Mind over Matter: During any downtime or rest you can make rolls to recover strain at advantage, but rolls made to recover injuries during the same time are made at disadvantage.
Manipulate Magic: Once per Rest treat the result of a magic check as one result band higher (crit fail = fail).
Magical Understanding: Once per Rest add your magic die without taking a strain on a Perceive or Study check.
Mixing Magic: Once per Scene take 1 strain to use 2 mediums and Speak a phrase. Roll both dice and take the higher.
Knowledge is Power: You have resistance to any magical damage from your mediums.
Siphon Magic: After failing a defensive check against a phrase or magical attack, choose one: Your next magic check is made with advantage OR your next defense check against magic is made with advantage.
Magical Control: When you use an action to sustain a spell, you can move it to an alternate target without taking a strain. (If it's targeting an enemy, it requires another roll.)
Efficient: When you spend a strain to lower the difficulty of a magic check, you lower it by 3 per strain instead of 2.
Apprentices & Magical Servants: At the start or end of each downtime, automatically fill (1+Tier) segments toward an existing ritual or magical long-term project started by you or a party member. This cannot be split between multiple projects.
Subclass: The Arcanotechnologist(Repair)
Fused Creation: You have an equipment dice point that can act as both a tool and conduit dice, either as part of your body or on your person. You can invest additional tool or conduit points into it.
Arcanotechnologists merge artifice and arcana into singular constructs. Part tinkerer, part channeler—they’re inventors of the impossible.