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MASTERS OF ARCANA
1
While in the target's memories, the target has access to any
New Spells - Arcane Arts memory it has gained in its existence, even those removed by
unnatural means such as modify memory or due to physical,
or mental trauma. The target can choose to access and relive
any of its memories in perfect accuracy from a first person
view, including emotions, thoughts and actions. The target,
however, can't alter any of its memories in any sort of way,
and once it begins experiencing a memory, it will keep
experiencing it until it ends. You see any memory the target
experiences as well, but from a third person view as if
Arcane Blast witnessing it from above, and you are also unable to alter or
4th-level evocation interact with the target's memories in any sort of way.
Experiencing memories takes place in the same time span
Classes: Sorcerer, Warlock, Weaveknight, Wizard as the actual memory. For example, if the target experiences
Casting Time: 1 action a one hour dinner during this spell, one hour passes in the
Range: Self physical world as well. Therefore, the total amount of time in
Components: V, S memories that the target can experience is equal to the
Duration: Instantaneous duration of this spell, and if the spell ends while the target is
You gather magical energy within yourself and unleash it in still experiencing a memory, that memory is cut short.
a powerful blast. All creatues within 20 feet of you must make Similarly, while not experiencing a memory, yours and the
a Constitution saving throw. A creature takes 7d6 force target's consciousnesses exist in a blank space within the
damage on a failed save, or half as much damage on a target's mind, and can converse normally, with time passing
successful one, and every creature that fails the save is in the blank space at the same rate as in the physical world.
pushed 10 feet away from you and knocked prone. This spell puts immense mental stress on the target. After
In addition, unsecured objects within the area of the blast each experienced memory, the target must make an
take 7d6 force damage and are likewise pushed 10 feet away Intelligence saving throw with a DC of 5 + an additional 2 for
from you. each experienced memory beyond the first. On a failed save,
At Higher Levels. When you cast this spell using a spell the target completely loses any recollection of one important
slot of 5th level or higher, the damage increases by 1d6 and part of the memory they experienced when they made the
the distance pushed increases by 5 feet for each slot level saving throw (GM's discretion) .
above 4th . When the spell ends, or immediately when you or the
target's physical bodies take damage or are physically
Arcane Bolt harmed in any way, both your and the target's
evocation cantrip consciousnesses return to your physical bodies, and both you
Classes: Sorcerer, Wizard and the target gain 1 point of exhaustion.
Casting Time: 1 action Dimensional Anchor
Range: 120 ft 4th-level abjuration
Components: V, S
Duration: Instantaneous Classes: Cleric, Sorcerer, Warlock, Weaveknight, Wizard
Casting Time: 1 action
You extend your hand, sending a bolt of pure force at a Range: 120 feet
creature or object within range. Make a ranged spell attack Components: V, S
against the target. On a hit, the target takes 2d4 force Duration: Concentration, up to 10 minutes
damage.
This spell's damage increases by 2d4 when you reach 5th Green tinted energy encircles your hand and streaks
level (4d4) , 11th level (6d4) , and 17th level (8d4) . towards a creature of your choice within range. Make a
ranged spell attack against the target. On a hit, the target
Cardoso's Memory Palace becomes unable to move or be moved using teleportation or
9th-level enchantment (ritual) by extradimensional or interplanar means until the spell
Classes: Wizard ends. This also prevents the target from passing or being
Casting Time: 1 hour pulled through an interdimensional portal, such as the one
Range: Touch made by teleportation circle.
Components: V, S, M (a willing creature) At the end of each of the target’s turns, it can make a
Duration: 24 hours Charisma saving throw against the spell. On a success, the
spell ends. If the target of the spell is a summoned creature,
You allow one creature to delve into the depths of its own the summoned creature is not prevented from disappearing
memory, guiding them through the process. When you finish at the appropriate time, such as when the spell that
casting the spell, you touch a willing creature and both your summoned it ends.
and the target's consciousnesses are thrust into its memories At Higher Levels. When you cast this spell using a spell
until the spell ends, your physical bodies remaining in the slot of 5th level or higher, you can target one additional
same position as when you finished casting the spell. creature for each slot level above 4th.
MASTERS OF ARCANA
2
Disjunction Elbalar's Temporal Slash
9th-level abjuration 9th-level transmutation
Classes: Sorcerer, Warlock, Wizard Classes: Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Self
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You unleash devastating abjuration magic in an area with a You wave your hand, opening a tear in time in a 30-foot
30-foot radius centered on you, disrupting the weave of magic cone. Each creature in that cone must make a Wisdom
itself. Spells and other magical effects not originating from saving throw or vanish until the spell ends, as you attempt to
you in the affected area are immediately dispelled as if temporarily remove them from the current timeline. When
targeted by a dispel magic spell cast with a spell slot of 9th the spell ends, affected creatures reappear where they were
level, regardless of their possible immunity to being dispelled or in the closest unoccupied space. Affected creatures don't
by dispel magic, such as the one of wall of force. All magic remember you casting the spell or being affected by it.
items with a rarity of legendary or lower in the affected area
must succeed on a Wisdom saving throw or lose all their Elemental Mage Armor
properties and become nonmagical permanently. Magic items 6th-level abjuration
have a bonus on this saving throw in addition to their Classes: Sorcerer, Weaveknight, Wizard
possible Wisdom saving throw bonus if they are sentient, Casting Time: 1 action
depending on their rarity, as follows: Range: Touch
Item Rarity Saving Throw Bonus Components: V, S, M (adamantine ore and
Duration: 8 hours
Uncommon +1
You touch a willing creature who isn’t wearing armor, and a
Rare +2 protective magical force surrounds it until the spell ends. The
Very Rare +3 target’s base AC becomes 15 + its Dexterity modifier. The
spell ends if the target dons armor or if you dismiss the spell
Legendary +4 as an action.
In addition, while benefiting from this spell, the target has
A magic item in possession of a creature has a bonus to resistance to one of the following damage types of your
this saving throw equal to the Wisdom saving throw bonus of choice: acid, cold, fire, lightning or thunder.
the creature wielding it.
If this spell is cast within an area affected by an antimagic Emergency Transposition
field, make an ability check using your spellcasting ability. 4th-level conjuration
The DC is equal to the spell save DC of the creature that cast
the antimagic field. On a successful check, the antimagic field Classes: Sorcerer, Weaveknight, Wizard
ends. On a failed check, this spell ends and has no effect. Casting Time: 1 reaction, which you take when a creature
Finally, this spell has the potency to disjunct even magic that you can can see targets you with an attack
items of the highest power, albeit at a cost. A magic item with Range: 30 feet
a rarity of artifact or higher that is in the area affected by this Components: V
spell has advantage as well as a +5 bonus on the saving throw Duration: Instantaneous
to resist its effects. If such an item fails its saving throw to You attempt to evade an incoming attack by teleporting
resist the effects of this spell, roll a d100. On a 5 or higher on yourself out of harm's way, swapping places with another
the roll, you attract the attention of some powerful being who creature, except the creature that targeted you with the
has interest or a connection with the item (GM's choice) . triggering attack.
Choose a space within range that is occupied by a Small or
the spell fails and has no effect. On a failed save, you both
MASTERS OF ARCANA
3
False Sending Shield. The shield becomes magical and any creature
5th-level illusion holding it has a +1 bonus to AC, in addition to the shield's
normal bonus to AC.
Classes: Bard, Cleric, Weaveknight, Wizard At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 5th level or higher, the bonus increases to +2. When
Range: Unlimited you use a spell slot of 7th level or higher, the bonus increases
Components: V, S, M (A short piece of corroded copper wire) to +3 .
Duration: 1 round
You send a short message of twenty-five words or less to a Scholarly Touch
creature with which you are familiar. When you do so, you 1st-level divination (ritual)
may choose to impersonate another creature that both you Classes: Bard, Cleric, Sorcerer, Weaveknight, Wizard
and the recipient of the message are familiar with and try to Casting Time: 1 action
make it appear so that the sender of the message was the Range: Touch
impersonated creature. The recipient of the message hears Components: S, M (a shard of clear glass)
the message in its mind, and must make a Wisdom saving Duration: Instantaneous
throw against your spell save DC. On a failed save, the You touch one nonmagical object covered in writing, such
recipient of the message is convinced that the sender is the as a book or a scroll, and absorb the knowledge contained
impersonated creature. On a successful save, the recipient of within it as if you had just read it. The knowledge you acquire
the message understands the nature of the impersonation is equal to a thorough reading, but not deep study. Therefore,
and knows that the impersonated creature and the sender you do not recall all the information contained in the object
are not the same person, but can't discern your real identity perfectly, but can give a perfectly good summary of it, and
even if it knows you. The creature receiving the message can remember important details that you were looking for or
answer in a like manner immediately. The spell enables found interesting.
creatures with Intelligence scores of at least 1 to understand Casting this spell again on the same object does not convey
the meaning of your message. any further information, but can refresh your memory on
You can send the message across any distance and even to specific detail specified when casting the spell. This spell has
other planes of existence, but if the target is on a different no effect if you touch an object covered in writing in a
plane than you, there is a 5 percent chance that the message language that you can't read.
doesn’t arrive.
Greater Mage Armor Undeath to Death
6th-level abjuration 7th-level necromancy
Classes: Sorcerer, Weaveknight, Wizard Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 150 feet
Components: V, S, M (adamantine ore and a ruby worth at Components: V, S, M (the powder of a crushed white pearl
least 300 gp, which the spell consumes) worth at least 1000 gp)
Duration: 8 hours Duration: Instantaneous
You touch a willing creature who isn’t wearing armor, and a You unleash positive necromantic energy that destroys
protective magical force surrounds it until the spell ends. The undead creatures. Roll 20d10; the total is how many hit
target’s base AC becomes 15 + its Dexterity modifier. The points of undead this spell can affect. Undead within 60 feet
spell ends if the target dons armor or if you dismiss the spell of a point you choose within range are affected in ascending
as an action. order of their current hit points.
In addition, while benefiting from this spell, the target has Starting with the undead that has the lowest current hit
resistance to bludgeoning, piercing and slashing damage points, each undead affected by this spell is infused with
from nonmagical attacks. positive necromantic energy that attempts to destroy it
completely. Subtract each undead’s hit points from the total
Magic Vestment before moving on to the undead with the next lowest hit
3rd-level transmutation points. An undead’s hit points must be equal to or less than
the remaining total for that undead to be affected.
Classes: Paladin, Weaveknight, Wizard Undead with resistance or immunity to turn effects can
Casting Time: 1 action make a Constitution saving throw. On a successful save, they
Range: Touch are not affected by this spell.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 1 hour slot of 8th level or higher, roll an additional 10d10 for each
You touch a suit of nonmagical armor or a nonmagical slot level above 7th.
shield. Until the spell ends, the item you touched gaints the
MASTERS OF ARCANA
4
Illusion Form. The mana takes shape as an illusory
Druid: Circle of Mana duplicate of yourself that shelters you from harm. When a
Druids that belong to the Circle of Mana have a deep creature makes a melee attack against you, you can use
appreciation and understanding of the fact that magic is a your reaction to interpose the illusory duplicate between
living being, indistinguishable from the natural world. These the attacker and yourself, causing the creature to have
druids harness the power of mana, channeling and giving it disadvantage on the attack roll.
form in order to protect the wondrous magical locations in Necromancy Form. The mana empowers your healing
the wild. powers. Whenever you use a spell of 1st level or higher to
restore hit points to a creature other than you, a surge of
Circle Spells the healing energy courses through you and you regain hit
2nd level Circle of Mana feature points equal to the spell's level.
When you joined this circle, the mana blessed you with Transmutation Form. The mana allows you to alter your
knowledge of arcane magic. This blessing grants you access physical characteristics in order to adapt in different
to some spells when you reach certain levels in this class, as situations. After taking bludgeoning, piercing or slashing
shown on the Circle of Mana table. damage, you can use your reaction to gain resistance to
Once you gain access to one of these spells, you always the triggering damage type until the start of your next
have it prepared, and it doesn't count against the number of turn.
spells you can prepare each day. If you gain access to a spell
that doesn't appear on the druid spell list, the spell is You remain in your arcane form for 10 minutes, until you
nonetheless a druid spell for you. are reduced to 0 hit points, until you use this feature to
Circle of Mana Spells assume an arcane form again, or until you die.
Druid Level Spells
Arcane Form
2nd-level Circle of Mana feature
You can attune to the lingering mana around you. As a bonus
action, you can expend one use of your Wild Shape feature to
assume an arcane form, choosing from the options below and
gaining the option's benefits as long as you remain in your
arcane form, rather than assuming a beast form.
Abjuration Form. The mana protects you from harm. You
gain a +1 bonus to AC and temporary hit points equal to
half your druid level + your Wisdom modifier.
Conjuration Form. The mana allows you to meld into it,
teleporting swiftly. When you activate this form, and as a
bonus action on your subsequent turns while it lasts, you
can teleport to an unoccupied space you can see within 10
feet of you.
Divination Form. The mana allows you to read the flow
of magic in the near future. You gain a +1 bonus to saving
throws against spells and other magical effects.
Enchantment Form. The mana amplifies your physical
charm. You have advantage on Charisma (Persuasion) and
Charisma (Deception) checks.
Evocation Form. The mana empowers your magic. When
you cast an evocation spell of 1st level or higher that deals
damage, you can add your Wisdom modifier to one
damage roll of that spell.
MASTERS OF ARCANA
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Summon Living Mana Spirit
6th-level Circle of Mana feature
You learn how to give physical form to mana. As an action,
you can expend one spell slot to summon a living mana spirit.
The spirit appears in an unoccupied space of your choice
that you can see within 30 feet of you. It is friendly to you and
your companions and obeys your commands. See this
creature's game statistics in the Living Mana Spirit stat block,
which uses the level of the spell slot (SL) expended to
summon the spirit in several places. You determine the
spirit's appearance. Some spirits take the form of a humanoid
figure made of pure arcane energy, while others look like
beasts wreathed in violent magics.
Living Mana Spirit In combat, the spirit shares your initiative count, but it
Small elemental takes its turn immediately after yours. The only action it takes
on its turn is the Dodge action, unless you take a bonus
Armor Class 13 + SL (natural armor) action on your turn to command it to take another action.
Hit Points 5 + five times the slot's level (SL) That action can be one in its stat block or some other action.
Speed 30ft., fly 30 ft. (hover) If you are incapacitated, the spirit can take any action of its
choice, not just Dodge.
STR DEX CON INT WIS CHA
The spirit manifests for 1 minute, until it is reduced to 0 hit
points, until you use this feature to summon a spirit again, or
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0) until you die.
Damage Resistances bludgeoning, piercing, and One With the Mana
slashing from nonmagical attacks 10th-level Circle of Mana feature
Damage Immunities force
Condition Immunities charmed, frightened, You learn how to share your own power with the mana. While
grappled, prone, restrained in your Arcane Form, any living mana spirit you summon
Senses darkvision 60 ft., passive Perception 12 gains the chosen form's benefits, using your druid level
Languages None whenever necessary.
Challenge -
Proficiency Bonus equals your bonus Favored by the Mana
14th-level Circle of Mana feature
Amorphous Form. The elemental can move through
a space as narrow as 1 inch wide without
Your connection with the mana grows strong enough that
squeezing. magic is unwilling to cause you harm. While in your Arcane
Form, you and any living mana spirit you summon have
Antimagic Vulnerability. The spirit is incapacitated resistance to damage from spells.
while in the area of an antimagic field. If targeted by
dispel magic, the spirit must succeed on a
Actions
Multiattack. The spirit makes a number of force
slam attacks equal to half the SL (rounded down).
Force Slam. Melee Weapon Attack: your spell attack
modifier to hit, reach 5ft., one target. Hit: 1d6 + SL
force damage.
Unleash Wild Magic (Recharge 6). The spirit
unleashes chaotic arcane energy. Each creature
within 10 feet of the spirit must succeed on a
Dexterity saving throw against your spell save DC,
or roll at the sorcerer's Wild Magic Surge table to
create a random magical effect.
MASTERS OF ARCANA
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Way of the Weave Spellcasting
Monk: Way of the Weave Monk Cantrips Spells —Spell Slots per Spell Level—
Monks following the Way of the Weave believe magic to be Level Known Known 1st 2nd 3rd 4th
the one true answer to the enigma that is existence. They 3rd 3 3 2 — — —
hone their ki by connecting to the mana of the world, 4th 3 4 3 — — —
becoming part of the Weave and learning how to manipulate
magic. Most of these monks train relentlessly and in solitude, 5th 3 4 3 — — —
yet they find great company in arcane scholars and mages, 6th 3 4 3 — — —
always eager to exchange information and theories. Some
others choose to join various organisations that hunt 7th 3 5 4 2 — —
villainous spellcasters, holding the firm belief that the Art is 8th 3 6 4 2 — —
pure and a force for good. 9th 3 6 4 2 — —
10th 4 7 4 3 — —
Spellcasting 11th 4 8 4 3 — —
3rd-level Way of the Weave feature 12th 4 8 4 3 — —
When you choose this tradition, you form a connection to the 13th 4 9 4 3 2 —
Weave allowing you to shape a portion of your Ki into spells.
Cantrips. You learn three cantrips of your choice from the 14th 4 10 4 3 2 —
wizard spell list. You learn an additional wizard cantrip of 15th 4 10 4 3 2 —
your choice at 10th level.
Spell Slots. The Way of the Weave Spellcasting table 16th 4 11 4 3 3 —
shows how many spell slots you have to cast your wizard 17th 4 11 4 3 3 —
spells of 1st level and higher. To cast one of these spells, you 18th 4 11 4 3 3 —
must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest. 19th 4 12 4 3 3 1
For example, if you know the 1st-level spell magic missile 20th 4 13 4 3 3 1
and have a 1st-level and a 2nd-level spell slot available, you
can cast magic missile using either slot.
Spells Known of 1st-Level and Higher. You know three Path of the Weave
1st-level wizard spells of your choice. 3rd-level Way of the Weave feature
The Spells Known column of the Way of the Weave
Spellcasting table shows when you learn more wizard spells Blending martial arts with magic has enlightened you,
of 1st level or higher. Each of these must be of a level for granting you intricate knowledge and skill. You gain the
which you have spell slots. For instance, when you reach 7th following benefits:
level in this class, you can learn one new spell of 1st or 2nd Arcane Weapons. As a bonus action, you can spend 1 ki
level. point to conjure an arcane weapon into one of your free
Whenever you gain a level in this class, you can replace one hands. The arcane weapon must be a simple or martial
of the wizard spells you know with another spell of your weapon that lacks the heavy and special properties. While
choice from the wizard spell list. The new spell must be of a wielding an arcane weapon, you are considered proficient
level for which you have spell slots. with it and it counts as a monk weapon for you. The
Spellcasting Ability. Wisdom is your spellcasting ability weapon's damage type becomes force. If the arcane
for your wizard spells, since you learned your spells through weapon has multiple damage types, all of its damage types
deep meditation on the aspects of the Weave. You use your become force. An arcane weapon vanishes after a minute
Wisdom whenever a spell refers to your spellcasting ability. of it being conjured or as a bonus action on your turn if
In addition, you use your Wisdom modifier when setting the you choose to dismiss it.
saving throw DC for a wizard spell you can cast and when When you attack with an arcane weapon, you can use
making an attack roll with one. your Wisdom modifier, instead of Strength or Dexterity,
Spell save DC = 8 + your proficiency bonus + your for the attack and damage rolls.
Wisdom modifier
Spell attack modifier = your proficiency bonus + your Disrupt Magic. After you hit a creature with an unarmed
Wisdom modifier strike or an arcane weapon, you can force it to make a
Constitution saving throw. On a failed save, you can
MASTERS OF ARCANA
7
Weave-Empowered Strikes
6th-level Way of the Weave feature
Wizard: Universalist
Out of all wizards, those most studious and dedicated to
As your understanding of the Weave grows, so do your understanding the Art are called universalists. The path many
abilities to give shape to magic. You gain the following accomplished archmages chose to walk even as young
benefits: practitioners, universalists have no care for perfection of a
Force Strike. When you hit a target with an unarmed single school of magic or casting style, since they believe in
strike or an arcane weapon, you can expend a spell slot to the one True Magic. In pursuing it, they attain incredible
deal extra force damage to the target. The extra damage is mastery of the arcane, being able to reshape magic in ways
equal to one roll of your Martial Arts die, plus another roll even their colleagues find extraordinary.
of your Martial Arts die per level of the spell slot. You can To be a universalist, however, is not only about producing
use this feature only once on each of your turns. grandiose displays of magical crafting. Universalists, in their
core, understand the Weave, the mana, and some say are
Improved Arcane Weapons. When you conjure an those closest to peering through the veil of magic itself. While
arcane weapon, it gains a +1 bonus on its attack and all wizards seek revelations hidden behind the arcane
damage rolls when you attack with it. At 11th level, the mystery, universalists see magic as the means of perfecting
bonus to attack and damage rolls increases to +2, and at themselves and the world around them.
17th level it increases to +3.
Arcana Savant
Flow of Magic 2nd-level Universalist feature
11th-level Way of the Weave feature
Enamored by the beauty of knowledge, you have delved
Learning the strength of magic has also aided you in evading further into the intricate secrets of magic. You gain
its harmful effects by reading the flow of magic around you. proficiency in the Arcana skill. If you are already proficient in
When you make a saving throw against a spell, you can spend the Arcana skill, you double your proficiency bonus for any
2 ki points as a reaction to gain advantage on the roll. In ability check that uses that skill.
addition, when you succeed on a saving throw against a spell In addition, the time you must spend to copy any wizard
that targets only you and would still affect you on a successful spell into your spellbook is halved.
save, the spell instead has no effect.
From Ki to Spells
17-th level Way of the Weave feature
Your meditations have made your connection to the Weave
incredibly potent. You can craft your inner ki into magical
potential.
Creating Spell slots. You can transform unexpended ki
points into one spell slot as a bonus action on your turn. The
Creating Spell Slots table shows the cost of creating a spell
slot of a given level. You can create spell slots no higher in
level than 4th.
Any spell slot you create with this feature
vanishes when you finish a long rest.
Creating Spell Slots
Spell Slot Level Ki Point Cost
1st 2
2nd 3
3rd 5
4th 6
MASTERS OF ARCANA
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Advanced Learning Archmage's Sight. You have truesight out to a range of
MASTERS OF ARCANA
10