Redefining Arcane Magic - Part 2
Copyright Jonathan Dale © 2014
Edited by Terence Wynne for The Guild Companion
"What Arcane magic lacks is stability, constancy, and reliability. It is a crude harnessing of power that can achieve great effects yet not always with the desired precision or predictability."
We continue our reworking of Arcane magic with three new lists: Arcane Light, Arcane Water, and Arcane Wind. As before, these lists are somewhat broader in nature than corresponding lists in each realm, but also a bit less predictable. Additional lists will follow in future articles.
The Arcane Spell Lists
Arcane Light
| Level | Spell | Area of Effect | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Projected Light | 50' beam | 10 min/lvl | self | E |
| 2 | Light I | 10' R | 2d10 min/lvl | touch | E |
| 3 | Shock Bolt I | 1 target | -- | 100' | Ed |
| 4 | Light Elemental Control I | 1 elemental | C | 100' | F |
| 5 | Aura | 1 target | 10 min/lvl | 10' | U |
| 6 | Foe's Aura | 1 target | 1 min/lvl | 100' | F |
| 7 | Light III | 30' R | 2d10 min/lvl | touch | E |
| 8 | Sudden Light | 10' R | -- | 100' | F |
| 9 | Waiting Light | 1 spell | up to 24 hr | -- | E |
| 10 | Shock Bolt III | 1 target | -- | 300' | Ed |
| 11 | Utterlight | 100' R | 1 min/lvl | touch | E |
| 12 | Mass Foe's Aura | 100' R | 1 min/lvl | 100' | F |
| 13 | Sudden Illumination | 10' R | 2d10 min/lvl | 100' | F/E |
| 14 | Lightning Bolt I | 1 target | -- | 100' | Ed |
| 15 | Beacon | 5 miles | 1 min/lvl | self | E |
| 16 | Light Elemental Control III | 1 elemental | C | 100' | F |
| 17 | Sunfires | 1 point | C | 500' | E |
| 18 | Chain Shock Bolt | special | -- | 100' | Ed |
| 19 | Sun's Light | 30' R | 2d10 min/lvl | touch | E |
| 20 | Light Elemental Summons | 1 elemental | varies | 50' | E |
| 25 | Lightning Bolt V | 1 target | -- | 500' | Ed |
| 30 | Chain Lightning | special | -- | 100' | Ed |
| 35 | Sun Bolt I | 1 target | -- | 100' | Ed |
| 40 | Sun Bolt V | 1 target | -- | 500' | Ed |
| 50 | Chain Sun Bolt | special | -- | 100' | Ed |
1. Projected Light
Beam of light (like a flashlight) springs from the caster's palm; 50'
effective range. If the caster's hand is closed into a fist, the light
will "turn off." If the caster's fist is reopened before the end of the
duration, the light will turn on again.
2. Light I
Lights a 10'R area about the point touched. This spell may be cast onto
a target, which then gets a RR: if the RR succeeds, the area of effect
is centered on the point where the target is standing, but will not move
with the target. If the target fails the RR the area of effect sticks to
the target and will follow the target until it is dispelled, or the
duration ends.
3. Shock Bolt I
A bolt of intense, charged light is shot from the palm of the caster;
results are determined on the Lightning Bolt attack table, as a Tiny (-2
size) attack.
4. Light Elemental Control I
By concentrating, the caster can control one Grade I Light elemental. If
this spell fails, the elemental will act normally unless it is a
spell-caster, in which case it will become hostile (i.e., only a
spell-casting elemental will recognize a control attempt as a hostile
act). Once free of control, the elemental will be hostile to the caster
if the elemental was placed in danger. A controlled elemental may be
commanded to return to its origin; this will take the elemental two
rounds. Thus, this spell doubles as a means of banishing elementals.
5. Aura
Causes a bright aura about the target, providing a more powerful
appearance and subtracting 10 from all attacks on the target.
6. Foe's Aura
Target is outlined by a luminous aura, making it difficult to hide. Any
penalty for seeing the target due to darkness or shadow becomes a bonus.
E.g. if Perception rolls to see the target are -50 due to darkness, this
becomes a +50 bonus, but if there is no penalty to see the target due to
darkness (e.g. in normal daylight), no bonus applies.
7. Light III
As Light I, except radius can be up to 30' (can be changed by
concentrating 1 round).
8. Sudden Light
Causes a 10' R burst of intense light, all within are stunned for 1 md/5
failure.
9. Waiting Light
In conjunction with any Light spell (i.e., this spell is cast and then
the Light spell is cast, including Light, Sudden Light, Sudden
Illumination, or Sun's Light) it can delay the action of that spell up
to 24 hours; it can be triggered by one selected trigger (decided by the
caster): time period, certain movements, certain sounds, touch, violent
actions in the area, or any other trigger so long as the caster would be
able to sense it if the caster remained at the area of effect.
10. Shock Bolt III
As Shock Bolt I, except range is 300'.
11. Utterlight
Nullifies all magically created darkness in a 100'R, and lights that
area as brightly as full daylight.
12. Mass Foe's Aura
As Foe's Aura, except all animate objects and people within the radius
at the time of casting are affected, except the caster. Affected targets
remain illuminated even if they leave the radius. Caster may make a
spell mastery roll for each target he wishes to exempt from the spell.
13. Sudden Illumination
As Sudden Light, but after the intense light has passed, the area
remains illuminated as Light III for the remainder of the duration. A
resistance roll against the sudden light will not cancel the Light
effect.
14. Lightning Bolt I
A bolt of lightning is shot from the caster's palm; resolve attack on
the Lightning Bolt Attack Table as a Medium sized attack.
15. Beacon
Ray of light of any color springs from caster's palm; can be up to 5
miles long.
16. Light Elemental Control III
As Light Elemental Control I, except that a Grade I, II, or III Light
elemental can be controlled.
17. Sunfires
Focuses sunlight as a lens, must be focused initially on a fixed point.
The lens can be moved at a rate of 1'/round, after the first round. It
will burn through a 1' diameter at a rate of: 1' wood/round, 4"
stone/round, or 1" metal/round. This spell cannot be used effectively in
combat (as foes can easily move out of the way). However, if used on an
immobile foe, it strikes on the Fire Bolt table (x2 hits) using caster's
Directed Spells skill with a +30 bonus.
18. Chain Shock Bolt
As Shock Bolt I, except that if it does any damage to the target, it
then continues and makes an additional attack with the original OB minus
20 on a random target within 20' of the previous target. This continues
until a target is missed (no damage) or there are no targets within 20'
of the last target who have not already been struck. The -20 penalty is
cumulative, so the second attack is at -20, the third at 40, etc.
19. Sun's Light
As Light III, except the light is treated as sunlight for all purposes.
Creatures harmed by sunlight receive a resistance roll at +20; on
success, they are affected as if by Light only. While this spell is
active, it may be used as the source for Sunfires if that spell is cast.
20. Light Elemental Summons
Allows the caster to summon a Light elemental. This elemental will
appear over the course of two rounds. If uncontrolled after those two
rounds are complete, it will act normally according to its nature.
Uncontrolled elementals can return to their place of origin at any time,
taking two rounds to do so. If the elemental is in a region that is
particularly suitable for it (e.g., an open desert), it will not return
for 1d10 days. If the region is not particularly suitable for it (e.g.,
a temperate forest), it will stay for 1d10 hours. If the region is
unsuitable for the elemental (e.g., an underground cave), it will stay
for 1d10 minutes. This is normal behavior and if a method of
communication exists, or if there is an obvious motive to act otherwise,
behavior may vary. The Grade of elemental is determined randomly: 1-40
Grade I, 41-70 Grade II, 71-90 Grade III, 91-100 Grade IV.
25. Lightning Bolt V
As Lightning Bolt I, except range is 500'.
30. Chain Lightning
As Chain Shock Bolt, except the attacks are as per Lightning Bolt I.
35. Sun Bolt I
As Lightning Bolt I, except creatures that are harmed by sunlight treat
it as Slaying II (resulting in a +10 modifier on any critical roll).
40. Sun Bolt V
As Sun Bolt I, except range is 500'.
50. Chain Sun Bolt
As Chain Shock Bolt, except the attacks are as per Sun Bolt I.
Arcane Water
| Level | Spell | Area of Effect | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Condensation | 1 cu. ft water | P | touch | E |
| 2 | Fog | 10' R/lvl | P | 100' | E |
| 3 | Waterwall | 3d10x10x1' | C | 100' | E |
| 4 | Water Elemental Control I | 1 elemental | C | 100' | F |
| 5 | Unfog | 2d10' R/lvl | P | 100' | U |
| 6 | Water Bolt I | 1 target | -- | 100' | Ed |
| 7 | Pure Water | 1 cu. ft/lvl | P | 2' | U |
| 8 | Evaporation | 1 cu. ft/lvl | P | 2' | U |
| 9 | Water Support | 3d30' R | 1 min/lvl | 100' | E |
| 10 | Displace Water | 1000 cu. ft/lvl | C + 1d10 rnds | 500' | F |
| 11 | Waterwall True | 3d10x10x1' | 1 min/lvl | 100' | E |
| 12 | Water Bolt III | 1 target | -- | 300' | Ed |
| 13 | Breathable Water | 3d30' R | 10 min/lvl | 10' | E |
| 14 | Control Flow III | 3 targets | C | 100' | F |
| 15 | Call Downpour | 100' R/lvl | 10 min/lvl | 100'/lvl | E |
| 16 | Water Elemental Control III | 1 elemental | C | 100' | F |
| 17 | Cooperative Flow III | 3 targets | 1 min/lvl | 100' | U |
| 18 | Water Bolt V | 1 target | -- | 500' | Ed |
| 19 | Control Flow X | 10 targets | C | 500' | F |
| 20 | Water Elemental Summons | 1 elemental | varies | 50' | E |
| 25 | Water Bubble | 10' R | 1 min/lvl (C) | self | U |
| 30 | Control Flow True | 1 target/lvl | C | 1000' | F |
| 35 | Cooperative Flow True | 1 target/lvl | 1 min/lvl | 1000' | U |
| 40 | Water Bubble True | 20' R | C | self | F |
| 50 | Water Mastery | varies | 1 rnd/lvl | varies | U |
1. Condensation
Condenses 1 cubic foot of water from the surrounding air. Condensation
can be channeled into any suitable receptacle, including caster's cupped
hands.
2. Fog
Creates dense fog within the area of effect. Treat as a heavy fog (50'
visibility and -50 on Perception rolls).
3. Waterwall
Creates a wall of water up to 10'x10'x1'. This wall cuts all movement
through it by 80%, and attacks through it suffer a -80 penalty.
4. Water Elemental Control I
By concentrating, the caster can control one Grade I Water elemental. If
this spell fails, the elemental will act normally unless it is a
spell-caster, in which case it will become hostile (i.e., only a
spell-casting elemental will recognize a control attempt as a hostile
act). Once free of control, the elemental will be hostile to the caster
if the elemental was placed in danger. A controlled elemental may be
commanded to return to its origin; this will take the elemental two
rounds. Thus, this spell doubles as a means of banishing elementals.
5. Unfog
Disperses fog within the area of effect. If not all of a fog is
dispersed (i.e., the fog covers a greater area than the area of effect
for this spell), the fog will refill the area of effect, reducing the
cleared radius by 10' every 1-5 minutes (varying depending on the
heaviness of the fog and ambient humidity).
6. Water Bolt I
A bolt of water is shot from the palm of the caster (a water source must
be within 10'); results are determined on the Water Bolt Table.
7. Pure Water
Affected water is purified of all impurities, including dissolved
materials such as salt, making it suitable for drinking.
8. Evaporation
Affected water is turned to vapor at a rate of 1 cubic foot per round of
Concentration.
9. Water Support
Water in the area of effect will support the weight of individuals size
Medium and smaller, allowing them to walk and move on its surface. When
moving faster than a walk, a moving maneuver roll is required.
Individuals in the water may "climb out" onto the water's surface.
Caster may concentrate to shift the area of effect.
10. Displace Water
Displaces up to 1000 cubic feet of water per level of the caster, in a
shape of the caster's choosing, except that it must reach the surface at
every point. The water is magically held out of the area of effect for
the duration, as if by invisible vertical walls (but things other than
water may pass through without effort). At the end of the duration, the
water will flow back naturally, possibly with significant force, if that
is possible (e.g. if water is displaced out of a mountain lake onto the
adjacent slope, it will flow down the mountain and not return into the
lake). The displacement lasts as long as the caster concentrates, plus
1d10 rounds.
11. Waterwall True
As Waterwall, except the caster need not concentrate and the duration is
1 min/level.
12. Water Bolt III
As Water Bolt I, except range is 300'.
13. Breathable Water
Air within the area of effect becomes infused with air and can be safely
breathed by those capable of breathing air or water.
14. Control Flow III
By concentrating, caster may grant a +50 or -50 modifier to three
targets' maneuvers in water (e.g. swimming, boating), or move the
target(s)50'/round in the direction of the caster's choice. Target may
be up to size Large (e.g. maximum length for a boat would be 25').Caster
may choose to affect one size Huge target (up to 75') in place of three
normal targets. The same target may be selected multiple times, to a
maximum of +/-100 and moving 100'/round.
15. Call Downpour
It rains outdoors for the duration of the spell. Roll for the intensity:
30 or less light rain (0.1"/hour, 500' visibility, -10 Perception),
31-50 moderate rain (0.3"/hour, 300' visibility, -20 Perception), 51-90
heavy rain (1"/hour, 100' visibility, -30 Perception, may cause local
flooding), 95+ deluge (3"/hour, 50' visibility, -50 Perception, likely
to cause flooding). Add 25 if there are clouds in the sky; subtract 25
in arid climates.
16. Water Elemental Control III
As Water Elemental Control I, except that a Grade I, II, or III Water
elemental can be controlled.
17. Cooperative Flow III
As Control Flow III, except concentration is not required and the
targets receive the most beneficial effect.
18. Water Bolt V
As Water Bolt I, except range is 500'.
19. Control Flow X
As Control Flow III, except the range is 500' and ten targets are
affected.
20. Water Elemental Summons
Allows the caster to summon a Water elemental. This elemental will
appear over the course of two rounds. If uncontrolled after those two
rounds are complete, it will act normally according to its nature.
Uncontrolled elementals can return to their place of origin at any time,
taking two rounds to do so. If the elemental is in a region that is
particularly suitable for it (e.g., a body of water), it will not return
for 1d10 days. If the region is not particularly suitable for it (e.g.,
a temperate forest), it will stay for 1d10 hours. If the region is
unsuitable for the elemental (e.g., a desert), it will stay for 1d10
minutes. This is normal behavior and if a method of communication
exists, or if there is an obvious motive to act otherwise, behavior may
vary. The Grade of elemental is determined randomly: 1-40 Grade I, 41-70
Grade II, 71-90 Grade III, 91-100 Grade IV.
25. Water Bubble
Creates a bubble of air (10'R) around the caster and others, which will
carry them in up to 100' depth of water. The air is constantly renewed
within the bubble. Caster can direct the motion of the bubble at a rate
of 30'/round, modified by the presence of (un)favorable water currents.
If/when the caster stops concentrating, the bubble will rise to the
surface at the same rate (30'/round). If the caster resumes
concentrating before the bubble surfaces, the bubble may be controlled
again. All objects inside the bubble will rise with it. After reaching
the surface, the bubble will burst.
30. Control Flow True
As Control Flow III, except the range is 1000' and one target per the
caster's level is affected.
35. Cooperative Flow True
As Cooperative Flow III, except the range is 1000' and one target per
the caster's level is affected.
40. Water Bubble True
As Water Bubble, except radius is 20' and there is no depth limit.
50. Water Mastery
Caster can use one lower level spell (on this list) each round.
Arcane Wind
| Level | Spell | Area of Effect | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Whispering Wind | 1 target | C | 100' | E |
| 2 | Breezes | 10'R/lvl | C | 10'/lvl | E |
| 3 | Airwall | 3d10x10'x3' | C | 100' | E |
| 4 | Air Elemental Control I | 1 elemental | C | 100' | F |
| 5 | Slumber Mist | 5'R/lvl | C | 5'/lvl | F |
| 6 | Guiding Wind I | 1 missile | 1 round | 10' | E |
| 7 | Stun Cloud I | 5'R | 1d10 rnds | 10' | E |
| 8 | Whisper True | 100'R | C | self | E |
| 9 | Vacuum I | 5'R | -- | 100' | F |
| 10 | Slumber Cloud | 1'R/lvl | 3d10 min | 5'/lvl | F |
| 11 | Guiding Wind II | 1 missile | 1 round | 10' | E |
| 12 | Wind Stop | 50'R | 2d10 rnds | 100' | F |
| 13 | Stun Cloud IV | 4d10'R | 1d10 rnds | 40' | E |
| 14 | Vacuum II | 10'R | -- | 100' | F |
| 15 | Whirlwind | 10'R | 2d10 rnds | 100' | E |
| 16 | Air Elemental Control III | 1 elemental | C | 100' | F |
| 17 | Vacuum IV | 4d10'R | -- | 100' | F |
| 18 | Whirlwind Toss | 1 target | -- | 100' | F |
| 19 | Restart Heart | 1 target | P | touch | U |
| 20 | Air Elemental Summons | 1 elemental | varies | 50' | E |
| 25 | Windstorm | 100'R | 4d10 rnds | 100' | E |
| 30 | Whirlwind Transport | 10'R | 1d10 rnds | 100' | F |
| 35 | Stun Cloud True | 5d10'R | 2d10 rnds | 100' | E |
| 40 | Storm Call | 1d100 mi R | 3d10 hours | 1 mi/lvl | E |
| 50 | Wind Control | 500' R | 1 rnd/lvl | -- | E |
1. Whispering Wind
Caster can whisper and the air will carry his words to one person within
range. No one else will hear.
2. Breezes
Causes a light breeze as long as the caster concentrates. The breeze
moves any gasses in the area as the caster directs, up to 20' per round.
3. Airwall
Creates a wall of dense churning air 3d10 feet long, 10' high, and 3'
thick. This wall cuts all movement through it by 50%, and attacks
through the wall suffer a -50 penalty.
4. Air Elemental Control I
By concentrating, the caster can control one Grade I Air elemental. If
this spell fails, the elemental will act normally unless it is a
spell-caster, in which case it will become hostile (i.e., only a
spell-casting elemental will recognize a control attempt as a hostile
act). Once free of control, the elemental will be hostile to the caster
if the elemental was placed in danger. A controlled elemental may be
commanded to return to its origin; this will take the elemental two
rounds. Thus, this spell doubles as a means of banishing elementals.
5. Slumber Mist
By concentrating, the caster can remove most of the oxygen from the area
of effect. After three rounds of concentration, all targets in the area
of effect must make an RR each round in the area of effect or fall
asleep (1 round per 10 failure). All fire spells in the area suffer a
-20 penalty (or are 20% less effective in the case of non-attack
spells).
6. Guiding Wind I
A missile launched from within 10' of the caster is aided by a wind that
leads it towards or away from its intended target (caster's choice).
This provides a +10 bonus or -10 penalty to the missile attack.
7. Stun Cloud I
Creates a 5'R cloud of charged gas particles which delivers a C
Electricity critical to all within the area of effect on the first and
second rounds, a B critical on the third and fourth rounds, and an A
critical on the fifth and sixth rounds, after which it dissipates. It
drifts with the wind. The cloud takes one round to form, so anyone in
the radius when it is cast may make a maneuver to move out of the radius
without taking a critical; however, after that anyone within the radius
at any time during the round takes the critical indicated (a maximum of
one per round).
8. Whisper True
As Whispering Wind, but message can be heard by any number of recipients
within the area of effect.
9. Vacuum I
Creates a 5' radius of near vacuum; all within the radius take a B
Impact critical as the air leaves and rushes back in (if they fail an
RR).
10. Slumber Cloud
As Slumber Mist, except for the radius, duration, and that it drifts
with the wind.
11. Guiding Wind II
As Guiding Wind I, but provides a +20 bonus or -20 penalty.
12. Wind Stop
Stops all generalized air movements up to winds of 30 mph and cuts
higher winds by 30 mph within the radius. In addition, any continuing or
new spell causing air movement within the area (e.g. Airwall, Breezes,
Whirlwind, etc) must make an RR or be canceled. This does include spells
cast by the caster.
13. Stun Cloud IV
As Stun Cloud I, except for the radius and range. The radius is
determined after the center point has been chosen by the caster.
14. Vacuum II
As Vacuum I, except the radius is 10'.
15. Whirlwind
A 10'R whirlwind is created. It delivers an A Impact critical to all
inside (every round). All movement through or within the whirlwind is
reduced by 80%. The whirlwind moves 1d10' in a random direction each
round.
16. Air Elemental Control III
As Air Elemental Control I, except that a Grade I, II, or III Air
elemental can be controlled.
17. Vacuum IV
As Vacuum I, except the radius is 4d10'. The radius is determined after
the center point has been chosen by the caster.
18. Whirlwind Toss
One target up to Medium size is moved to any location on the ground
within 20' (but not through solid objects) and takes an A Impact
critical. If the target is aware of the intent and the caster wishes,
the critical roll may be reduced by -30.
19. Restart Heart
Target's heart will start beating after having stopped. This does not
repair any heart disease or damage that caused the initial stoppage. In
addition, target takes an A Electricity critical.
20. Air Elemental Summons
Allows the caster to summon an Air elemental. This elemental will appear
over the course of two rounds. If uncontrolled after those two rounds
are complete, it will act normally according to its nature. Uncontrolled
elementals can return to their place of origin at any time, taking two
rounds to do so. If the elemental is in a region that is particularly
suitable for it (e.g., an exposed mountain top during a storm), it will
not return for 1d10 days. If the region is not particularly suitable for
it (e.g., a temperate forest), it will stay for 1d10 hours. If the
region is unsuitable for the elemental (e.g., underground), it will stay
for 1d10 minutes. This is normal behavior and if a method of
communication exists, or if there is an obvious motive to act otherwise,
behavior may vary. The Grade of elemental is determined randomly: 1-40
Grade I, 41-70 Grade II, 71-90 Grade III, 91-100 Grade IV.
25. Windstorm
Creates a windstorm in the area with strong, shifting winds. All
missiles passing through the region suffer a -100 penalty, including
elemental bolts other than Shock and Lightning Bolts. Anyone flying must
make a flight maneuver roll at -50 or be moved 2d10' in a random lateral
direction and 2d10' randomly up or down. Sailing vessels in the area
must make a Piloting roll at -50 or be moved 3d10' in a random
direction. Other movement maneuvers such as running, climbing, or
jumping are at 20.
30. Whirlwind Transport
A 10'R whirlwind is created. It may be moved up to 10' each round if the
caster is concentrating, and otherwise will move 2d10' in a random
direction. Anyone up to Large size in the whirlwind will be moved,
either to a point within 50' (not through solid objects) if the caster
is concentrating, or to a random point 1d100' away. Anyone moved will
suffer a B Impact critical, except a concentrating caster may reduce
this for targets of his choosing to an A Impact critical modified by
-20. Large targets reduce the critical severity to A or A minus -50,
respectively.
35. Stun Cloud True
As Stun Cloud I, except the radius, duration, and range. In addition,
the caster may move the Stun Cloud up to 10' per round by concentrating;
if not concentrating, the cloud will move in a random direction. The
radius is determined after the center point has been chosen by the
caster and will remain constant for the duration.
40. Storm Call
Summons forces of nature in a fierce thunderstorm which includes heavy
rain, 25-60 mph winds, lightning, and a blizzard (if correct climate).
Can be delayed up to 1 hour/level after casting. The radius is
determined after the center point has been chosen by the caster.
50. Wind Control
When concentrating, caster may alter the speed of any wind in the radius
down to a full stop or up to twice normal, and alter the direction of
any wind to any degree. Any spell causing air movement in the radius may
be canceled (if an RR is not made) or have its duration doubled.
Whirlwind, Whirlwind Toss, Whirlwind Transport, and Stun Cloud True
within the radius may be fully controlled by concentrating on this spell
(they do not require separate concentration while Wind Control is
active). If they were cast by someone other than the caster of this
spell, they receive an RR to resist being controlled.