The Magemarked are the legacy of some of the greatest practitioners of magic that have ever lived, or perhaps they are merely the byproducts of their experiments. However it arrived, focused magic runs rampant through their souls, devastating and beautiful power in its purest form. Unlike Enigma sorcerers who may feel their magic is a separate, living thing, the Magemarked see their sorcery as a seamless extension of their being.
TABLE: MAGEMARKED ARCHETYPE SPELLS
SORCERER LEVEL | ARCHETYPE SPELLS |
---|---|
1st | detect magic, identify, magic missile, mage armor |
3rd | arcane lock, arcanist’s magic aura, blur, magic weapon |
5th | counterspell, dispel magic, fireball, glyph of warding |
7th | arcane eye, mindshield, polymorph, resilient sphere |
9th | arcane hand, eldritch cube, scrying, telekinesis |
Starting at 1st level, your magic is as much a part of you as your flesh and each spell exists as an extension of your soul and your inner self. While concentrating on a spell, as an action you can see and hear as if you were occupying center of the spell’s area of effect or the space of a creature affected or summoned by it using your own senses. This special perception lasts until the beginning of your next turn and ends unless you use another action to prolong the effect. If your spell is in multiple areas or affecting multiple creatures, you must choose one to perceive from. During this time, you are blind and deaf to your body’s surroundings.
Also starting at 1st level, as a being of magic you find it easier than most to shrug off opposing arcanum. As a reaction when you are targeted by a spell or magical effect, you can redirect the incoming magic, allowing you to make any saving throws imposed by the effect with an expertise die. If the spell instead involves a spell attack, you can spend a use of this ability to add an expertise die to your AC against the triggering spell until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus, regaining all spent uses on a long rest.
Starting at 6th level, you are able to draw out the prime arcanum of your spells and wield them in their purest, most brilliant form. Whenever you cast a spell that deals one of the damage types listed in the manifestation feature, you may choose to change the damage type to force. In addition, whenever you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. If that creature takes force damage from the spell on the turn you cast it, it must make a Constitution saving throw against your spell save DC. On a failure, it is blinded until the start of your next turn.
Starting at 14th level, you’ve mastered the flow of your magical power, and it feels as natural and dextrous as your own limbs. When casting a spell of 1st-level or higher with a casting time of an action or bonus action, you can spend 3 sorcery points to animate it as a living spell. Doing so expends the spell slot. When you do so, it manifests in an adjacent square as a visible swirl of magic that sheds light like a torch in a color of your choosing. It can’t pass through walls and can’t interact with creatures or objects except to activate its effect, though it can share a space with a creature. A living spell can go no further from you than its range and has a fly speed of 45 feet with the ability to hover. It persists for a number of rounds equal to 1 + your Charisma modifier (minimum of 1), during which time you can use a reaction to direct it to move and/or activate or to dissipate. An activated spell works as usual with the following changes:
Starting at 18th level, the delicious arcanum of others is nourishment to your soul. Whenever you use counterspell, dispel magic, or a similar effect to counter a spell or end a magical effect, you absorb the magical energy. Doing so grants you a number of sorcery points equal to half of that you would have gained from transforming your cast spell using Flexible Casting. If the spell is of 6th-level or higher, it is considered a 5th-level spell for this purpose. This does not allow you to exceed your maximum number of sorcery points.
In addition, when you counter spells using counterspell, the casting creature can’t choose to cast another spell as normal, as you have consumed their fraying magic. On days you have successfully used this ability, you do not need to consume Supply.