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◀ Rulebooks

Ver. 1.3.1

Scholar

Class

Scholars are the world's top magical minds. In their careers, they learn a wide variety of spells, enchantments, and complex rituals.

Unlike Researchers, who dive deeply into the secrets of a single school of magic, Scholars take a more generalist approach to the mysterious art. They believe that true mastery of magic requires a diverse understanding of all of its forms, and that they must be used in conjunction with one another in order for mankind to achieve the most value from them.

Scholars prepare themselves to cast specific spells each day by meditating and focusing on the spells they predict they will need the most during that day's challenges. By preparing spells in advance, the scholar can cast them more easily and without using energy.

Class Information

Difficulty ★★★ Advanced
Hit Point Increment 3 or 1d4 + your CON modifier per Scholar level
Magic Studies
Natural Skills

Playing as a Scholar

While Adventuring

Your contribute your intellect and problem-solving skills to help the party find clues to the most challenging puzzles. You take advantage of your vast knowledge of magic to solve a variety of problems.

During Social Interaction

You are the voice of logic and reason. You solve arguments rationally and don't let your emotions cloud your mind. You provide a wealth of information on magic and ancient cultures.

In Combat

You tend to stay out of the line of fire and use your prepared spells to support your allies in whatever way makes sense according to the situation at hand. If you need to get your hands dirty, you use magic in creative ways to defend yourself.

While Resting

You ensure that you get plenty of sleep to keep your mind sharp. You might spend time reading to unwind, or study a few new spells. At the start of the new day, you meditate and prepare your spells for the day.

Scholar Class Features

Table: The Scholar Table

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Level Feature Leveled Spell Slots Spellcraft Skill Caster Level
1 2 3 4 5 6 7 8 9 10
1 Scholar Specialties, Spellcasting, Spell Studies     1
2 Scholar Bonus, Natural Skill Improvement     1
3 Prepared Spells, Spell Studies 2     2
4 Natural Skill Improvement, Learning Experience 3     2
5 Spellcraft, Spell Studies 3 1   1 3
6 Ability Score Improvement 3 2   1 3
7 Specialty Improvement, Learning Experience 5 2   1 3
8 Flexible Casting 5 3   1 3
9 Spell Studies, Natural Skill Improvement 5 3 1   2 4
10 Scholar Bonus, Specialty Improvement 5 5 2   2 4
11 Ability Score Improvement, Spell Studies, Restricted Schools 5 5 3 1   2 5
12 Derivative Spells, Creative Inspiration 5 5 3 2   2 5
13 Learning Experience, Scholar Bonus 5 5 3 2 1   3 5
14 Natural Skill Improvement, Specialty Improvement 5 5 5 2 2   3 5
15 Spell Studies, Spell Scribe 5 5 5 3 3   3 6
16 Readied Casting 7 7 5 5 3   3 6
17 Ability Score Improvement, Extra Natural Skill 7 7 5 5 3 1   3 6
18 Spell Studies, Scholar Bonus 7 7 7 7 5 2   4 7
19 Learning Experience, Scholar Bonus 7 7 7 7 5 3   4 7
20 Trivial Spellcasting 10 7 7 7 5 3 1   4 7
21 Spell Studies, Scholar Bonus, Specialty Improvement 10 7 7 7 7 5 1   4 8
22 Ability Score Improvement, Learning Experience 10 7 7 7 7 5 1   5 8
23 Scholar Bonus, Extra Natural Skill 10 10 7 7 7 5 2   5 8
24 Practiced Scribe, Spell Studies 10 10 7 7 7 7 3   5 9
25 Ability Score Improvement, Trivial Spellcasting II 10 10 7 7 7 7 3   6 9
26 Scholar Bonus, Specialty Improvement 10 10 7 7 7 7 3 1   6 9
27 Spell Studies, Natural Skill Improvement 10 10 7 7 7 7 5 2   6 10
28 Trivial Spellcasting III 10 10 10 7 7 7 5 2 1   7 10
29 Scholar Bonus x2, Ability Score Improvement, Specialty Improvement 10 10 10 7 7 7 7 3 2   7 10
30 Archmage's Favor 10 10 10 7 7 7 7 3 2 1 7 10

Scholar Specialties

At Level 1, choose two Natural skills from the Scholar's Natural Skills list. Gain up to three new Knowledges of your choice.

Spellcasting

At Level 1, you may begin to learn and cast spells. Increase your caster level to 1.

Assign initial values to your magical skills. As a Scholar, you have 5 points to spend on these skills, and you can choose from among all six forms of magic.

Spell Studies

At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.

You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.

Scholar Bonus

At each level where you receive this bonus, choose two of your magical skills and gain a +1 class bonus to each.

Natural Skill Improvement

At each level you receive this bonus, increase each of your natural skills by one level.

This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.

TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.

Learning Experience

At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.

Knowledges can't be increased beyond 10 at any level.

Prepared Spells

More Info: Prepared Spells

Starting at Level 3, your training and knowledge of magic begin to expand rapidly. To help you remember specific spells more easily, you begin the practice of preparing your spells daily.

Ability Score Improvement

At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.

Ability scores can't be increased beyond 20 using this feature until your overall level reaches 15, and no ability score can be increased beyond 30 at any level.

After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.

Spellcraft

More Info: Spellcraft

Starting at Level 5, you can begin to attempt creating entirely new spells of your own creation. As a Scholar, you can inscribe spells and simple enchantments, and prepare your crafted spells.

Specialty Improvement

At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.

If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..

Flexible Casting

At Level 8, you gain the ability to amplify your prepared spells in lower level spell slots.

When casting a prepared spell, you can choose to amplify it to an even higher level than the slot it was prepared in. Doing so consumes energy equal to the difference between the amplified spell's cost and the cost to cast the spell at the level of its slot.

Restricted Schools

Scholars are trusted with the most advanced and powerful spells known to the New Era. Starting at Level 11, your Spell Studies includes spells of Restricted status from certain schools of magic.

Derivative Spells

More Info: Derivative Spells

With more experience in spellcraft, you've learned the structure of the Tolgethic language and make changes to scripts to affect the spells you cast. Starting at level 12, you gain the ability to craft spells that are derived from existing spells. These spells automatically start at the Revised refinement level.

A derived spell can be based off of a spell from the spell list or one that you've crafted. It has the same stats and general effects as the original spell, but with slight changes such as a different range, damage type, or form of magic. The changes you can make that count as alterations are given general guidelines on the derivative spells page, but are ultimately up to the judgment of the GM.

Creative Inspiration

At Level 12, you can craft or refine up to three spells. These actions take place during your level-up and don't need to be checked in-game.

New spells crafted this way start one refinement level higher. Derivative spells crafted this way start three refinement levels higher.

Spell Scribe

At Level 15, you gain the ability to create spell scripts of your own, allowing you to teach spells to others - including those you've created. While semi-conscious, you can spend one hour to create a spell script on a surface within reach. If you have a knowledge of the Tolgethic language, you may add it to the result. If successful, other magic-capable beings can use this script to learn the spell it represents.

Crafted spells must have reached the Revised refinement level in order to be inscribed and taught. You gain a +10 bonus to refining that spell further if you have witnessed another person learn and cast it successfully.

Readied Casting

Starting at Level 16, your spell preparations let you keep the beginnings of more complex spells at the forefront of your mind. Once per round, you can cast a prepared standard or charged spell as though it were a quick spell. (It takes only one action frame to cast, and can be done as a reaction.)

Trivial Spellcasting

At Level 20, basic spells have become so trivial for you that you almost don't even have to think about them. Your Level 1 spell slots aren't expended when you use them. (You can cast your prepared Level 1 spells an unlimited number of times.)

You can't amplify spells using this technique. If you amplify a spell slot with Flexible Casting, the slot is expended.

At Level 25, this feature applies to your Level 2 spell slots.

At Level 28, this feature applies to your Level 3 spell slots.

Practiced Scribe

At Level 24, you've learned to focus better on your spellcraft. Your crafted spells no longer have a change of side effects except on a critical failure.

Archmage's Favor

At Level 30, you've become one of the greatest spellcasters of the age. You gain the favor of some of the world's most esteemed mages and organizations. You may learn three Classified spells from the Scholar Study Guide.

Scholar Class Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

⬆ Curiosity

: ✪50

Learn an Uncommon spell instead of a Common spell during Spell Studies. Multiple tiers of this upgrade cannot be comnbined at the same level. Use this upgrade no more than once per instance of Spell Studies.

(You must take this feat when learning new spells from the Spell Studies class feature. For each time you take it, replace one spell on that level's checklist with a spell one rarity level higher.)


: ✪100

Learn a Rare spell instead of an Uncommon spell.


: ✪240

Learn a Legendary spell instead of a Rare spell.

Brains over Brawn

✪50

You may use your Charisma modifier instead of Constitution to cast Divine spells.

Mind over Matter

✪50

You may use your Wisdom modifier instead of Dexterity to cast Physical spells.

Smarts over Strength

✪50

You may use your Intelligence modifier instead of Strength to cast Elemental spells.

Asomatic Casting

✪90

You can cast your prepared spells without the use of your hands, allowing you to cast spells while grappled, restrained, or incapacitated.

Ancient Language

✪25

You've taken an introductory course on Tolgethic, the language of ancient magic. Gain Knowledge: Tolgethic as a skill with a level of 1.

Long Range Targeting

✪40

You can cast Targeting spells on any valid target you can see. If the target is outside the spell's normal range, you must succeed on a Marksmanship check. The GM decides the difficulty based on the distance to the target.

Lightning Reflexes

✪30

Prerequisite: Prepared Spells, 15 Dexterity

When you enter combat, you may cast one of your prepared quick spells as a free reaction. (This takes place as a reaction immediately upon you entering combat, before the start of your first turn. This action can't be delayed, and can only occur once per combat encounter.)

Gifted Student

✪50

Prerequisite: Scholar Level 3

Gain a +5 class bonus to Learn Spell checks while semi-conscious.

Spellcraft Enthusiast

: ✪30

Prerequisite: Spellcraft

Increase your Spellcraft skill level by 1.


: ✪50

Increase your Spellcraft skill level by 1, for a total of 2.


: ✪100

Prerequisite: Scholar Level 20

Increase your Spellcraft skill level by 1, for a total of 3.

Mindfulness Mastery

: ✪50

Prerequisite: Scholar Level 6

Gain a +3 bonus to Meditate (Wisdom) checks.


: ✪75

Prerequisite: Scholar Level 12

You've mastered the art of meditation.

You automatically succeed on Meditate (Wisdom) checks.

Alchemist's Pouch

: ✪40

Prerequisite: Scholar Level 6

You can designate one small container in your inventory as your Alchemist's Pouch.

Once per day, you can use your alchemist's pouch to satisfy the material costs of a prepared Common spell or enchantment.


: ✪60

Prerequisite: Scholar Level 9

Your pouch can supply material requirements for Uncommon spells or enchantments.


: ✪80

Prerequisite: Scholar Level 14

Your pouch can supply material requirements for Rare and Restricted spells or enchantments.


: ✪120

Prerequisite: Scholar Level 20

Your pouch can supply material requirements for Legendary, Classified, and Mystery spells and enchantments.

Fast Reader

✪25

Prerequisite: Mindfulness Mastery I

You complete Learn Spell checks while semi-conscious in fifteen minutes. (You can attempt up to four such checks per hour.)

Spell Blending

: ✪100

Prerequisite: Scholar Level 8

You can cast two spells simultaneously.

With both hands free, you can cast two prepared quick spells in a single frame or two prepared standard spells in two frames. The two spells may have the same or different targets.

(You must have both hands free to blend spells, even if you have the Asomatic Casting class feat.)


: ✪100

Prerequisite: Scholar Level 12

You can cast two prepared sustained spells simultaneously. If your concentration is broken, both spells are interrupted.


: ✪200

Prerequisite: Scholar Level 20

You can cast two prepared charged spells simultaneously. Each must be initiated at the same time. If your concentration is broken, both spells are interrupted.

Metamagical Experimentation

✪80

Prerequisite: Scholar Level 10

You've tinkered with the school of Metamagic, one of the most difficult arcane arts.

Gain two levels in the Metamagic specialty. You may learn three common Metamagic enchantments from the Spell Study Guide.

⬆ Magic Specialist

✪160

Prerequisite: Scholar Level 10

After some time studying magic from a general standpoint, you've gained a particular affinity for a certain type of magic, as Researchers often do.

Choose a school of magic that you know at least five spells from. For each level you have at least one prepared spell slot in, you gain one Specialist Spell Slot. These slots don't need to be prepared and can be used to cast any spell from your chosen school of magic at their respective level or lower.

Signature Spell

✪50

Prerequisite: Spellcraft, at least one inscribed spell at Peer Reviewed or higher refinement level

Choose one spell that you've inscribed to become your Signature Spell. Gain a specialty skill with a level of 1 specifically for casting that spell.

The spell you choose must be refined to Peer Reviewed or Published status.

Variable Spell Slots

✪100

Prerequisite: Derivative Spells

When you cast a prepared spell from one of your spell slots, you can substitute that spell for one of its derivatives you know. If the prepared spell is derivative, you can substitute another derivative or the base spell.

Refined Spellcraft

: ✪90

Prerequisite: Spellcraft

New spells you craft start at refinement level 1 (Theoretical.)


: ✪120

Prerequisite: 20 Intelligence

New spells you craft start at refinement level 2 (Revised.)

Spellcraft Mentor

✪120

Prerequisite: Scholar Level 18, at least three inscribed spells

You can refine spells that others have crafted, helping them to improve their reliability.

When you learn a spell from a spell script that is below Published status, you have the ability to refine it just as you do your own inscribed spells.

Original Work

✪110

Prerequisite: Signature Spell

No one does it better than the author! The base difficulty of casting your Signature Spell is decreased by 10.

Thaumaturgy

✪200

Prerequisite: Scholar Level 24, Spellcraft Enthusiast III

You can quickly come up with a one-off spell to accomplish a specific task without taking the time to inscribe it.

You describe the desired outcome of the spell, and the GM tells you the type of Spellcasting check to attempt and an estimated difficulty. Add your Spellcraft skill as a modifier.

Depending on the outcome, the GM decides whether your improvised magic has the desired effect and/or any side effects.

Legendary Spellcaster

✪500

Prerequisite: Archmage's Favor

Conflicts with: Legendary Skill

You have ascended to a level of magical mastery that few before you have ever reached in modern or ancient times.

Your Caster Level increases to Grand Master. (The modifier becomes your current level.)

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Curiosity ✪50 Details ▶
  Brains over Brawn ✪50 Details ▶
  Mind over Matter ✪50 Details ▶
  Smarts over Strength ✪50 Details ▶
  Asomatic Casting ✪90 Details ▶
  Ancient Language ✪25 Details ▶
  Long Range Targeting ✪40 Details ▶
  Lightning Reflexes ✪30 Prepared Spells, 15 Dexterity Details ▶
  Gifted Student ✪50 Scholar Level 3 Details ▶
Spellcraft Enthusiast ✪30 Spellcraft Details ▶
Mindfulness Mastery ✪50 Scholar Level 6 Details ▶
Alchemist's Pouch ✪40 Scholar Level 6 Details ▶
  Fast Reader ✪25 Mindfulness Mastery I Details ▶
Spell Blending ✪100 Scholar Level 8 Details ▶
  Metamagical Experimentation ✪80 Scholar Level 10 Details ▶
Magic Specialist ✪160 Scholar Level 10 Details ▶
  Signature Spell ✪50 Spellcraft, at least one inscribed spell at Peer Reviewed or higher refinement level Details ▶
  Variable Spell Slots ✪100 Derivative Spells Details ▶
Refined Spellcraft ✪90 Spellcraft Details ▶
  Spellcraft Mentor ✪120 Scholar Level 18, at least three inscribed spells Details ▶
  Original Work ✪110 Signature Spell Details ▶
  Thaumaturgy ✪200 Scholar Level 24, Spellcraft Enthusiast III Details ▶
  Legendary Spellcaster ✪500 Archmage's Favor Details ▶