HGd10PHB - Spectrum - Arcane

The Arcane Spectrum is, at its core, raw magic itself. Unrefined by element, life, or natural force, Arcane Magic is the magic of magic. As such, it's abilities focus on affecting other Spectrum or doing things other limited spectrum cannot do.

Arcane spells, especially the more powerful ones, often have some form of limitation or odd condition to their execution. ''E.g. a player says they want to cast Arcane Aid to boost a cohort's Fireball. The GM says okay, but that cohort cannot cast a Fire spell afterwards for the rest of the round.''

Arcane and Other Spectrum
Arcane is opposed to Eldritch for reasons few have been able to discern. When the Active Roll against Eldritch magic or beings, Arcane checks gain +2d10. When used to benefit Eldrtich magic or beings, Arcane checks are penalized by 2d10.

Arcane has no other bonuses or penalties outright for any other spectra.

Arcane Aid Spells
Arcane Aid spells can provide typical healing, curing, and support to arcane creatures, constructs, and even devices. However, the true power of the Aid Purpose in this Spectrum is to enhance other spells. It is typical for arcane mages to provide additional mana, chakra, or whatever the MYR is called to their team mates. They may also provide added power to individual spells to overcome defenses of an enemy.

Arcane Attack Spells
Attacking with raw magic has its advantages and disadvantages. Spells like arcane missiles, arcane spheres, arcane whip and the like are often able to get past a lot of magical defenses from equipment, especially when that equipment has specialized protections. The drawback of Arcane Attacks is that they tend to be temperamental in their execution having esoteric rules. For example, arcane bolt always hits an enemy target without need for a Ranged Magic Attack roll, but additional bolts fired simultaneously go after random enemy targets instead of the primary target.

Arcane Defense Spells
Wall of Arcane Force, Mage Armor, Arcane Shield, and many other popular spells to defend against both magical and mundane attacks fit within this category.

Arcane Enchant Spells
While providing temporary magical effects is certainly one of the bread and butter aspects of Arcane magic, one of the most sought after spells in all of magic fits in this category as well: Imprint. Imprint is the Arcane Spectrum ability to permanently attach spells or effects to an object or creature.

Arcane Illusion Spells
The ability to shape raw magic into imagined sights, sounds, smells, and the like is easy for the Arcanist, though in keeping with the somewhat chaotic and stubborn nature of the spectrum, there is always something about the Illusion that allows for recognition as such for those looking for illusions.

Arcane Learn Spells
Arcane Learn is a spectrum that is limited in that it only allows one to learn something about magical things. So while a mage could use the Purpose to learn the purpose of a magical device, he could not use it to learn about a purely mechanical one like a clock or a computer. Arcane communication is also limited in that any messages written or spoken automatically translate into the world's arcane language related to the caster (Dialektos Magos, Lashown Chartom, etc.) and can only be deciphered by someone who understands those languages or has the Arcane Learn Spectrum and Purpose.

Arcane Movement Spells
Arcane Movement allows for the creation of magical portals, blinking spells, and often seem to mimic the Movement spells of other Spectra, but there is generally always one drawback to the movement, some aspect of the spell that the caster cannot control.

''For example, a Blink spell allows the target to move about the battlefield by appearing for a moment, acting, and then disappearing again before any action against them occurs. However, this movement is random and they only have a second to determine an appropriate action before materializing and needing to act.''

Arcane Summon Spells
There are several creatures in the Creature Codex that have the Arcane designation including Arcane elementals. However, one of the fun and more interesting things about Arcane magic is it's ability to summon Arcane constructs pulled from the caster's imagination alone. Giant fists to smash an enemy, a pair of arcane Gatling guns to fire at an advancing squad for the next few turns. Arcane Summon is one of the most versatile Purposes in all the Septiverse.

Arcane Transformation Spells
Arcane Transformation is considered the most powerful, and most annoying (for other mystics, at least) Purposes in the Septiverse. The raw magic of Arcane Transformation allows the caster to manipulate spells of other casters as they see fit. "I'm sorry, did you say Fireball? That looks like a Flowerball to me!"   Within this Spectrum Purpose combo is the dreaded Counterspell which can transform an active spell into harmless, arcane energy which then dissipates into the world if the caster is powerful enough.

Primary Navigation

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 * Chapter 2 - Base Characteristics
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 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement