Specialization Reference

Class Specializations

Specializations are advanced paths that characters can pursue to gain unique abilities. Each class has access to different specializations.

1d6 = Dice notation +2 = Modifier

Mage Specializations

Arcane Warrior

Arcane warriors are incredibly rare and are a synthesis of elven swordplay and powerful magic. These warriors channel magical power through their weapons and bodies to become fearsome combatants who can match any warrior in single combat. The tradition of the arcane warrior dates to the time of Arlathan and has almost been lost entirely.

Requirements: Strength 3 or higher; Magic 3 or higher; Must learn from ancient elven texts or a spirit
Novice: You can cast spells while wielding weapons and wearing armor. You can wear light armor without suffering the normal spell failure penalties. Additionally, you can use your Magic ability in place of your Strength ability when determining your Attack Roll.
Journeyman: You can wear heavy armor without suffering the normal spell failure penalties. Additionally, you can use your Spellpower to add to your Defense rating instead of your Dexterity.
Master: Your magical protection is formidable. You gain a +2 bonus to your Armor Rating. This bonus stacks with armor you are wearing.

Blood Mage

Blood mages learn to use blood—their own and that of others—to fuel their spells. By tapping into the darkest parts of magic, blood mages can achieve great power, but at a terrible cost. The Chantry considers blood magic the greatest of sins, second only to the summoning of demons. Many blood mages also become abominations.

Requirements: Constitution 3 or higher; Magic 3 or higher; Must learn from a demon, apostate, or ancient texts
Novice: You can sacrifice your own Health to power your spells. For every 2 Health you lose, you gain 1 mana point. You can do this as a free action on your turn.
Journeyman: You learn the Blood Magic spell blood control. You can also sacrifice the Health of nearby enemies to fuel your spells. Choose an enemy within 16 yards and make an opposed Magic (Blood) vs. Willpower (Self-Discipline) test. If you win, you drain -400 font-semibold">2d6 Health from your target and gain mana points equal to half the Health drained.
Master: You learn the Blood Magic spell blood wound. Additionally, when you damage an enemy with a Blood Magic spell, you regain mana points equal to the damage dealt divided by 2 (round down).

Force Mage

Force mages use telekinetic force to crush, push, and pull their enemies. They can cause great destruction with pure kinetic energy and can even learn to fly for short distances. While many mages specialize in one of the four schools of magic, force mages learn techniques that transcend those boundaries.

Requirements: Magic 4 or higher; Can be learned at Circle or from another force mage
Novice: You learn the spell fist of the maker regardless of whether you meet the requirements. This spell costs 4 mana points instead of 7 for you.
Journeyman: Your telekinetic attacks are devastating. You inflict +2 damage when you cast spells from the Primal school.
Master: You learn the spell telekinetic burst. Once per day, you can also fly up to 20 yards as a move action.

Keeper

Keepers are the spiritual leaders of the Dalish elves and masters of ancient elven lore. Each clan has one Keeper and a First (an apprentice), and sometimes a Second as well. Keepers are powerful mages, but they do not specialize in combat magic. Rather, they preserve the dying lore of the Elven people and ensure the clan's rituals are observed.

Requirements: Cunning 3 or higher; Magic 3 or higher; Dalish Elf only. Must be chosen by a clan Keeper
Novice: You gain +2 on all Cunning (Historical Lore) and Cunning (Cultural Lore) tests related to elven history. You also learn one additional language of your choice.
Journeyman: You can craft special herbal remedies. During rest, you can make a Cunning (Natural Lore) test (TN 11). If successful, you create one healing potion that restores -400 font-semibold">2d6 Health when drunk. You can have a maximum number of these potions equal to your Cunning at any one time.
Master: You learn the spell stonefist if you do not already know it. Additionally, your knowledge of elven magic grants you +2 to Spellpower when casting Creation school spells.

Necromancer

Necromancers specialize in death magic. They have learned from the Mortalitasi of Nevarra, who walk among the dead in the Grand Necropolis and commune with spirits. While many consider necromancy evil, in Nevarra it is not only accepted but honored. The royal line of Nevarra continues to seek counsel from their Mortalitasi advisors, who channel the wisdom of deceased monarchs.

Requirements: Magic 3 or higher; Willpower 3 or higher; Must learn from a Mortalitasi or similar teacher
Novice: If you kill an enemy, your Spellpower increases by +2 for a number of turns equal to your Willpower. Killing another enemy during this time resets the duration but doesn't add to the Spellpower bonus.
Journeyman: You learn the spell death syphon, regardless of whether you meet the requirement. You can cast it for 4 mana points instead of 7.
Master: You learn the spell animate dead. Once per encounter, when you kill an enemy with a spell, you can animate their corpse as a free action. The corpse acts as a lesser shade under your control for the rest of the encounter.

Shapeshifter

Shapeshifters transform themselves into the shape of other creatures. This ancient tradition was practiced by the Chasind Wilders for ages before the Circles of Magi were founded. More typical shapeshifters can transform themselves into creatures like wolves, bears, and even giant spiders.

Requirements: Constitution 3 or higher; Magic 3 or higher; Can be learned from a shapeshifter or discovered independently
Novice: You learn the Shapeshifter spell small animal form. While you've taken on a creature's form with a Shapeshifter spell, you cannot speak or cast spells. Spells you cast before the transformation remain in effect as normal. You retain your Cunning and Magic abilities and your Health, but the rest of your stats are determined by the Shapeshifter spell you use.
Journeyman: You learn the Shapeshifter spell large animal form.
Master: You learn the Shapeshifter spell vicious beast form.

Spirit Healer

Spirit healers are those rare mages who learn to communicate and summon benevolent spirits from the Fade. While demons are the most notorious denizens of the Fade, other spirits reside there as well. These spirits are more benevolent and do not have the driving desires that make demons so evil. When the summoning is successful, a spirit healer is capable of healing feats beyond the bounds of normal magic.

Requirements: Communication 3 or higher; Magic 3 or higher; Can be learned at Circle or from another spirit healer
Novice: You have learned to summon spirits. You learn the Spirit Healer spell group heal. To cast it and other Spirit Healer spells, you must first enter Summoning mode. This requires an activate action and a successful TN 14 Magic (Spirit) test. If you fail and roll triples, roll on the Magical Mishaps table. If successful, you can cast Spirit Healer spells for as long as you stay in this mode. You can end the mode with another activate action.
Journeyman: You learn the Spirit Healer spell revival.
Master: You learn the Spirit Healer spell life ward.

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