Description: Arcane Postures are unique magical stances that a mage can assume to gain various abilities and defenses. They are more than mere spells; they are an embodiment of a caster's mana focused into specific, potent forms. The strength and effect of each posture can vary based on the amount of mana focused into it.
Learning Arcane Postures: Characters can choose to learn an Arcane Posture as a general feat whenever they qualify for a new feat through leveling or other means. Additionally, when wizards attain a bonus feat due to their class progression, they have the option to select an Arcane Posture instead of a standard wizard feat
Initiating an Arcane Posture: To assume an Arcane Posture, the caster must use a standard action. This action involves the caster focusing their mana into one of the specific postures they know, thereby activating its effects.
Maintaining an Arcane Posture: Once an Arcane Posture is initiated, it can be maintained for additional rounds by expending mana and using a swift action at the start of each subsequent round. If the caster does not expend the required mana or chooses not to maintain the posture, the effects end immediately.
Mana Expenditure: The power and effect of each Arcane Posture are directly proportional to the amount of mana Focused into it. More mana can amplify the effects, but there are limits. Casters are capped on how much mana they can use each round based on their caster level. The mana spent initiating the Arcane posture effects the posture for the next round, and the mana spent at the end of the following round effets the next and so on.
Interrupting an Arcane Posture: If a caster is interrupted while assuming an Arcane Posture (for example, through a successful grapple, being silenced, taking damage, or any other disruptive action), the posture fails, and any mana intended for the posture is wasted.
Special Conditions:
A caster can only assume one Arcane Posture at a time. Assuming a new posture while maintaining another immediately ends the effects of the first.
Some postures may have prerequisites or specific conditions under which they can be used. These will be detailed in individual posture descriptions.
If a caster falls unconscious or is otherwise incapacitated, the Arcane Posture is immediately dispelled.
*Postures still being worked out.
Effects:
A shimmering force field envelops the caster, granting a +X deflection bonus to AC.
Any melee attack that misses the caster due to this AC bonus rebounds, potentially striking the attacker.
Grants the mage the ability to absorb the energy from one targeted spell, converting it into a spell slot one level lower than the absorbed spell.
Effects:
The mage gains brief glimpses into the immediate future, granting a +2 insight bonus per mana spent on Reflex saves.
Projectiles (such as arrows, bolts, bullets, rays, and missiles) appear to move in slow motion when approaching the mage, granting them a dodge bonus to AC against these types of ranged attacks equal to the mana spent on this posture.
If 2 or more mana is spent in a single round on this posture, the caster also gains Evasion for that round.
If 4 or more mana is spent in a single round on this posture, the caster's perception of time slows, allowing them to take two standard actions in a single round. The second standard action replaces the normal Move Action.
Effects:
The mage becomes a nexus of elemental energy. They can emit a burst of fire, cold, electricity, or acid as a reaction once per round, dealing Xd6 damage to a single attacker.
Grants resistance 3x X to fire, cold, electricity, and acid.
The mage's melee touch becomes charged, dealing an additional Xd6 damage of an elemental type of their choosing.
Effects:
Ethereal: The mage becomes partially ethereal, allowing them to pass through physical barriers or creatures as if they were difficult terrain.
Using this ability consumes 1 additional mana for every foot of solid material passed through, with a minimum cost of 1 mana. If a caster runs out of mana while passing through or within a solid object or creature, they and the object or creature each take 10d10 damage, this damage cannot be mitigated by the caster. The caster cannot choose to end Ethereal Stride while inside an object or creature.
While in Ethereal Stride, the mage cannot attack, cast spells, or interact with physical objects not already held until they exit the posture.
Example: A caster in an Ethereal Strike Stance would consume 1 additional mana to pass through a door less than 1 foot thick.
Miss Chance: Attacks against the mage have a miss chance that scales with the amount of mana spent on Ethereal Stride. For every 1 mana spent, the miss chance increases by 10%, capping at a maximum of 50%.
Levitate: The mage can levitate up to 10 feet above the ground, allowing them to avoid ground-based hazards. If the posture ends or is interrupted, the caster immediately falls to the ground, taking any appropriate falling damage based on the distance fallen.
Effects:
The mage is surrounded by a radiant aura, which blinds enemies within 10 feet for X rounds unless they succeed on a Fortitude save.
The mage gains the ability to fly with a speed of 60 feet with perfect maneuverability.
The mage's spells gain a +2 to their save DCs, reflecting the celestial energy bolstering their magic.