lifted character drops an item, the item remains lifted until after the lifter's next turn. This is the only situation in which a single lift can include more than one target.
    If you lift water, you can move it into one willing character; it will then cease being lifted, but also extinguish the character's ignited status if its pound weight is at least double their WGT.
    You can lift yourself, though this is generally inferior to Pseudogravitic Flight and requires free hand(s) as normal.
Progression
    Normal: For every 4 tiers, your pseudogravity point maximum is increased by 20.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Blinding Rays     Photonic-favored
    This Ability produces many small light-rays too low-power to set off energy shielding, but bright enough to disrupt characters' vision. As a major action, it can target a single character or a whole engagement; in the latter mode, use AoE rules to determine who is affected. You are never affected if you target your own engagement. All affected characters must make a roll on CON; the roll is d12 if a single character was targeted, or d6 if a group was targeted. Any character who fails is blinded until the end of your next turn. If they fail by 20 or more, they are blinded permanently (until the status can be removed via healing or special rules). This Ability can be used at short range, consumes 1 insight per use, and requires one free hand. It is not considered a ranged weapon and does not require an offense roll. It has no effect on characters who cannot see the user.
Progression
    Normal: For every 6 tiers, a single-targeted character must add 1 Hindrance to the CON roll to resist. Half this amount of Hindrance is added for characters affected by the area mode.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Bolster Adamant     Champion-favored
    Sentinel-favored

    This Ability allows you to reinforce any adamant armor you are currently wearing as a free action, as well as the drive of any adamant melee weapons you are wielding. If mounted, the mount's adamant armor is affected as well. Additionally, you can spread this effect to the adamant armor and weapons of another character by touching them; this lasts for as long as the touch is maintained. Touching a vehicle will also boost that vehicle's adamant armor. No more than one other character or vehicle may be affected.
    The effect of this Ability is to provide a bonus to any adamant armor range by 6 per insight used, and the drive of any adamant melee weapon by 6 per insight used. Both effects last until your next turn. Other armor bonuses (such as that from a shield) are not affected.
    The maximum insight used per turn is 1 (before progression). You may accept an arcane breach to double the maximum insight (including increaases from progression).
    Multiple uses of Bolster Adamant (for example, two touching characters using the Ability) do not stack; a character only receives whichever bonus is greater.
    There is no visual effect of this Ability, though there is a humming noise emitted by the arcanist and all affected adamant. Although quartz technically contains adamant, quartz armor and weapons are not affected by this Ability.
Progression
    Normal: The maximum insight per turn is increased by 1/8 your tier.
    Emphasized: The maximum insight per turn is increased by 1/4 your tier.
    Maximized: The maximum insight per turn is increased by 3/8 your tier.
Cleansing     Medic-favored
    This Ability consists of two closely-related effects, one of which must be selected before use. No part of this Ability may be used if either you or the recipient have at least 3 degrees of exhaustion.
    The first option is to eliminate poisons from the body of another organic character; you must touch the character and spend 3 insight as a slowing major action. The other character must also take 3 exhaustion. This will remove 50 Type A, 25 Type B, and 10 Type C poison points; if desired, you may remove double the points from a single type, and zero of the other two. Intoxicated characters will be immediately sobered.
    The second option is to cure a degree of a chosen disease. This takes approximately 30 seconds of concentration; you must touch the character and spend 10 insight. The other character must also take 3 exhaustion. Finally, you must succeed on a d20 roll on INT. If successful, the other character's disease is reduced by 1 degree. If any degrees remain, the character is now considered to be recovering (just as if they had passed the necessary number of CON rolls to begin doing so naturally) if they are not already.
    If there are any foreign substances (such as poison or parasites) involved, this Ability forces them out through the target's skin; any pain or damage that would be expected as a result is neutralized by the treatment.
    Arcanists who possess this Ability can detect the current poison and diseases of any organic character they touch.
Progression
    Normal: Each of the insight costs are reduced by 1/8 your tier.
    Emphasized: Each of the insight costs are reduced by 1/4 your tier.
    Maximized: Each of the insight costs are reduced by 3/8 your tier.
Closed-Hand Arcana     Champion-favored
    By spending 4 insight as a free action, you may cause one of your hands to function as a free hand for the purposes of any Arcana Ability for 1 round, even if you are holding something in that hand. Items held in the chosen hand continue to have their normal effects; if the item is a wielded weapon or shield, that item continues to provide any defense roll +TNs that it normally would. Only one hand may be affected by this Ability.
    If the item in the affected hand is a melee weapon or shield you are wielding competently, you may choose to pay for the insight cost of this Ability with any alternate insight source that would be usable for Close Combat Abilities.
Progression
    Normal: The insight cost is reduced by 1 at 18th tier.
    Emphasized: The insight cost is reduced by 1/9 your tier.
    Maximized: The insight cost is reduced by 1/6 your tier.
Combat Illusion Specialty    Photonic-favored
    This Ability adjusts the effects of combat applications of illusions (see Illusions & Combat), when those illusions are created with your usage of Illusion Projection (Arcana). When you first obtain this Ability, choose one of the below options to gain access to; when you later gain more options through progression, only one can be used at a time in any given illusion.
    Perfect Clone: When using a 3-complexity defensive illusion, the effect on attacker's offense rolls is raised by 1 Hindrance.
    Phantom Ally: When using a 3-complexity defensive illusion, you may apply its effects for the benefit of 2 characters at once, provided they are grouped-up. This extra effect only occurs on the first round the illusion exists; a new one must be created to repeat it. If one character moves away from the other, you must choose which one is still affected.
    Ray Deflector: When using a 3-complexity defensive illusion, you may forgo the normal Hindrance effect in favor of granting 100 medium-precision shielding points to the protected character; these points can only shield heat damage from light-ray attacks. If the shielding points are depleted, the illusion is dispelled. Re-creating the illusion replenishes the points.
    Persistent Obstacle: When using a 3-complexity offensive illusion, 1 Hindrance is added to the target's DEX roll to avoid being blinded.
    Wide Obstacle: When using a 3-complexity offensive illusion, you may apply its effects against 2 characters at once, provided they are grouped-up. This extra effect only occurs on the first round the illusion exists; a new one must be created to repeat it. If one character moves away from the other, you must choose which one is still affected.
Progression
    Normal: For every 12 tiers, you may choose another option.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.
Concentration Training    All-favored
    If your bINT is greater than 10, this Ability increases your maximum arcane insight. Subtract 10 from your bINT, and multiply the result by itself; this is the amount by which your maximum arcane insight is increased.
Progression
    None. This Ability cannot be emphasized or maximized.
Condensed Energy Shielding     Champion-favored
    Sentinel-favored

    This Ability allows you to spend 3 insight as a minor action to change the shielding provided by Basic Energy Shielding into high-precision shielding (see Combat). This is effective for both yourself, your mount, and the touched character (if applicable). Before progression, using this Ability prevents the use of Projected Energy Shielding on the same turn.
    When this Ability is used, the protected character(s) seems to disappear into a skin-tight distortion of the æther; some describe it as the person apparently turning into opaque glass.
Progression
    Normal: For every 12 tiers, choose one of the following enhancements to this Ability:
    -Reduce the insight cost by 1 (this enhancement can be taken twice)
    -The Ability becomes a free action
    -The Ability can be used simultaneously with Projected Energy Shielding. It does not affect the precision of that Ability's shielding.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.
Conjunct Acceleration    Destroyer-favored
    In order to use this Ability, you must have Energy Ranged Attack, and know how to use particle damage with that Ability. This Ability allows you to spend 1 insight as a major action to choose up to 2 other characters who are grouped-up with you; for 1 round, any Particle Ranged Weapon or Rapid-Fire Particle Ranged Weapon device used by those characters has its damage per charge increased by 2. This includes all Exuros wieldable by characters. Vehicle- or ship-sized weapons are never affected. Arcanists with Energy Ranged Attack, as well as any other particle attack created by an Ability, are unaffected; this Ability works by imparting the increased efficiency that already exists in arcane particle attacks. The affected characters continue to be affected for 1 round even if you are incapacitated or leave the group.
Progression
    Normal: For every 12 tiers, you may affect 1 more grouped-up character. At 18th tier, you may spend double insight to perform this Ability as a minor action.
    Emphasized: For every 6 tiers, you may affect 1 more grouped-up character. At 9th tier, you may spend double insight to perform this Ability as a minor action.
    Maximized: For every 4 tiers, you may affect 1 more grouped-up character. At any tier, you may spend double insight to perform this Ability as a minor action.
Defensive Energy Field     Destroyer-favored
    Champion-favored

    When you first obtain this Ability, choose one type of energy damage (particle, heat, frost, electric, or blast). As a minor action, you may spend insight to create a damage aura of that type; the maximum stored damage is 15 (before progression), and each 1 insight stores 20 damage. You may remove or replace stored damage as part of (or as an alternate effect of) the same minor action, but may not add damage to a previously created aura. Removed damage is not "refunded" into insight. Unused damage will remain in the aura for 1 minute (12 turns). If you are mounted, the aura may react to attacks on the mount.
    In addition to the normal effects of damage auras, this Ability also provides an armor bonus equal to 1/2 the stored damage. This armor bonus can only be used against ranged attacks, AoEs, or ZAoEs. The attack's damage must consist entirely of the matching energy damage type, except that heat and frost may apply against each other.
    As with all energy damage auras, you revert to Low Stealth and become a moderate light source when using this Ability. You are surrounded by visual signs appropriate to the chosen damage type - arcs of lightning for electric, swirling flames for heat, eerie auroras for particle, and wispy gathering clouds for blast or frost.
Progression
    Normal: For every tier beyond 1st, the maximum stored damage is increased by 2. For every 4 tiers, you may also choose another type of energy damage.
    Emphasized: The maximum stored damage is increased by 4 times your tier. For every 2 tiers, you may also choose another type of energy damage.
    Maximized: The maximum stored damage is increased by 6 times your tier. You know all energy damage types.
Diffractive Shielding     Photonic-favored
    Sentinel-favored

    This Ability may be toggled on and off as a free action, and modifies the rules for any energy shielding from your Arcana Abilities. First, when active, it causes your shielding points to count double when shielding heat damage from Light-Ray Ranged Attack or light-ray weapon devices (that is, 1 shielding point will remove 2 light-ray heat damage). Second, whenever a character (including yourself) must make a roll on CON to resist being blinded by bright light, they receive 2 Easing if the light source is on the other side of your energy shielding. In other words, if an energy ranged attack from a certain enemy would be shieldable by you, a blinding attempt by light originating from that enemy will also include your Easing. This effect is one-sided, not interfering with you or your allies' blinding attempts, unless your energy shielding is made two-sided.
    The Easing from this Ability does not stack with that from the Eye Screen crystallurgy device; consider only the greater Easing amount between these two sources.
Progression
    Normal: For every 6 tiers, the Easing is increased by 1.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.

Energy Accretion     Destroyer-favored
    As a slowing minor action, you may enable yourself to create and/or maintain multiple damage auras using Defensive Energy Field this turn. Roll d12 on DEX; melee interference Hindrance applies to this roll. If successful, you may maintain up to 2 auras (before progression), all of which must hold the same energy type. This Ability requires two free hands, but does not continue to occupy your hands after the action. It must be the first minor action you perform on your turn, and you must not be mounted or knocked down. You may create, remove, or replace any number of the auras using Defensive Energy Field as your second minor action (though you can maintain existing auras without doing that action). Although only one damage aura can hit an attacking character at once, each aura stacks when calculating Defensive Energy Field's armor bonus. All damage auras follow that Ability's normal rules for maximums and expiry.
    If you have multiple damage auras due to a previous use of this Ability but fail the DEX roll this turn (or if you simply do not perform this Ability's minor action), you lose control of all auras from Defensive Energy Field. Add together the stored damage from all of them, then divide by 2; this becomes the area damage for an energy AoE centered on yourself. You are excluded from the damage, but other characters have a chance to be hit equivalent to a successful AoE offense roll without caution (though no offense roll is made). Your turn immediately ends; you do not receive a major action or second minor action. If you lose control voluntarily as a result of not performing the minor action, your turn still ends, but you may retain control of 1 damage aura if you wish. Voluntarily losing control does not alter AoE hit chances.
Progression
    Normal: The maximum amount of auras is raised to 3 at 8th tier, and to 4 at 14th tier.
    This Ability cannot be emphasized or maximized.

Energy Affinity     Destroyer-favored
    You often find yourself drawn to a particular type of energy damage, whether for practical reasons or personal preference. This Ability's function is to modify the TNs for all rolls mentioned in Energy Accretion, Energy Ranged Attack, and Gather Energy (this includes ranged offense rolls).
    When you obtain this Ability, you must associate it with a particular type of energy damage (particle, heat, frost, electric, or blast). You must also choose a level of affinity to embrace with this Ability, which determines its exact effects:
    Weak affinity: You receive a +TN of 2 in the rolls for the three Abilities when you are using the associated energy type with them. If you use another energy type, you receive a -TN of 2 in those rolls. Unlike with other affinity levels, you may activate or deactivate this Ability upon completing any 4-hour rest.
    Strong affinity: As weak, but the +TN and -TN are each 4, and the Ability cannot be deactivated. If you have Energy Flight, its flying SPD is increased by 1 when using the matching energy type.
    Obsessive affinity: You receive a +TN of 6 in the rolls for the three Abilities. You lose the capacity to use any other energy type with any of them, even if you were able to do so prior to taking this Ability. Furthermore, the same loss applies to Energy Flight, Energy Melee Attack, Defensive Energy Field. If you swap this Ability or its detail choices when you have this affinity level, all six of the other Abilities (or however many of them you have) are replaced with placeholders; the same occurs if, for any reason, you do not have your energy type associated with those Abilities. Finally, this level of affinity grants additional benefits related to the type of energy you chose:
    All: Any shielding points from your Arcana Abilities are doubly effective against your chosen energy damage type (that is, 1 shielding point will remove 2 damage of that type). You are also resistant to your chosen energy, taking 50% damage from it.
    Particle: You are immune to radiation hazards and Alacrian war fever. The damage per charge bonus from Conjunct Acceleration is increased by 1.
    Heat: You are immune to heat and cold hazards, as well as the ignited status. You are immune to the smoke effects of fire hazards. Energy Flight's flying SPD is increased by 2.
    Frost: You are immune to heat and cold hazards, and your fatigue factor is increased by 2.
    Electric: Your exhaustion factor is increased by 3. Energy Flight's flying SPD is increased by 2.
    Blast: Whenever any rule calls for you to be deafened, you may roll d6 on CON to prevent it. Energy Flight's flying SPD is increased by 2.
Progression
    None. This Ability cannot be emphasized or maximized.
Energy Flight    Destroyer-favored
    Champion-favored
    This Ability uses fields, jets, or layers of various energy types to provide a flying SPD of 3. This flight has limitations and is generally inferior to pseudogravitic flight, but is not susceptible to silencing. In order to use this Ability, you must have either heat, electric, or blast damage associated with Energy Ranged Attack, Energy Melee Attack, or Defensive Energy Field. This Ability does not actually cause damage, but provides flight thematically and physically similar to those energy types. The cost to fly with this Ability is 2 insight per round, and you must choose only one energy type per round. Particle and frost cannot be used. If you have Defensive Energy Field, you can expend stored aura damage of the matching energy type as a substitute for insight in this Ability, at a rate of 20 damage to 1 insight.
    You cannot rush using the flying SPD if you have 1 degree of encumbrance, and you cannot use this Ability at all if you have more than 1 degree. Flying SPD from this Ability cannot be used to contribute to underwater SPD.
    Depending on the energy type you are currently using, there are additional restrictions on rushing:
    Heat: Whenever you rush, you are ignited (unless immune), and must roll d12 on DEX; if failed, you still complete your rushed movement, but are stunned until the end of your turn this round (even if not ignited).
    Electric: You may only rush in a highly magnetic area. Such areas include all of Chthon, highly-metallic Alacrian ruins, Alacrian industrial city strata, ships and airships over 1,000 tons, and some mines and caves.
    Blast: Whenever you rush, you must roll d12 on CON; if failed, you still complete your rushed movement, but are stunned until the end of your turn this round.
    Flight using this Ability creates light and sound equivalent to a ranged attack of the matching energy type.
Progression
    Normal: For every 4 tiers, the flying SPD is increased by 1.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Energy Melee Attack     Champion-favored
    This Ability enables energy damage to be added to normal melee attacks; these attacks may be made unarmed, or with an adamant melee weapon (Abilities from the Study of Close Combat are necessary in order to become competent in these attacks). In either case, the energy damage is added to the attack's normal damage, according to the rules in Combat. The damage is 16 per insight used. The usage of this Ability must be decided before the attack is performed, and the insight is wasted if the attack fails. If used during Sweeping Offense (Close Combat), this Ability can only be used against one target.
    The maximum amount of insight used (before progression) is 1. For reasons of simple physics, the total energy damage used on a weapon cannot exceed 8 times the weapon's SR, and the energy damage added to an unarmed attack cannot exceed 4 times your WGT. If dual-wielding, the damage may be freely split between eligible weapons (even if just 1 insight is used).
    When you first obtain this Ability, choose one type of energy damage (particle, heat, frost, electric, or blast). When you gain more types through progression, you can freely choose any you know how to produce, but a single attack may only include one type of energy damage.
    Visually, the arcanist's hands or weapon(s) glow, with an appearance related to the element used.
Progression
    Normal: For every 4 tiers, the maximum insight used is increased by 1. For each increase, you may also choose either another type of energy damage, or one of the following enhancements:
    Current Retention: A failed attack with electricity from this Ability retains its energy damage for 1 more round, allowing you to try the attack again next turn without spending more insight.
    Searing Edge: Heat damage from this Ability has a maximum of 10 times the weapon's SR (rather than 8 times), provided the melee weapon(s) is an adamant one without the Blunt tag.
    Shockwave Hammer: Blast damage from this Ability has a maximum of 10 times the weapon's SR (rather than 8 times), provided the melee weapon(s) is an adamant one with the Blunt tag.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Energy Ranged Attack     Destroyer-favored
    This Ability functions as a ranged weapon with which you are automatically competent. It follows normal ranged attack rules, may use Abilities from the Study of Marksmanship, and may use AoEs. Its offense rolls are d6/d12/X if particle damage is chosen, or d6/d20/X for all other types. The damage is 25 per insight used. The RFD is 2. The maximum amount of insight used (before progression) is 1.
    The above rules presume usage with two free hands. This Ability can be used one-handed, but the maximum amount of insight used is reduced to 2/3. The attack always counts as a single weapon, even if two hands are used. If a precise amount of damage is desired, you may cause 1 insight of the attack to contribute less than 25 damage.
    When you first obtain this Ability, choose one type of energy damage (particle, heat, frost, electric, or blast). When you gain more types through progression, you can freely choose any you know how to produce, but a single attack may only include one type of energy damage.
    You may accept an arcane breach to increase the total damage of your attack by 25%.
Progression
    Normal: For every 4 tiers, the maximum insight used is increased by 1. For each increase, you may also choose another type of energy damage.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 of your tier.
Energy Ranged Specialty     Destroyer-favored
    This Ability adds additional options for your Energy Ranged Attack Ability. When you first obtain this Ability, choose one of the below options to gain access to; when you later gain more options through progression, only one can be used at a time in any given attack. You must have access to the option's relevant energy type through Energy Ranged Attack; if this Ability calls for you to gain another option when you have no more valid choices, your choice "waits" until you gain access to more energy types.
    Particle Havoc: When using particle damage, your maximum insight spent is increased by 1/3, provided you use Rapid Fire Attack (Marksmanship) and no single shot exceeds 2/3 of your normal maximum insight.
    Neutron Focus: When using particle damage, the effect is much less visible, counting only as a non-energy ranged attack for the purpose of stealth rules (i.e. not reverting you to Low Stealth). In their CON roll to avoid contracting war fever, your target must add 1 Hindrance per degree of injury received, instead of the normal 1 Hindrance for every 2 degrees beyond 1. All non-organic characters, objects, and barriers are resistant to this attack, taking only 25% damage.
    Ion Focus: When using particle damage, the normal effect related to contracting war fever is replaced by the stunning effect of electric damage (though not electric damage's effect on metallic armor). Damage resistances and weaknesses are resolved as though the damage was electric instead of particle, as well as any shielding rules particular to specific types of energy damage.
    Chain Lightning: When using electric damage, you inflict 1/3 damage (rather than 1/4) in an energy AoE. Overeffect is unchanged.
    Takedown Lightning: When using electric damage, it loses its special effect against metallic armor, but stuns a target at only 1 degree of injury (instead of 2). Its audible range is reduced by 1 range. You may also choose (but are not required) to grant your target(s) resistance to your damage, causing them to take 50% damage after all shielding and drive.
    Living Firestorm: When using heat damage, the percentage chance to hit enemies with an energy AoE is increased by 10. Chances to hit allies are not affected. Overeffect is unchanged, as is an attack that fails its offense roll.
    Plasma Burst: When using heat damage, you knock down any character who takes at least 1 degree of injury (in addition to the normal ignition effect).
    Thermal Shatter: When using frost damage to damage barriers, you do not apply the normal frost damage resistance.
    Telerefrigeration: When using frost damage, the effect is much less visible, counting only as a non-energy ranged attack for the purpose of stealth rules (i.e. not reverting you to Low Stealth). The audible range is reduced by 1 range.
    Enveloping Shockwave: When using blast damage, your attack ignores conventional shields, always removing their armor bonus.
    Chaotic Shockwave: When using blast damage, techshields do not receive any advantage in shielding it (losing their normal double effectiveness against blast).
Progression
    Normal: For every 6 tiers, you may choose another option.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Energy Shielding Efficiency    Sentinel-favored
   
This Ability causes each 1 insight spent in Basic Energy Shielding to create 28 shielding points instead of 25. This does not alter the normal point maximum from Basic Energy Shielding, and is therefore only useful after that Ability progresses.
Progression
    Normal: 1 insight creates an amount of shielding points equal to 27 plus tier.
    Emphasized: 1 insight creates an amount of shielding points equal to 29 plus 2 times tier.
    Maximized: 1 insight creates an amount of shielding points equal to 31 plus 3 times tier.
Enhanced Vision    Photonic-favored
   
When you first obtain this Ability, choose one of the following options:
    -You have shadow vision, seeing in any Low Light environment as if it was Medium Light.
    -You have echolocation, "seeing" in any No Light environment as if it was Low Light, to a maximum distance of 1 zone.
    -Your vision is more sensitive to the resonance of illusions; arcane and tech-based illusions have their illusion strength reduced by 1 against you.
    -You have thermal vision, seeing in any environment as if it was Medium Light. See the Thermal Vision device for additional rules about this type of vision. You must already have shadow vision (either naturally or via earlier progression in this Ability).
    All these forms of vision are removed by the blinded status, with the exception of echolocation (which is blocked by deafening).
Progression
    Normal: For every 6 tiers, you may choose another option. Additionally, at 12th tier, the thermal vision option sees as if High Light instead of Medium. For every 12 tiers, the anti-illusion option has its effect increased by 1 strength.
    Emphasized: As Normal, but for every 3 tiers, at 6th tier, and every 6 tiers, respectively.
    Maximized: You have all options, thermal vision sees as if High Light, and the illusion strength effect is increased by 1/4 your tier.
Equilibration     Medic-favored
    This Ability quickly imparts balance to an organic character's physiology, undoing many debilitating disruptions encountered in some battles. Using this Ability is a slowing major action that costs 2 insight, requires two free hands, and requires you to be grouped-up with the other character. Upon doing this, you may remove the bleeding, blinded, deafened, or stunned status from the other character. If they are afflicted with two or more of these statuses, you may remove more than one simultaneously, at the cost of 1 more insight per additional status treated. This Ability is effective regardless of how long the other character would have suffered the status, or of whether multiple sources inflicted the same status upon them; for example, a character stunned by two blast attacks does not add insight cost, but treating both stunning and blindness would take 1 more insight.
    This Ability cannot remove a stunned status that is the result of an ongoing state the character is in, instead of a one-time cause. For example, it can remove the stunning from an electric attack, but not that from suffocation or Type A poison.
Progression
    Normal: For every 6 tiers, choose one of the following enhancements to this Ability:
    -Free hands required reduced by one (this enhancement may be taken twice)
    -The Ability's action is no longer slowing
    -You may spend double insight to perform the Ability as a minor action rather than a major action
    -The total insight cost is reduced by 1 (this enhancement may be taken multiple times, and is counted after any doubling from the previous option)
    Emphasized: As Normal, but every 3 tiers.
Expert Burst     Gravitic-favored
    As a minor action, you may use this Ability to prepare advanced techniques to make your use of Pseudogravity Burst more difficult to counter. If you use that Ability on the same turn, you add 1 Hindrance to the DEX roll to perform it. Any arcanist who uses Active Pseudogravity Counter must add the same amount of Hindrance to the DEX roll to counter. This Ability may be used even if you are altering the effects of Pseudogravity Burst with other Abilities.
Progression
    Normal: For every 6 tiers beyond 3rd, you may add an additional 1 Hindrance to your DEX roll.
    Emphasized: The total amount of Hindrance added to your DEX roll from this Ability may be up to 1/3 of your tier.
    This Ability cannot be maximized.
Frost Fog    Destroyer-favored
    This Ability allows your frost attacks to condense clouds of thick fog out of the air, interfering with sight. To use this Ability, you must make an AoE attack (either deliberate or overeffect) with Energy Ranged Attack using frost damage, or a frost ZAoE using Arcane Storm. An AoE creates a cloud the size of an engagement, while a ZAoE creates a cloud across all affected zones. In either case, the cloud will persist for 2 rounds, or 1 round in high wind conditions. No characters may see into, out of, or past the cloud with normal or shadow vision. Characters inside the cloud can see each other and do not count as blinded, but must add 1 Hindrance to all DEX rolls, as well as all movement rolls that include the cloud's area. Characters with echolocation or another form of non-visual "sight" do not add this Hindrance. All characters also add 2 Easing to any CON roll to resist blinding due to bright light. The fog does not interfere with thermal vision.
    In most conditions, in order to use this Ability, a frost AoE must include at least 40 area damage, and a frost ZAoE must include at least 40 low damage. Very high or low humidity may affect this amount; typically, humid jungles reduce it to 20, arid plains increase it to 80, and deserts might increase it to 160. As part of this Ability, you have constant knowledge of how much damage would be required in your current location. If desired, you may make an AoE or ZAoE attack that eschews damage in favor of maximizing the effects of this Ability; in this case, your frost does not inflict actual damage nor extinguish fires, but its damage value is tripled when resolving this Ability. It functions as its normal damage value when interacting with energy shielding.
Progression
    Normal: For every 4 tiers, the cloud's round duration is increased by 1, except in high wind conditions. When making the attack, you may voluntarily reduce the duration to as little as 2 rounds.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 of your tier.
Gather Energy     Destroyer-favored
    Champion-favored
    This Ability allows you to gather various forms of energy from your surroundings, mitigating the need to extract it from the adamant.
    Using this Ability is a slowing minor action, and requires a d20 roll on DEX; melee interference Hindrance applies to this roll. If you succeed, you receive 1 energy point, plus another 1 point for every 10 by which you succeeded. Energy points can substitute for insight in any use of Defensive Energy Field, Energy Melee Attack, and/or Energy Ranged Attack. The energy type you gathered must match the type you are using in the other Ability. You do not need to substitute the entire insight cost. Unused energy points expire at the end of your turn.
    This Ability normally requires two free hands, but does not continue to occupy your hands after the action. You may use this Ability one-handed by adding 1 Hindrance to the DEX roll.
    Overly extended use of this Ability in the same locale tends to become ineffective. This prevents, for example, an arcanist from gathering a constant energy damage aura for free throughout an entire night watch shift; typically, this Ability is only used once combat begins.
    At the GM's discretion, you may receive 1-3 Easing in your DEX roll if you are located in an environment favorable to the energy type you are gathering. For example:
    Particle: 1 Easing per degree of radiation hazard
    Heat: 1 Easing in a 1st-degree heat hazard, 3 Easing near large fires or lava
    Frost: 1 Easing in a 2nd-degree cold hazard, 3 Easing in a blizzard
    Electric: 1 Easing near a large amount of metal, 3 Easing in a thunderstorm
    Blast: 1 Easing in a very loud environment, 3 Easing in a windstorm
Progression
    Normal: For every 4 tiers, you receive a +TN of 1 in the DEX roll.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized. Grounded Pseudogravity    Gravitic-favored
   
You anchor your pseudogravitic forces into the ground rather than the air, in the same manner as a gravnet airship. As long as you remain on the ground (e.g. not flying, falling, or lifted with pseudogravity), this Ability causes each 1 insight spent in Basic Pseudogravity to create 24 pseudogravity points instead of 20. This does not alter the normal point maximum from Basic Pseudogravity, and is therefore only useful after that Ability progresses.
    If your current pseudogravity point pool contains any points generated with this Ability, they are all lost if you leave the ground. You may voluntarily "dump" all your current points as a free action, and can generate new ones (even on the same turn) without using this Ability, if you wish to fly or are otherwise preparing to leave the ground.
    Teleportation and Pseudogravity Burst do not count as leaving the ground, so long as you are on the ground afterward. Land vehicles, watercraft, and all forms of airships count as "ground" for the purposes of this Ability; aircraft and active hovercraft do not. Bodies of water count as ground; the Ability is effective when swimming or underwater.
    Aesthetically, pseudogravity usage based on points from this Ability does not create wind.
Progression
    Normal: 1 insight creates an amount of pseudogravity points equal to 24 plus 1/2 tier.
    Emphasized: 1 insight creates an amount of pseudogravity points equal to 26 plus tier.
    Maximized: 1 insight creates an amount of pseudogravity points equal to 28 plus 1.5 times tier.
Illusion Projection    Photonic-favored
   
You are able to project illusions at short range; see Illusions. Before progression, you can create illusions with a strength of 1 and a complexity of 1. When creating an illusion, you may sacrifice points of illusion strength to gain an equal amount of illusion complexity. Illusion strength cannot be reduced below 0. The maximum image size is approximately as large as a ground vehicle, or a creature of 200 AWGT.
    Creating an illusion is a major action; maintaining an illusion with 3 complexity is also a major action for each round the illusion is active. Less complex illusions are a free action to maintain. If you fail to maintain an illusion on any round, it disappears. Illusions of less complexity will continue behaving as you predetermined, so long as they do not leave your range. You must have an unobstructed straight-line path to the illusion in order to maintain it. Ending an illusion voluntarily is a free action.
    The initial action to create an illusion costs insight equal to its complexity. Any illusion also consumes 1 insight for every minute it is maintained.
    You can create an image of anything you can remember or visualize, provided it fits into the range and size limitations. Because the image is sourced from your imperfect memory, attempting to use an illusion to impersonate a specific individual results in an illusion strength penalty of 1, unless you can currently see the actual person.
Progression
    Normal: For every 3 tiers, the starting illusion strength (before any reduction for complexity) is raised by 1.
    Emphasized: The starting illusion strength is equal to 2/3 your tier.
    Maximized: The starting illusion strength is equal to your tier.
Light-Ray Ranged Attack     Photonic-favored
    This Ability functions as a ranged weapon with which you are automatically competent. It follows normal ranged attack rules, may use Abilities from the Study of Marksmanship, and may use AoEs. Its offense rolls are d6/d12/d20. It inflicts heat damage equal to 20 times the insight used. The RFD is 2. The maximum amount of insight used (before progression) is 1.
    The above rules presume usage with two free hands. This Ability can be used one-handed, but the maximum amount of insight used is reduced to 2/3. The attack always counts as a single weapon, even if two hands are used. If a precise amount of damage is desired, you may cause 1 insight of the attack to contribute less than 20 damage.
    Light-ray attacks have their damage reduced to 75% if they shoot a long-range distance in foggy weather, or any distance through thick smoke (such as from smoke grenades or 4th-degree fire hazards). They also cause less area damage in AoEs; see Combat.
    You may accept an arcane breach to increase the total damage of your attack by 25%.
    Despite the similar rules, this Ability does not count as Energy Ranged Attack for the purposes of any Ability interactions. The other Ability conveys heat via ionized gas or adamant microparticles rather than light.
Progression
    Normal: For every 4 tiers, the maximum insight used is increased by 1.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 of your tier.
Medical Efficiency     Medic-favored
    This Ability steels your body against the exhaustion of medical Abilities. It provides you with 3 efficiency points; whenever any Medic-favored Arcana Ability calls for you to gain an amount of exhaustion, you can spend any efficiency points you have to replace the same amount of exhaustion. After any 4-hour rest, your efficiency points are restored to 3.
Progression
    Normal: You receive additional efficiency points equal to 1/4 your tier.
    Emphasized: You receive additional efficiency points equal to 1/2 your tier.
    Maximized: You receive additional efficiency points equal to 3/4 your tier.
Medical Mass Attunement     Medic-favored
    Whenever you take a 4-hour rest with other characters, you may "attune" to up to 2 of them. Characters must be willing, and they remain attuned to you for 24 hours, or until you perform attunement again (whichever comes first); you may re-attune to the same characters if desired. You cannot attune to yourself. Attuned characters can be treated differently by any of these Abilities that you also have:
    -Alteration & Invigoration: You may alter or invigorate attuned characters without touching them, provided they are grouped-up with you; you may also use these Abilities on any number of attuned characters simultaneously. If you have both Abilities, you may also use them both on attuned characters as part of the same action. The total insight cost is equivalent to if you had used the Abilities on each character normally.
    -Cleansing: You detect any poison points in your attuned characters whenever they are within short range. You may use Cleansing's anti-poison action on your attuned characters without touching them, provided they are grouped-up with you; you may also use it on any number of attuned characters simultaneously. The total insight and exhaustion costs are equivalent to if you had used Cleansing on each character normally.
    -Equilibration: You may equilibrate any number of attuned characters simultaneously. The total insight cost is equivalent to if you had used Equilibration on each character normally.
    -Warding: You may ward any number of attuned characters simultaneously. The total insight cost is equivalent to if you had used Warding on each character normally. The characters cannot have their wards removed by another arcanist, unless that arcanist is also attuned to them.
Progression
    Normal: For every 6 tiers, the number of characters you can attune to is increased by 1.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Projected Energy Shielding     Sentinel-favored
    This Ability expands the applications for the shielding points created by Basic Energy Shielding. As a major action that requires 2 free hands, this Ability allows you to choose one of the following two options, each of which lasts for 1 round:
    1. Create low-precision energy shielding (see Energy Shielding). The shielding may be a single sphere or flat plane, and can be set as either one-way or two-way (keeping attacks in, out, or both). No part of the shield may extend beyond medium range.
    2. Create medium-precision energy shielding for as many grouped-up allies as you wish to protect, without the need to touch any. You cannot shield a ship, nor anything else that extends farther than group/engagement distance. To use this option to protect large objects, such as vehicles or creatures of 25 or more AWGT, you must succeed on a d20 roll on INT; if you fail, you cannot attempt again until your next turn. If you are attempting this on multiple large objects, they are all included in the same INT roll. If you will run out of shielding points during an attack that hits multiple shielded characters at once (such as an AoE), you choose which characters receive priority. Medium-precision shielding can only be set to one-way, keeping attacks out.
    In either case, this Ability uses only the shielding points from Basic Energy Shielding, and does not replace the normal medium-precision effect on yourself from that Ability, which can be used simultaneously. You do not require a clear path to all parts of your shielding; the physics of shielding ignore all intervening obstacles. You must still be aware of the exact location of shielded characters. You can end the shielding without an action at any time (and will be forced to do so if you cease to have 2 free hands), but cannot resume it until your next turn.

    Energy shielding projected with this Ability is always visible as an ethereal, faintly-glowing surface. This effect is subtle until struck and does not alter light levels, but will still cause characters protected via option 2 to revert to Low Stealth in any environment. The arcanist likewise glows, allowing the shielder to be identified.
    As long as you have both hands free, this Ability can be maintained long-term, allowing you to shield your entire party while traveling. However, for every 15 minutes spent doing this, you must spend 1 insight and take 1 exhaustion.

Progression
    Normal: At 6th tier, you may choose to spend insight when performing the Ability's action to gain any number of the following enhancements until your next turn:
    -You may use both of the Ability's options simultaneously
    -The Ability becomes a minor action
    -The Ability requires one less free hand
    For each enhancement used, you must pay 3 insight. The enhancement for one less free hand may be chosen twice. For every 12 tiers, the total insight cost (after adding up the cost of all enhancements used) is reduced by 1.
    Emphasized: At any tier, you gain the insight-spending option from Normal. The total insight cost reduction is 1/6 your tier.
    Maximized: At any tier, you gain the insight-spending option from Normal. The total insight cost reduction is 1/4 your tier.
Pseudogravitic Armor    Gravitic-favored
    This Ability allows you to gather a whirling cloud of random debris around you to deter attacks. First, you must have pseudogravity points from Basic Pseudogravity. As a minor action, you may then expend pseudogravity points to create a damage aura; the maximum stored damage is 15 (before progression), and each 2 pseudogravity points stores 1 damage. You cannot use this action to add damage to a previously created aura (but you may replace the previous one). When the damage aura strikes an attacker, the drive is equal to the damage. Unused damage will remain in the aura for 15 seconds (3 turns). The damage aura does not emit light, but still causes you to revert to Low Stealth, and is audible at medium range. You may remove the aura as a free action; removed damage is not "refunded" into pseudogravity points. If you are mounted, the aura may react to attacks on the mount.
    In addition to the normal effects of damage auras, this Ability also provides an armor bonus equal to the stored damage. This armor bonus can only be used against ranged attacks, and does not apply against a critical hit.
    In order to form a damage aura with this Ability, you must be within short range of a suitable amount of random matter (for example, dirt, rocks, rubble, or even water). Such detritus is generally available on all but the cleanest battlefields, but may be out of reach if you are flying. Notable or useful objects (such as characters' dropped inventory items) are not picked up by this Ability, and its targeting is not precise enough to attempt to gather specific objects.
Progression
    Normal: For every tier beyond 1st, the maximum stored damage is increased by 1.
    Emphasized: The maximum stored damage is increased by 2 times your tier.
    Maximized: The maximum stored damage is increased by 3 times your tier.
Pseudogravitic Disarm    Gravitic-favored
    Ordinarily, pseudogravity is too imprecise to grab an item from another character; an attempt to do so amounts to an attempt to move the whole character. This Ability reflects greater training in precision, and allows you to use Basic Pseudogravity to take items from a willing character as easily as you could take them from the ground with that Ability.
    Additionally, this Ability allows you to modify the rules for Pseudogravity Burst to grab an item from an unwilling character's hand(s) within short range. It cannot be used simultaneously with any other Ability that alters the effects of Pseudogravity Burst. First, you must succeed on the normal d8 roll on DEX. Your pseudogravity points expended must be at least equal to 2 times the STR of the character using the item. Next, that character may attempt a DEX roll to maneuver the item away from your pseudogravity field; this roll is d12, with 1 Hindrance for every additional 2 multiples of the character's STR exceeded by your amount of points expended (for example, a character with 5 STR would require 10 points to attempt a disarm, but would add 1 Hindrance if you expend 20 points, 2 Hindrance if you expend 30, and so forth). If the character is holding the item with two hands, or if the item is a shield, they may add 2 Easing to this roll. The roll is not considered a defense roll, and does not receive any +TNs relevant to defense rolls.
    If the character's roll fails, they lose hold of the item, which you may fling up to short range from them in any general direction. The item takes no damage. If you were engaged with the character and have not performed an inventory action this turn, you may instead pull the item into your hand. You may use the hand(s) used for this Ability to grab it.
    This Ability cannot grab items from a character's inventory which are not in their hands.
Progression
    None: This Ability cannot be emphasized or maximized.
Pseudogravitic Flight    Gravitic-favored
    This Ability allows your pseudogravity fields to be used more quickly and efficiently on your own body. First, you must have pseudogravity points from Basic Pseudogravity. You may then expend pseudogravity points to give yourself a flying SPD of 4. The expended points must be at least 1/20 the pound weight of yourself and your inventory (or at least 1) each round; extra points above this amount have no effect. This Ability cannot be used on another character. It does not require free hands.
    You cannot rush using the flying SPD if you have 2 degrees of encumbrance, and you cannot use this Ability at all if you have more than 2 degrees.
    To enable you to efficiently spend points during the movement phase, this Ability also gives you constant knowledge of the amount of silencing at your current location, without the need for a scanning action.
Progression
    Normal: For every 2 tiers, the flying SPD is increased by 1.
    Emphasized: As Normal, but every tier.
    Maximized: As Normal, but a number of times equal to 150% of your tier.
Pseudogravitic Ranged Attack     Gravitic-favored
    This Ability requires Pseudogravity Burst, and allows you to modify the rules for that Ability to make an accurate attack, using your target as a projectile against a second target. While not always superior to simply throwing the target itself, it can be useful for directly hitting targets with dangerous payloads, attacking enemies too large to throw, attacking a silenced enemy from a non-silenced area, or potentially damaging two enemies at once. It cannot be used simultaneously with any other Ability that alters the effects of Pseudogravity Burst.
    The thrown object must begin within engagement range of you, and the target of your throw must be within short range. You must succeed at both Pseudogravity Burst's d8 roll on DEX, as well as a ranged offense roll of 2d8 on DEX; this roll does not include the +TN from Pseudogravity Burst's progression, but may include +TNs valid for ranged offense rolls as normal. If you succeed on Pseudogravity Burst's d8 roll but not the offense roll, you still resolve the throw using Pseudogravity Burst's rules. This also applies if you did not expend enough pseudogravity points to fling the object short range.
    You are automatically considered competent in the ranged attack, and it may utilize any Marksmanship Abilities that would be valid for a thrown weapon. If the thrown object begins in your hand(s), those hand(s) count as free hands for the purpose of Pseudogravity Burst. You cannot throw inventory items not in your hands. The ranged attack does not have the Precise tag and is therefore not usable underwater.
    Overly light or heavy objects are impractical for pseudogravitic ranged attacks. First, objects less than 5 pounds cannot be used, as pseudogravity cannot impart sufficient velocity to make them dangerous. Likewise, it is difficult to move larger objects quickly and accurately enough for optimal use; if the object weights at least 30 pounds, you must add 1 Hindrance to your offense roll, and may not use Thrown Weapon Expertise (Marksmanship). Every additional 30 pounds adds another 1 Hindrance to your offense roll.
    The thrown object takes damage as normal for Pseudogravity Burst. If the throw's target is struck, it takes damage equal to the pseudogravity points expended, with drive equal to the damage; no points required by the object's weight are excluded, nor does the defender get a roll to subtract damage based on their CON, as a thrown character does. A struck character takes critical hits and injury rolls as normal; the "weapon" counts as Blunt-tagged, not inflicting bleeding nor dismemberment. Additionally, the defender receives a knockdown if the attack's damage was at least 5 times their WGT (regardless of drive). If the thrown object detonates as a result of your damage to it (for example, an impact-fused explosive or grenade device), ignore these damage rules for the defender; they instead take whatever impact damage or other impact effect the object normally inflicts.
    As part of the training for this Ability, you learn to easily identify objects of optimal weight (5-29 pounds) in all but the cleanest battlefields. If you are not attempting to throw a unique projectile, you may throw such random debris without needing to repeatedly scan for weight.
    If you throw random debris from the area of a fire hazard of at least 3rd-degree, the projectile ignites any character it hits. If you throw water, it causes half damage to any character or object, but extinguishes any character's ignited status if its pound weight is at least double their WGT.
Progression
    None: This Ability cannot be emphasized or maximized.
Pseudogravitic Spray    Gravitic-favored
    This Ability requires Pseudogravity Burst, and allows you to modify the rules for that Ability to skim a large swarm of minor debris from your environment towards an enemy group, instead of throwing a single heavier object. It cannot be used simultaneously with any other Ability that alters the effects of Pseudogravity Burst.
    When applying this Ability, disregard all unique rules of Pseudogravity Burst, with the exception of the d8 roll on DEX and the +TN to that roll from progression. You must expend at least 50 pseudogravity points and choose a group within short range. If your d8 roll succeeds, that engagement is hit with an AoE; resolve hit chances as if you had succeeded on an offense roll, using caution if desired. There is no impact effect or directly-targeted individual, and you never affect yourself if you target your own engagement. All affected characters are struck with damage equal to 1/5 the amount of pseudogravity points you expended, with drive equal to damage. The damage cannot inflict the bleeding status.
    This Ability is not usable in environments perfectly clean of random clutter and debris, but such battlefields are very rare. You may originate the spray from any location that is within short range of both you and your target group. If you choose an area of a fire hazard of at least 3rd-degree, the spray ignites any character hit by the damage (regardless of drive). If you choose an area of water, the AoE's full damage counts as frost damage for the purposes of ending characters' ignited status or extinguishing a fire hazard, but inflicts only half damage to objects and characters.
    Notable or useful objects (such as characters' dropped inventory items) are not flung by this Ability, and its targeting is not precise enough to attempt to gather specific objects.
    This Ability is not usable against underwater targets.
Progression
    Normal: At 20th tier, this Ability becomes usable with Area Tactics (Marksmanship), despite not being an explosive or energy AoE.
    Emphasized: As Normal, but at 10th tier.
    This Ability cannot be maximized.
Pseudogravity Burst    Gravitic-favored
    This Ability allows your pseudogravity fields to expend their energy over a much shorter time, quickly accelerating an object. First, you must have pseudogravity points from Basic Pseudogravity. Next, as a slowing major action, select an object within short range, choose an amount of pseudogravity points to expend, and roll d8 on DEX; this roll is not a ranged offense roll, but takes melee interference Hindrance (see Combat). This action requires two free hands; it can be performed one-handed, but the amount of pseudogravity points expended must be no more than 2/3 the value of your pseudogravity point maximum. There is no effect (beyond wasting pseudogravity points) if your DEX roll fails. You may accept an arcane breach to resolve the rest of this Ability as though you expended pseudogravity points equal to 125% of the actual expended amount.
    If you expend pseudogravity points at least equal to 1/10 the object's weight in pounds (or at least 1), the target is knocked down and removed from grapples and cover (if it is a character) or overturned (if it is a vehicle). Any pseudogravity points you expend beyond this amount will cause damage to the target at a rate of 1 damage per point, with drive double the damage, inflicting Core Injuries or Structural Failures. If the target is a character, they may roll d20 on DEX to reduce this damage (but not the drive) by an amount double their CON; any +TN valid for the DEX roll to reduce falling damage is also valid for this roll.
    If the amount of pseudogravity points you expended was at least double what was necessary to inflict a knockdown (that is, 1/5 of the object's weight in points, or at least 2), you fling the target hard enough to move it up to short range in any horizontal direction. Alternatively, you may keep it in the same engagement, but remove it from group defense. Although you choose the direction your target travels, the throw is not precise enough to hit a secondary target with it. You may choose a certain engagement to throw the target into, but it does not strike any character or specific object. If the object causes AoE effects as a result of taking the damage (for example, throwing an impact-fused explosive), resolve the hit chances as if it were a ranged attack with a failed offense roll.
    Damage from this Ability is presumed to originate from the target being tossed into obstacles, blasted into the ground, flung upwards only to crash down, etc. Thus the damage occurs when the object reaches its final location. If you wish to limit the damage, you may voluntarily reduce it to half. A flying character takes no damage unless it ends the throw on the ground or at engagement altitude (though it will still be stunned by the called-for knockdown). If you throw a character in such a way that they immediately face another fall in their next movement phase (for example, throwing someone off a cliff), you inflict no immediate damage; instead, you may add short range to whatever fall they now face.
Progression
    Normal: You receive a +TN in the DEX roll for this Ability equal to 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Pseudogravity Wave    Gravitic-favored
    This Ability allows you to affect multiple targets with Pseudogravity Burst, at a cost of 1 Hindrance to that Ability's DEX roll. It cannot be used simultaneously with any other Ability that alters the effects of Pseudogravity Burst. Divide the expended pseudogravity points by the number of targets; each target is affected just as if you had targeted them alone with that reduced number of points. You cannot divide points unevenly. The division between targets happens prior and separately to any division from silencing, which may be different when throwing targets in different locations.
    You may affect 2 targets simultaneously (before progression). All affected targets must be within short range of all others, and all most move the same direction; any two which are grouped-up and moved short range will continue to be grouped-up after the movement.
    You may also use the "Determine weight" aspect of Basic Pseudogravity on 2 objects at once.
    This Ability cannot be used simultaneously with Pseudogravity Ranged Attack.
Progression
    Normal: For every 6 tiers, the maximum number of targets to affect or determine weight of simultaneously is increased by 1.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Rattle Æther     Gravitic-favored
    Sentinel-favored
    This Ability is activated or deactivated as a free action; it costs 1 insight when activated, plus another 1 insight for every 10 seconds (2 rounds) that is is kept active. While active, it prevents any use of the Personal Teleporter device or Arcane Mirror (Arcana), providing either end of the potential teleport is within medium range of you. It has no effect on Worldmirrors, boarding mirrors, Sleeper's Step (Sorcerer), or other sources of teleportation. Any charge/insight spent on a teleportation attempt is wasted.
Progression
    Normal: For every 2 tiers, the duration between spending insight is increased by 5 seconds (1 round). At 20th tier, the Ability becomes effective against Worldmirrors, boarding mirrors, and Sleeper's Step (Sorcerer), but only at engagement range rather than medium.
    Emphasized: As Normal, but the duration increase happens every tier, and the effectiveness against other teleportation happens at 10th tier.
    This Ability cannot be maximized.
Reconstruction    Photonic-favored
    Champion-favored

    As a free action, this Ability allows you to temporarily sacrifice 2 stat points in either STR, DEX, CON, INT, or SPD, in order to gain a temporary bonus of 2 points in a different one of these areas. You must spend 1 insight and take 2 exhaustion. The duration of the effect is 3 rounds.
    Only one use of Reconstruction is effective at once; using the Ability again will replace the effect of a previous use. You can choose to end the effect early, but only as a free action on your own turn.
    This Ability does not stack with Alteration (Arcana); if Reconstruction is used to increase either STR or DEX, only the most beneficial bonus between the two Abilities is effective on that stat. The same rule applies to Invigoration (Arcana) and CON.
    You may accept an arcane breach when activating this Ability to remove the insight and exhaustion costs, and increase the duration to 1 hour.
Progression
    Normal: For every 4 tiers, the duration is increased by 1 round.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Recyclic Shielding    Destroyer-favored
    Champion-favored

    This Ability provides both of the following options, which are dependent on you having certain other Arcana Abilities:
    -Whenever you shield an attack on yourself with medium- or high-precision arcane energy shielding, you may roll d12 on DEX. If successful, you may immediately transfer up to 50% of the shielded damage into a damage aura if you have Defensive Energy Field. Other than ignoring the requirement to spend an action and insight to create this aura, you must follow all other rules for Defensive Energy Field, such as damage maximums. You must know how to create an aura of the matching damage type normally. You may replace or add to auras of matching damage types. If you have Energy Accretion, you may add 1 Hindrance to the DEX roll in order to split the damage between multiple damage auras (again respecting normal rules such as maximum auras and amounts, but not requiring a minor action to maintain until your turn).
    -Whenever you succeed on a ranged defense roll that was valid for your +TN from Active Energy Deflection, you may roll 2d12 on DEX. If successful, you may redirect the attack to any target within short range. This attack functions as an incompetent ranged attack with a successful offense roll (though your 2d12 is not considered an offense roll, and cannot include offense roll +TNs). It does not include the effects of any Marksmanship Abilities, whether yours or the attacker's, with one exception: if the attacker used Rapid Fire Attack, the damage still counts as separate shots. Any non-Ability decisions (such as whether the damage is a deliberate energy AoE) remain the same as the original attacker chose. For every time since your last turn that you have already rolled to attempt this option, you must add 1 Hindrance in the 2d12 roll.
    Any failed roll from any of these options does not disrupt your normal shielding or defense roll; it only fails to produce the extra effect.
    Damage from light-ray Abilities or weapons is not valid for either of the effects from this Ability.
Progression
    Normal: You receive a +TN in the DEX roll for this Ability equal to 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    This Ability cannot be maximized.
Restoration     Medic-favored
    This Ability directly regenerates another organic character's body, healing a degree of injury chosen by you. If performed during combat or another time-sensitive activity, this Ability is a process action rolled on your INT once per round as a slowing major action; the point goal is equal to 30 plus the target's injury factor. If time is not a pressing concern, this Ability can be used without rolling. You must touch the target character with a free hand for the duration of the Ability; in combat, missing a turn will abort the process. Alternatively, you may accept an arcane breach to use the Ability as a single major action, with no INT roll. Arcanists with this Ability can detect the injury factor and current injuries of any organic character they touch.
    Upon beginning the use of this Ability, you must spend 3 insight. The recipient immediately loses any bleeding status, and is stabilized if incapacitated (this continues even if the process is aborted). Once complete, the target's damage is reduced by a value equal to their injury factor, their exhaustion is increased by 7, your exhaustion is increased by 5, and the chosen degree of injury is removed. You may also heal a character who has no injuries but a small amount of damage; in this case, cut all exhaustion costs in half. The Species Trait of orcs does not affect the exhaustion costs of performing this Ability (only the costs of receiving it).
    If used on large creatures, you take an extra 1 exhaustion for every 25 WGT of the target. You cannot perform this Ability if the final exhaustion cost to yourself would be greater than your exhaustion factor.
    This Ability cannot be used if either you or the target character have 3 or more degrees of exhaustion (prior to the costs for using this Ability). Before progression, it cannot be used on dead characters.

    As an alternative use, this Ability can also be used to regenerate severed limbs. First, the normal use of this Ability (or other source of healing) must heal the target's Hand/Arm Injury down to 3rd-degree or less, or their Mobility Injury down to 4th-degree or less. If the severed limb is available (see Damage & Injury), it can be reattached by simply following the above rules for normal healing (though no damage is actually removed). Otherwise, regrowing the limb requires ongoing treatment of the patient for 4 days. Each day, you must use this Ability on them, with the normal insight and exhaustion costs. During the 4-day process, the patient experiences a greatly increased appetite, and must consume double food; they must not be suffering starvation (see Food), or no progress is made towards regeneration that day. After 4 days of successful use of this Ability, the limb is restored. This cannot be used simultaneously with the regeneration element of Elixir Thaumaturgy - Major Healing (Nature).

Progression
    Normal: For every 12 tiers, you gain a +TN of 1 in the INT rolls for the process action, and reduce your insight costs by 1. At 14th tier, this Ability can be used on revivable dead characters, provided they died within the last 15 minutes. Simply follow the same rules as above to heal their lethal injury, but you must accept an arcane breach at the end of the process action. The character is revived from death once they no longer have any lethal degrees of injury.
    Emphasized: As Normal, but the insight cost reduction and +TN increase occurs every 6 tiers, and the usability on the dead occurs at 7th tier.
    Maximized: As Emphasized, but the insight cost reduction and +TN increase occurs every 4 tiers.
Silence Æther     Gravitic-favored
    Sentinel-favored
    This Ability requires no insight, and can be toggled on or off as a free action. While active, it causes 2 silencing across all areas within short range of you (see Pseudogravity). As a free action (or as part of the same free action to toggle on the Ability), you may adjust the silencing to engagement range, back to short, or to a distance encompassing only yourself, your inventory, your mount, and any character you are touching.
    On any turn you have not toggled or adjusted this Ability, you may accept an arcane breach as a free action to increase the amount of silencing by 50% for 1 round.
Progression
    Normal: For every 4 tiers, the silencing is increased by 1. The amount may be voluntarily set to a lower value than its maximum as a free action, or as part of the free action to toggle on or range-adjust the Ability. You must use the same setting across the entire radius.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Solar Aura    Photonic-favored
    This Ability allows you to emit light in a soft aura around your person. Toggling this effect on or off is a free action, and it does not require insight nor free hands. You become a moderate light source (see Combat).
Progression
    Normal: At 3rd tier, you gain the option to flare more brightly, making you function as a bright light source for 1 round. This requires a free hand, 2 insight, and a major action. For every 6 tiers, choose one of the following enhancements to this Ability:
    -You may function as an extreme light source when flaring. This will also trigger the sunlight weaknesses of vampires and chasmtouched at short range.
    -The insight cost of flaring is reduced to 1.
    -Flaring is a minor action.
    -Flaring no longer requires a free hand.
    Emphasized: At any tier, you gain the flaring option from Normal. You choose one enhancement for every 3 tiers.
    This Ability cannot be maximized.
Sonic Manipulation    Photonic-favored
    You can create an aura of lessened sound around your body, assisting in moving quietly. The audible range of your movement noise, as well as that of any noise produced only by you and your equipment, is reduced by 1 range (see Combat Stealth). This reduction affects projectile weapon noise and stealth melee attacks, but not energy weapons or normal melee attacks. It does not affect noise made primarily by other objects (such as the noise of opening a door). Any noise normally audible at engaged range is completely eliminated, even to animals and Adlet. This effect can be turned on or off as a free action; it does not cost insight, but you lose any echolocation you have (whether natural or artificial) while it is active. It does not alter your "visible" range to echolocation, as the failed echoes are equally conspicuous as not.
    Alternatively, whenever you are not using the above effect, you can amplify your voice. The audible range is increased by one (see Combat Stealth for details on audible range), sufficient for a normal conversational voice to be understood at long range, and a shouted voice at 1/4 mile.
Progression
    Normal: At 8th tier, you gain the option to enhance either half of the Ability as a free action, at a cost of 1 insight per round. For the aura of lessened sound, you may expand it to affect everything within engagement range, including all attacks and nearby object noise. For voice amplification, your voice is audible at a range of 1 mile, intelligible out to 1/2 mile, and will deafen all organic characters within short range for 15 seconds (3 turns). For every 4 tiers beyond 8th, the duration per 1 insight is increased by 1 round.
    Emphasized: As Normal, but you gain the enhancement option at any tier, and the round duration per 1 insight is increased by 1/3 your tier.
    This Ability cannot be maximized.
Technology Competence - Demiarcana    All-favored
    This Ability allows you to operate demiarcana - external devices that directly affect your use of arcana, usually in a way that extends your insight. This Ability grants you a competence of Demiarcana: 1 (before progression).
    This Ability also allows you to invent devices that require Demiarcana competence. The degree of competence required by the device you invent cannot exceed your own Demiarcana competence.
Progression
    Normal: Your Demiarcana competence is increased by 1/4 your tier. The degree of competence cannot exceed 50% of your bINT.
    Emphasized: As Normal, but 1/2 your tier.
    This Ability cannot be maximized.
Technology Competence - Shade    This Ability can only be obtained by Aterr, who gain it automatically at 1st tier. It allows you to operate shade devices - adamant items that derive power from a telepathic personality imprint of the user. This Ability grants you a competence of Shade: 1 (before progression).
    This Ability also allows you to invent devices that require Shade competence, but this can only be done at the Tennebris. The degree of competence required by the device you invent cannot exceed your own Shade competence.
Progression
    Normal: Your Shade competence is increased by 1/4 your tier, or by 1/2 your tier if you are also a sorcerer. The degree of competence cannot exceed 50% of your bINT.
    This Ability cannot be emphasized or maximized.
Tempered Shielding    Sentinel-favored
    Any attack you shield with medium-precision arcane energy shielding has its energy damage reduced by 5 when determining how many shielding points it expends. Attacks that do 5 or less energy damage can therefore be shielded without expending shielding points. The effect is doubled for arcane low-precision shielding, but cannot be used on high-precision shielding.
Progression
    Normal: For every tier beyond 1st, the medium-precision reduction (originally 5) is increased by 1.
    Emphasized: The medium-precision reduction (originally 5) is increased by 2 times your tier.
    Maximized: As Emphasized, but 3 times your tier.
Veiled Sense    All-favored
    You may expend 6 insight to become invisible to the arcane sense for 15 minutes. During this time, your own arcane sense is also "blind," unable to detect others. This Ability ends early if you use any Arcana Ability that requires a major or minor action. Any arcane breach also ends it early and makes it unusable for 15 minutes afterward.
Progression
    Normal: For every 10 tiers, the insight cost is reduced by 1, and the duration increased by 5 minutes.
    Emphasized: As Normal, but every 5 tiers.
    This Ability cannot be maximized.
Warding     Medic-favored
    Sentinel-favored

    This Ability energizes another organic character's natural resilience, preparing immediate responses to any sudden trauma. Using this Ability is a slowing major action that costs 2 insight. You must have a free hand, and the target must be grouped-up or engaged with you. For the next 15 minutes, the target is resistant to all types of damage, taking 90% from any source. Warding large creatures costs an additional 1 insight for every 25 WGT.
    Arcanists who possess this Ability can detect the wards of all visible organic characters within the Ability's range as a free action. No character may have wards from more than one arcanist; attempting to ward a character already warded by someone else will instead remove their ward. This quirk can be used to remove the wards of enemies, or to replace the ward of an allied arcanist who has less progression in this Ability. You cannot ward yourself.
Progression
    Normal: For every 12 tiers, you may spend an additional 1 insight when using this Ability to reduce the percentage by 5. For example, spending a total of 3 insight will grant 85% damage.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.

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