Arcane

Arcane Magic can also be thought of as raw mana given form and focuses on Mana Manipulation

ARCANE PROFICIENCY
Cost:  See Text*

You have practiced manipulating the raw mana energies around, and can now bend them to your will.
Grants Rank 1 Proficiency Dice at rank 1, and grants an additional rank for each rank there after.
Grants 1 rank to the characters Spellcasting Skill for each rank

*Cost for each rank is equal to the rank. Thus rank 1 costs 1 points, rank 2 costs 2 points, and so on with rank 10 costing 10 points.

MANA BOLT
Cost: 1 

Fire off a burst of magic energy to deal damage to your opponents
This is a basic damage spell, taking on any visual shape you would like and deals damage per your Arcane Proficiency. 

MANA SHIELD
Cost: 2

You conjure up a transparent slightly glowing dome of raw mana allowing you to protect yourself and others

You may use this spell as part of a Defense Action to reduce the oncoming damage of an attack. (This costs 1 mana for 1 round of Duration)

You may also cast this spell ahead of time as part of a Combat Action.

Mana Shield has a hardness equal to Tier 4 plus your ranks in Arcane Proficiency. Each time the Shield is cast its HP its determined by rolling your damage dice per Arcane proficiency plus your Moxie Mod and taking the total. If the Shields HP drops to 0, it shatters and any remaining damage from the oncoming attack continues through.

This spell can be expanded beyond the caster's square by spending more mana to increase its area or range.



ARCANE THREAD
Cost: 3

Weave the mana around you into a thin glowing strands of thread. These threads are limitless in length, and can be quite sharp.

Whip and twirl the thread around you to deliver Slashing attacks by making a Finesse Weapon Skill Check

At Rank 1, your thread have a Tier 4 Hardness plus your ranks in Arcane Profiencey, and HP equal to your Moxie Mod. 

You can create trip wires, traps, lasso, whip, restrain opponents, jump rope, and even swing as long as there something for your thread to wrap around or attach to. You are not limited on the number of threads you can make in a single spell. You can freely manipulate this thread, and it only deals damage when you choose for it to do so.

This thread can never snap due to strain, stress, or weight. . The thread is immune to all damage types accept for Slashing and Piercing. 

Enhancements 



<> MEND

Cost: 1

Arcane Thread gains the ability to temporarily sew together wounds, clothing, body parts, and so on. If an injured character is in the negative, these thread can be used to stabilize them and stop them from Bleeding Out further

<> GHOST WIRE

Cost: 3
Your thread can no longer be seen by the naked eye (at your choosing), and you may now attempt listen checks through your thread, allowing you to sneak it into rooms and eavesdrop on conversation undetected. Magic Sight however can still see your threads, and if any creature comes into contact with it while the string is taunt the thread will momentarily appear as the vibration travels through it.

<> SPIDER'S THREAD

Cost: 2
This Stick Thread functions much like a spider's web, sticking easily to any surface that is neither slippery or wet. Nets, webs and bindings are more difficult to escape, increasing the Stresaving throw to break free by an amount equal to your Arcane Proficiency Rank.

<> SPELL CONDUIT

Cost: 4

You can coat your thread in the magic of other spells you know.  Allowing you to channel them through your thread instead of casting the spell normally. When using your thread to deliver a spell, the spell is limited to the Hexes your thread occupies. Thus there is no Range or Area costs when casting spells in this manner.



Nullify

Cost: 4

You may attempt to disrupt the flow of mana in your opponents spells, or clear away unwanted spell effects.
When being targeted by a spell, the caster may use a Defense Action to attempt an negate some or all of the spell's damage or effect.

The Caster must spend enough Mana to match the Mana spent by their Opponent, then roll a Spellcraft Check, if your roll is higher than your Opponent's;

For Damage, roll the damage dice per your Arcane Proficiency plus your Moxie Mod. and subtract the total from the damage of your opponent's spell

For Spell Effects that have a Saving Throw, reduce the saving throw to resist the effect by an amount equal to your Arcane Proficiency plus your Moxie Mod. If the Save is reduced to 0, the spell is completely nullified. If the caster fails the saving throw, they take all effects as normal.

You may not attempt to nullify a spell of a single Combat Action twice, but may attempt so again when the spell is recast on the next or a later Combat Action.

If your Spellcaster check is lower than your Opponent's, your spell fails.


MANA DRAIN
Cost: 5

On a Successful Spellcraft check, roll your Arcane Proficiency Dice to attempt to drain Mana points from effected targets. This does not allow you to exceed your maximum point total, but you do recover the mana spent on this spell if enough Mana is available to drain.

Enhancements

<> Power Overwhelming

Cost: 5
Push past your limitations and abosorb in more mana than you normally could. When using Mana Drain to replenish your Mana Points, exceed your maximum point total and gain all the Mana you managed to absorb temporarily. You are able to hold onto this extra mana for a number of rounds equal to your Arcane Proficiency rank.