Arcane Traditions

The powers wielded by the Magnate of Subversion are ones of disloyalty and lies, bending the will of creatures against their own ends. It's not surprising then that ones who utilize these powers are slow to share them, as granting powers related to usurpation to one's own subordinates tends to result in what one might expect. Still, in some cases, the Magnate of Subversion will bestow these powers onto small numbers of servants when they have no better choice.

When you select this arcane tradition at 2nd level, you learn the Friends cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast this cantrip, the creature affected by it doesn't realize you used magic to influence its mood once the spell ends.

Additionally at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. You also gain proficiency in the Deception skill.

At 6th level, your mastery of subversive magic allows you to cast enchantment spells before your foes realize it. When you cast an enchantment spell, you may increase the casting time by 1 minute, as you secretly pepper magic words and arcane hand gestures into otherwise normal conversation.

Any creature that is present for the full duration of the casting makes an Intelligence (Arcana) check against your spell save DC at the end of this casting to realize that you have cast a spell. The creature has disadvantage on this check if the spell is not on their list of known or prepared spells. A creature that fails it does not realize you've cast a spell.

Depending on the nature of the spell, creatures may still realize something is wrong, and may still identify you as the source. If a creature begins to act contrary to its normal demeanor immediately after speaking with you, the creature or its allies may suspect magical influence even if they did not notice your spellcasting.

You can use this feature to cast a number of spells with a combined level equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.

Beginning at 10th level, your hold over the will of other creatures becomes nearly impossible to break. Whenever a creature would be free from the effects of a spell you have cast on it due to you or your companions harming it, the creature instead remains under the effects of the spell.

Additionally, when you cast an enchantment spell to charm one creature using your Subtle Enchantment feature, you can modify the creature's perception of events while it was charmed. Using this ability, you can cause the creature to forget the events that transpired while it was charmed, or cause the creature to invent justifications for itself to explain any information it shared or actions it took. In either case, the creature does not realize it was charmed.

A creature may come to suspect it was under the effects of magic later due to outside interference, such as learning facts that contradict its perception, or if a trusted friend or ally of the creature argues that they may have been.

At 14th level, you learn the Modify Memory spell if you do not already have it, and you always have it prepared. Furthermore, when you cast this spell, you may enhance its power significantly to better manipulate your target. When you enhance the casting of this spell, the spell is affected as follows:

  • Instead of only modifying 10 minutes of the target's memories, you may modify a number of hours of the creature's memories equal to the spell slot used to cast this spell
  • You may modify any number of memories instead of only one
  • You may modify memories farther back in the target's mind, as if you had cast Modify Memory using a spell slot one level higher than you have

Once you have enhanced your casting of Modify Memory using this feature, you may not do so again until you have completed a long rest.

  • arcane_traditions.txt
  • Last modified: 2024/01/01 19:52
  • by shto