4,029
edits
Changes
no edit summary
|author_name= Zhenra-Khal
|date_created= 7/14/2019
|status= In ProgressComplete|balance=Very High
}}
'''{{Anchor|Counterspell}} {{Su}}:''' You can counterspell as an immediate action, provided you've identified the spell you're trying to counterspell with a successful Spellcraft check; Doing so consumes your next Standard action, preventing you from taking a standard or full-round action on your next turn. In order to counterspell a spell in this manner, you must expend a spell slot, mystery, or invocation of any level, and roll 1d20 your highest arcane caster level, against a DC of 11 + the spell's caster level. Your roll is affected by the spell slot you expend; If the spell slot is of a higher level than the spell you're counterspelling, you gain a bonus on the counterspell check equal to twice the difference between the two spells, but if the spell slot you expended is lower, you take a corresponding penalty. For example, if you tried to counterspell a 6th-level spell using a 3rd-level slot, you would suffer a -6 3 penalty on the counterspell check; If you were using a 3rd-level invocation to counter a 0th-level spell, however, you would gain a +6 3 bonus on the check. In either case, the spell or mystery slot is expended as if cast, whether the counterspell is successful or not; In the case of invocations, you instead lose access to that invocation for 2 rounds per invocation level.
'''{{Anchor|Spellsight}} {{Su}}:''' You can sense magic, as if by ''[[SRD:Detect Magic | Detect Magic]]'', cast at the same caster level as your Arcanist spells.
In any case, the increase in caster level can never exceed your character level; But if you overcap, you will still gain the bonus when you gain a level in a different class.
'''{{Anchor|Metamagic I}} {{Su}}:''' You gain a bonus metamagic feat; This metamagic feat must be one you qualify for, and it can't increase the spell's level by more than +1. Additionally, you gain one "Metamagic level" per day; You can spend this Metamagic Level to apply a +1 Metamagic feat you know to any arcane spell, mystery, or invocation you cast, without increasing spell level or casting time. For example, you could learn Silent Spell, and apply it to your Ray of Frost cantrip once per day without increasing the casting time or spell slot required. Finally, metamagic levels can be added to a spell, mystery or invocation when you use such to fuel Counterspell, Suppress Arcanum, or Undo Arcanum, the metamagic level is added to the spell, mystery or invocation's level for the purposes of determining the strength and/or duration of those abilities; However, you cannot increase an individual Arcanum beyond 9th level. For example, you could consume two Metamagic levels and a 3rd-level spell slot when using Suppress Arcanum, allowing you to Suppress for up to 6 rounds instead of up to 4.
'''{{Anchor|Identify Item}} {{Su}}:''' You can identify magic items as if by ''[[SRD:Identify | Identify]]'' as a supernatural ability usable at will, without a material component.
'''{{Anchor|Suppress Arcanum}} {{Su}}:''' As a full-round action, you can attempt to suppress magic in a 10ft-radius area somewhere within Close rangecentered on yourself. In order to do so, you expend a spell slot, mystery, or invocation of any level and roll 1d20 + your highest arcane caster level, against a DC equal to 11 + the highest caster level (Item, creature, spell or otherwise, other than yourself or magical effects you created) present in the area you're trying to negate. If you are successful, the area is affected as if by an ''[[SRD:Antimagic Field | Antimagic Field]]'' for 1 round, temporarily negating the effects of all magic within - However, this only negates magical effects you have already successfully identified, such as by way of a Spellcraft check. Each round, you can continue attempting to suppress as the same action as concentrating on a spell, rolling the level check anew each round; In any round you fail the check, the field flickers and the magic reignites that round, but the ability doesn't end, allowing you to attempt to suppress the area again on the next round. You can suppress an area's magic for a total of 1 round + 1 round per level of the spell slot expended (Thus a 0th-level spell will always give you at least 1 round of suppression, while a 9th-level spell will allow you a full minute of suppression). Regardless of the suppression's success, the spell or mystery is expended as if cast; In the case of an invocation, you lose access to that invocation for 2 rounds per invocation level.
'''{{Anchor|Arcane Armor}} {{Su}}:''' You gain Spell Dampening against arcane spells equal to your level of Potency (Max SD 5 at Potency +5). When you grant someone a bonus on saves with ''Know Thy Enemy's Weapon'', you may also choose to divide up your Spell Dampening among the targets separately from the bonus.
'''{{Anchor|Undo Arcanum}} {{Su}}:''' You Once per encounter (Once per hour outside of combat and other stressful situations), you can now dispel magic and curses, both targeted or in a 20ft burst, as per ''[[SRD:Greater Dispel Magic | Greater Dispel Magic]]''. In order to do so, you must expend a spell slot, mystery or invocation of any level, and roll 1d20 + your highest arcane caster level, against a DC of 11 + the effect's caster level; The DC increases by 5 if the effect is a Curse, such as a Hexblade's Curse or a result of the the Bestow Cure spell. Your roll is affected by the spell slot you expend; If the spell slot is of a higher level than the spell you're Dispelling, you gain a bonus on the dispel check equal to twice the difference between the two spells, but if the spell slot you expended is lower, you take a corresponding penalty. For example, if you tried to dispel a 6th-level spell using a 3rd-level slot, you would suffer a -6 penalty on the dispel check; If you were using a 3rd-level invocation to counter a 0th-level spell, however, you would gain a +6 bonus on the check. In either case, the spell or mystery slot is expended as if cast, whether the dispel is successful or not; In the case of invocations, you instead lose access to that invocation for 2 rounds per invocation level.
'''{{Anchor|Azure Eyes}} {{Su}}:''' You can, as a standard action, alter your sight, allowing you to see magical auras and the like as if under the effects of ''[[SRD:Arcane Sight | Arcane Sight]]''. You can use this ability for up to 10 rounds per hour, though the duration need not be contiguous; Dismissing the Azure Eyes is a free action.
'''{{Anchor|Metamagic III}} {{Su}}:''' This functions as ''Metamagic II'', except that the metamagic feat gained may be up to a +3 level increase, and you gain an additional metamagic level per day, for a total of 3/day.
'''{{Anchor|Reflect Arcanum}} {{Su}}:''' When you successfully counterspell a spell, mystery or invocation, or a spell, mystery or invocation is prevented from reaching you by your Arcane Armor, you can choose to turn the spell upon its caster, as if by ''[[SRD:Spell Turning | Spell Turning]]''. You Reflect a number of spell levels equal to the level of the spell, mystery or invocation you expended; If you didn't expend a powerful-enough spell, you are still subject to part of the magic's effects, usually at a reduced amount of damage, save DC and/or caster level.
'''{{Anchor|Arcane Rejuvenation}} {{Su}}:''' When you cast, counterspell, or dispel a spell, mystery, or invocation, you heal for 1 HP, plus 1 HP per spell level of the spell. This can only trigger once per magical effect, however; So dispelling your own spell doesn't allow you to heal twice.