The Arcanum C&C

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
serleran
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Re: The Arcanum C&C

Post by serleran »

Shaman
HD: d8
Prime: Wisdom or Charisma (player’s choice)
Combat: Untrained
Single Classed

Shamans are always of a barbarian background although they may be cultured and educated, the norms of “society” see them as primitive and wild, partially because the shaman practices the Field of Low Magic and can see spirits where none else can (or want to admit). By completely concentrating, a shaman is able to penetrate the realities of worlds and see into the ether, that realm being treated as physical while the real one becomes shadow; it is not possible for a shaman to view both planes simultaneously – remember, looking into the ethereal also subjects one to attacks and effects that may exist only there, such as a non-manifest ghost or the gaze of a basilisk. Whenever a shaman encounters a spirit creature (the Castle Keeper will have to decide what this means, but if shamans are to be allowed, the creature should be somewhat rare, but not so much that the shaman never gets to use an ability; the author of this conversion suggests allowing conjured creatures, those which are illusory, or monsters that are incorporeal be considered “spirits” in addition to extraplanar beings) the character can choose to bind it to themselves, a process similar to turning undead; if this is successful, the spirit is recorded on the character sheet as it may released at some future point to perform a single service, such as gathering information or to attack, one time only after which the spirit is freed. A shaman cannot bind any spirit with 5 or more HD higher than their own, nor one of 15 HD or greater in any case, and releasing a spirit can only be done once per day, per level, and is always one at a time. As this is a very powerful ability, potentially, the Castle Keeper will need to keep strict count on what has been bound and what has been released. Furthermore, a shaman gains a power animal which is very similar to a familiar from the C&C PHB, but does not bestow HP to the caster (all other effects are the same) – the full details of this is listed under the Low Magic spell “Locate Power Animal” which can be found in the Magic section. Finally, a shaman gains a +1 bonus to resist being surprised or possessed.

Level ... Ability Gained
1 ... Spellcasting (Low Magic), Read Magic, Herb Lore
2 ... --
3 ... Herbal Remedies, Woodcraft
4 ... --
5 ... Toxic Powders, Venoms and Poisons
6 ... --
7 ... Magical Mixtures, Read Tracks
8 ... --
9 ... Runes, Stalking
10 ... Minor Magic Items
11 ... Rods, Staves and Wands
12 ... Greater Magic Items, Magical Weapons and Armor

Spellcasting (Low Magic): a shaman gains unrestricted access to the Field of Low Magic, treated as divine spellcasters

Read Magic: a shaman can read magic with 100% success

Herb Lore: as the ability previously defined

Herbal Remedies: as the ability gained by other classes and defined there

Woodcraft: as the ability gained by other classes

Toxic Powders: as the ability gained by other classes

Venoms and Poisons: as the ability gained by other classes

Magical Mixtures: as the ability gained by other classes

Read Tracks: as the ability gained by other classes

Runes: as the ability gained by other classes

Stalking: as the ability gained by other classes

Minor Magic Items: as the ability gained by other classes

Rods: as the ability gained by other classes

Staves and Wands: as the ability gained by other classes

Greater Magic Items: as the ability gained by other classes

Magical Weapons and Armor: as the ability gained by other classes

serleran
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Re: The Arcanum C&C

Post by serleran »

Sorcerer
HD: d6
Prime: Intelligence
Combat: Untrained
Dual Classed

To a sorcerer, magic is applied physics and chemistry, a science to be understood and investigated with procedures and formulae – they dislike shamans, witches and druids whom they feel are too primitive and uncontrolled, but find the practices of alchemists and astrologers to be fascinating. Most have a Neutral point of view, believing “evil” to be nothing more than subjective, misplaced, goodness. They are powerful spellcasters, in any event, always having access to the Sorcery (see the Magic section) Field as a Primary and may select either Enchantment or Black Magic as Secondary. Rarely is a sorcerer very skilled in combat – they receive only one initial weapon proficiency.

Level ... Ability Gained
1 ... Read Magic, Spellcasting (Sorcery and Choice of 1 Field as noted above), Magical Mixtures
2 ... --
3 ... Herbal Elixirs
4 ... --
5 ... Toxic Powders
6 ... --
7 ... Potions, Scrolls
8 ... --
9 ... Minor Magic Items, Alchemical Dusts
10 ... Rods, Staves and Wands
11 ... Greater Magic Items
12 ... Magical Weapons and Armor, Machina

To cut down on time with the conversion, all of these abilities have been explained previously, and will not be covered again.

serleran
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Re: The Arcanum C&C

Post by serleran »

Spy
HD: d6
Prime: Charisma or Dexterity (player’s choice)
Combat: Skilled
Single Classed

All spies are capable of performing waylay or an assassination attack, decided upon before the attack roll is made and after taking the appropriate penalty (reference the assassin class for more details.) They also gain a +1 bonus to resist surprise, +1 per additional three levels. A spy is trained (proficient) with 3 weapons, and these must be a type that are easily concealed

Level ... Ability Gained
1 ... Stealth, Hide, Scaling Walls, Evade Pursuit, Tailing, Lock-Picking, Lip Reading
2 ... --
3 ... Decipher, Infiltrate, Set/Disarm/Detect Traps
4 – 5 ... --
6 ... Interrogate, Forgery
7 – 8 ... --
9 ... Extra Attack
10 – 11 ... --
12 ... Weapon Training

Lip Reading: this ability allows a character to effectively “hear” a conversation by watching it happen, without necessarily being in hearing distance. It takes complete concentration to perform but no check is required; it can only work if there is an unobstructed view of the person whose lips will be read and only if the character using this skill can speak / comprehend the language being used by the other. If a Castle Keeper wishes to add an element of chance to this skill, making it based on Intelligence is appropriate

Forgery (Dexterity): a character always assumes their forgery is flawless, so all checks related to this skill should be handled by the Castle Keeper; what it lets one do is make a virtual copy of another item (and to change certain key components, such as the name on a wanted poster, for example), such as a written document so that, even on inspection, a viewer is unaware of the item being fake. This ability cannot be used with magical items (scrolls, notably) in any way. To make a forgery, it requires 1 hour and not having an original image to work from reduces chances by -10.

To cut down on time with the conversion, all of the abilities that have been explained previously will not be covered again.

serleran
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Re: The Arcanum C&C

Post by serleran »

Thaumaturge
HD: d4
Prime: Intelligence
Combat: Untrained
Dual Classed

A thaumaturge is the antithesis of the alchemist, using magic to produce natural reactions, viewing the former as a dabbler in the “one true way.” They can replicate almost any effect an alchemist can, but it tends to take longer, because they require the spell thaumaturgic enchantment, a spell known only to members of this class, which functions identically to the “projection of will” ability that an alchemist uses. This conflict between philosophies prevents either from working together in any form. A thaumaturge can craft the most powerful items such as essences and aqua vitae, but they must first produce a Vessel of Brass (this single item replaces an aludel and athanor) which costs 1000 GP and 7 weeks time (and is considered an item available for manufacture at level 10). All thaumaturges can utilize the Field of Enchantment for spellcasting and they are considered arcane casters.

Level ... Ability Gained
1 ... Read Magic (100%), Spellcasting (Enchantment), Analyze Mixtures, Magical Mixtures, Horticulture
2 ... Herb Lore
3 ... Toxic Powders
4 ... Philtres
5 ... Herbal Elixirs
6 ... Venoms and Poisons
7 ... Potions, Scrolls
8 ... Alchemical Dusts
9 ... Minor Magical Items
10 ... Advanced Alchemical Substances
11 ... Rods, Staves and Wands
12 ... Golems, Greater Magic Items
13 ... Homunculi, Aqua Vitae

To cut down on time with the conversion, all of the abilities that have been explained previously will not be covered again.

serleran
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Re: The Arcanum C&C

Post by serleran »

Warrior
HD: d10
Prime: Strength
Combat: Trained
Single Classed

These are the characters that make up the bulk of an army, the fighters and scrappers that are found in all civilizations and environments. It should be assumed that, at some point prior to becoming an adventurer, the character was a member of the armed forces and retained some equipment, such as a single weapon or a piece of armor (likely a shield) because, by The Arcanum rules, it should be possible to recognize a warrior’s homeland by the equipment used and that equipment should be specific to a nation/organization. All warriors are proficient with 8 weapons and, using their initial combat skills, can select Weapon Training to gain more or can sacrifice all 3 to gain Weapon Specialization which grants a +1 to hit, +1 to damage, and a +2 bonus when using any Antlantean combat maneuver, such as parry.

Level ... Ability Gained
1 ... Choice of any 3 Combat Skills (see the Skills section) or Weapon Specialization
2 ... Weapon Training
3 ... --
4 ... Choice of 1 Skill
5 ... Extra Attack
6 ... Weapon Training
7 ... --
8 ... Choice of 1 Skill
9 ... --
10 ... Extra Attack
11 ... --
12 ... Weapon Training

To cut down on time with the conversion, all of the abilities that have been explained previously will not be covered again.

[Edit]

Only four more classes left. And then, a few minor notes such as characters of 13th+ level before diving into Skills and Magic - the latter will take a while to do, simply because there are a few types of magic to contend with.

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Peter
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Re: The Arcanum C&C

Post by Peter »

Only things I can think to do after this is maybe Judges Guild material, or old Dragon magazine classes that haven't been done already. Or convert Paladium Fantasy classes to C&C. That would be pretty cool, actually, in my opinion. The PF setting has always been my favorite. Several interesting PC races to convert too, the Wolfen, Coyle, Changling, and Pixie to name a few.
My old group ran PFRPG for a couple weeks. I had a Wolfen, but they moved to Rifts. So I moved my Wolfen with it. I had him take some cybernetics, and he came over with some magic weapons. Though he ended up getting blasted by a MDC weapon while partaking in a recognizance mission.
Peter's Guide to Everything Else (WIP)
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serleran
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Re: The Arcanum C&C

Post by serleran »

Witch/Warlock
HD: d8
Prime: Intelligence or Wisdom (player’s choice)
Combat: Untrained
Dual Classed

Despite the traditional association, a witch/warlock need not be Evil, however, those that are must take Elemental Magic (for primary) and Black Magic (as secondary); a Good-aligned or Neutral character has access to Elemental Magic (primary) and Enchantment as secondary; very few (if allowed by the Castle Keeper) may switch Enchantment for Low Magic. In either case, the character may choose to be an arcane, or divine, spellcaster but cannot switch. Further, a witch/warlock can only be tracked if the one using that skill rolls a natural 20 on the check, and then the tracks only allow pursuit for 1 hour. Witches/warlocks are trained in the use of an athamé (a ceremonial sword, which should deal 1d4+1 damage) and 2 other weapons of choice.

Level ... Ability Gained
1 ... Herb Lore, Herbal Remedies, Spellcasting (Elemental Magic + 1 of Choice)
2 ... --
3 ... Herbal Elixirs
4 ... --
5 ... Venoms and Poisons, Philtres
6 ... --
7 ... Potions
8 ... --
9 ... Runes, Scrolls
10 ... Minor Magic Items
11 ... Rods, Staves and Wands
12 ... Greater Magic Items

To cut down on time with the conversion, all of the abilities that have been explained previously will not be covered again.

serleran
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Re: The Arcanum C&C

Post by serleran »

Witch Doctor
HD: d10
Prime: Wisdom
Combat: Untrained
Dual Classed

A witch doctor gains access to the Fields of Low Magic and Black Magic, the former as primary, through contact with demonic forces similar to a necromancer – in fact, the same level pacts for that class apply to this one, and the character is required to be Evil. Even within Low Magic, the class is restricted, more so than normal, for the witch doctor is able to learn and use only those spells which involve images and cannot have a power animal for, though they have some abilities akin to the shaman, they lack the means to bind spirits (which is forbidden them by their fiendish masters) to their body. What they can do, however, is bind spirits to inanimate objects – so, the process is effectively the same (reference the Shaman class), except that any given item may only contain one spirit, and the witch doctor makes the check at -2. There is a special case of spirit binding, and that is in the making of a juju which is a shrunken head that takes 2 weeks to make – once bound, the spirit within can be questioned up to three times per month and must answer truthfully and accurately; more uses than this immediately frees the spirit and it will then pursue the witch doctor until it, or the character, is slain. Lastly, like a shaman, a witch doctor can see into the spirit realm (to 20 feet) but cannot do so while simultaneously viewing the real.

Level ... Ability Gained
1 ... Read Magic (100%), Spellcasting (Low Magic and Black Magic), Herb Lore
2 ... --
3 ... Toxic Powders, Woodcraft
4 ... --
5 ... Venoms and Poisons
6 ... --
7 ... Magical Mixtures
8 ... --
9 ... Runes
10 ... Minor Magic Items
11 ... Rods, Staves and Wands
12 ... Greater Magic Items
13 ... Magical Weapons and Armor

To cut down on time with the conversion, all of the abilities that have been explained previously will not be covered again.

serleran
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Re: The Arcanum C&C

Post by serleran »

Witch Hunter
HD: d10
Prime: Wisdom
Combat: Trained
Dual Classed

Despite the name, a witch hunter is not relegated to only stalking and bringing down witches/warlocks, but that is certainly one thing they do – they are, basically a spellcasting bounty hunter, taking the jobs that a standard character of that class would reject as too dangerous; the witch hunter, therefore, stands to make a lot of money (unless they are part of a religious organization and then they tend to donate 95% of the earnings.) The class itself is a contradiction of sort, in that they take down spellcasters but are, themselves, able to wield spells... perhaps to fight fire with fire, as it were. Most witch hunters are Chaotic. They are skilled with the use of 4 weapons, one of which typically has religious significance such as a holy water sprinkler or even a misericorde.

Level ... Ability Gained
1 ... Read Tracks, Read Magic (Intelligence; check required), Stealth, Spellcasting (Mysticism), Tracking, Tailing
2 ... Weapon Training
3 ... --
4 ... Weapon Training
5 – 6 ... --
7 ... Extra Attack
8 – 9 ... --
10 ... Weapon Training
11 – 12 ... --
13 ... Extra Attack

To cut down on time with the conversion, all of the abilities that have been explained previously will not be covered again.

serleran
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Re: The Arcanum C&C

Post by serleran »

Wizard
HD: d4
Prime: Intelligence
Combat: Untrained
Dual Classed

A wizard is a powerful spellcaster, masters of ritual and creation, having unrestricted access to both the Fields of High Magic and Enchantment (alternatively, if the wizard chooses to be Evil, they may select Black Magic), in addition to being the only class able to use The Spells of Evocation and The Words of Power and Command (see the Magic section for details) which are considered the most potent magic known to the Atlantean World. Wizards are proficient with but one weapon.

Level ... Ability Gained
1 ... Spellcasting (High Magic + 1 of Choice), Read Magic, Magical Mixtures
2 ... --
3 ... Toxic Powders
4 ... --
5 ... Philtres
6 ... --
7 ... Potions, Scrolls
8 ... --
9 ... Minor Magic Items
10 ... Rods, Staves and Wands
11 ... Greater Magic Items, Magical Weapons and Armor
12 ... Homunculi (with the aid of an Alchemist), Golems

To cut down on time with the conversion, all of the abilities that have been explained previously will not be covered again.

A special note about The Arcanum characters reaching level 13: at this level of ability, the character is considered a Master of their class and begins to attract apprentices seeking to learn from the Master. The maximum number of these followers is equal to Charisma divided by three, plus the Charisma adjustment. Each week, there is a 20% chance of an apprentice appearing, but 75% of these will be unable to complete the required training to become the equivalent of a level 1 character. For obvious reasons, the Master must have some sort of establishment in which to be able to train others and these numbers can be modified as seen fit, especially for the more hidden classes (assassin, necromancer, witch doctor, etc).

serleran
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Re: The Arcanum C&C

Post by serleran »

I'll be breaking this up into sections...


Skills and Training

The Arcanum awards XP in a somewhat different manner than C&C does, or at least, codifies the awards differently making the rewards for killing far inferior but encouraging the use of skills and class abilities much higher. The following are the provided XP award guidelines as found in the source material. This will then be modified to explain how training works in a manner understood by C&C.

• Monster Killing – a monster is worth 100 XP per HD, +1 additional XP per HP. If the monster is exceptionally challenging, up to double the normal award can be provided.
• Looting yields 1 XP per GP value; this should be awarded when the character spends the money or discovers what a magic item does and uses it.
• Avoidance of a trap (or disarming it) or snare, including a puzzle or hazard should be worth 100 – 1000 XP, depending on how challenging the obstacle was and how important to the game
• Saving or rescuing a character from death (this has to be adjudicated) or returning a character from the dead is worth 100 XP per level of the individual helped
• Turning the Undead grants 100 XP per HD of monster destroyed, in addition to the award for Monster Killing
• Converting another to the character’s faith is valued at 100 XP per level of the converted individual
• Making of a magical of alchemical mixture is worth 50 XP per level of its ability
• Scribing a scroll earns 100 XP, regardless of the spell, but earned per scroll made
• Creating a magic item (or destroying them as the case may be, such as for a witch hunter) yields 1000 XP, +1 XP per 10 GP value of the item
• Use of nonmagical coercion such as through oratory, con, diplomacy, and animal influence (for a beastmaster) provides 100 XP for every HD of the target
• Use of spirit binding grants 100 XP for each level of the spirit

Within the base rules, whenever a character has XP, they may use them to gain additional skills, each taking one month (or longer, depending on the skill) and a certain expenditure. The Arcanum makes no limitation on how many skills a character may ever have although finding an instructor can be a problem; the exception to this rule is that, if the skill being obtained is related to the class (as determined by the Castle Keeper), there is no need to find an instructor.

For C&C, however, there are some changes. First – XP is awarded as normal, this used specifically for level advancement. A secondary total of XP is generated, this using the above mentioned method, but the awards are cut to just 10% - 25% (that is the decision of the Castle Keeper.) Secondly, no character may have more “extra-curricular” skills than their Level divided by two, plus Intelligence modifier. And lastly, the character can not gain more than one skill per level, regardless of how much XP they have – the exception is in improving existing skills, which can all be increased once per level, if the character has the XP to do so.

The Arcanum breaks skills down into seven categories: Common Abilities, Background Skills, Arts and Sciences, Thieving Skills, Performing Arts, Wood Lore, and Combat Skills.

Common Abilities are those things any character can reasonably be expected to be able to do although they might not do as well as someone specifically skilled at it. For these abilities, C&C would consider them “non-class” abilities and so, level is not usually added to any check needed. The following are the traditional skills of this type – Climbing (Dexterity), Find Tracks (Wisdom), Hide (Dexterity), Keep Afloat (Dexterity), Move Silently (Dexterity), Notice (Wisdom), Leaping, and Brawling. For the Find Tracks, this means the character could locate a track, but not follow it as it is not a full-on tracking skill (in this way, it is very similar to “searching.”) Keep Afloat is used when a character not trained at swimming is in a situation where they need to avoid submersion and eventual drowning. Notice very similar to C&C’s “search” and is used to default for things like locating a secret door or a generic “surprise.” Leaping, for non-acrobatic characters, is limited to a distance of Dexterity divided by 3 (in feet) for vertical and Dexterity halved for horizontal, extending both by 25% with a running start of 25 feet – in any case, even for acrobatic characters, a dwarf or Aesir reduces the available distance by 25% and an elf or andaman increase it by 50%. These are not skills one can “purchase” as doing so is actually a trained skill under another category – these are just abilities all characters are assumed to have.

Background Skills are knowledges and proficiencies the character gained as part of their life before becoming an adventurer. All characters begin with two such skills, as noted previously, but more can readily be gained and the costs are generally low.

Language – the character learns one additional language; 500 XP (the relatively high cost is due to the importance the ability to effectively communicate with others has within The Arcanum rule; a Castle Keeper can easily make the cost related to the obscurity of the language)

Barter (Wisdom) – with a successful check, assuming the individual being bartered with does not also have this skill, the character gains a ±10% advantage when selling/buying; 100 XP

Basic Seamanship – the character is able to pilot a small naval craft such as a raft, canoe, or sailing vessel; 200 XP

Drinking – the character gains a +1 bonus on any save against an ingested toxin, with no check needed. This skill can be purchased a number of times equal to Constitution divided by six. Taking this skill a second time implies the character is addicted to strong drink, such as alcohol; 100 XP.

Gambling – the character gains a +1 bonus on any rolls needed for determining a winner of a game of chance, and also knows the basic rules of various games such as horse racing, cards, dice, etc. If the C&C game does not use a die check to determine a winner, a character with this skill should be allowed a second chance to see if they win. Further, the character can try to cheat (Dexterity check, without level added) to get an additional +1 bonus on the outcome of the gamble; 50 XP

Haggle (Wisdom) [requires Barter] – the character can increase their favor to ±25%; 100 XP

Reading/Writing – this skill allows one to read and write in a language for which they are also able to speak; a character without this skill may still attempt to read a language they can speak, but must make an Intelligence check to do so; 500 XP (the relatively high cost is related to the medieval assumption that illiteracy was very common)

Riding – the character can use a horse or other domesticated equine (camel is counted in this) in non-combat situations without a chance to be dismounted. A character without this skill has to make a Dexterity check or avoid being kicked off the mount whenever travelling at a trot; 100 XP

Sign Language – the character is able to use hand signs and gestures to get a primitive, language-less culture to understand them, without requiring speech; all barbaric societies are considered to communicate in this fashion. Note, this skill is very difficult to use for nonmagical manipulation such as oratory, but it certainly can be used… if the character is visible and the crowd not too large. The cost is 250 XP

Streetwise – when dealing with any character of an outcast background, a +2 bonus on related Charisma checks is gained. Those not of the outcast background can still gain this ability, but it takes 2 months (rather than 1); XP cost is 1000

Swimming (Strength or Dexterity) – the character need not make a check when water conditions are normal and gains a swim rate of double normal walking speed, this able to be done for a maximum of 4 hours. Under less than ideal conditions, a check is needed; XP cost 50

alcyone
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Re: The Arcanum C&C

Post by alcyone »

This is some great work. I didn't know about Arcanum, and was reading about it and saw it was related to Talislanta. Talislantan race-classes would be very cool to do also, but there are about 10 kajillion of them. Since Talislanta is freely available that may be less fraught with legality issues than doing something like Palladium Fantasy.

Though I have no idea why Kevin Siembieda wouldn't want to sell me a copy of the Yin-Sloth jungles if I wanted to send SIEGE characters through them.
My C&C stuff: www.rpggrognard.com

serleran
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Re: The Arcanum C&C

Post by serleran »

Yeah, The Arcanum predates Talislanta... sort of like the 0E version (and at least three editions of it released as well, if you count "The Compleat XXXXX" as a separate edition.) You're right that Talislanta has a metric load of races; Warhammer, on the other left foot has a safe-full of classes and Palladium Fantasy has all of both.

Anyway, thanks for the interest and feedback. The Magic section will be somewhat huge... The Arcanum has almost 500 spells.

serleran
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Re: The Arcanum C&C

Post by serleran »

Arts and Sciences are skills of an educated sort, being something generally available only to the aristocrats (and certain classes such as charlatans). All of these require tutelage, even if related to a character’s class for 6 months and 2000 XP (unless noted otherwise).

Analyze Mixtures (Intelligence) – with an alchemical testing kit, a character can, with a successful check, determine what a specific alchemy item is and more importantly, what it does. The time taken is 1d10 minutes.

Ancient Lore (Intelligence) – this ability mimics the bardic lore ability of the C&C bard class, as the character is able to determine veracity or details about myths and legends within the game world, and they are familiar with epic ballads and poems; use in this way, to check whether the character has some knowledge, requires a roll. The character is able to assay the approximate worth of any old coin, jewelry, book, etc within ±10% accuracy

Art – when this skill is first selected, roll 1d100-2 to determine the depth of ability possessed by the character. On a result under 10%, the character is amateur, the product being lifeless, devoid of flavor and ability, with a 25% chance that, should the character obtain this skill again, increasing to the next level; on a 11-20, the character is “fair” but shows talent, having a 50% chance of increasing to the next category on re-selection; a 21-75%, the character is “promising” and there are demands for work, but not frequently, having a 75% chance to increase to the next step; a result of 76-89 yields “talented” which gives an offer of 100-1000 GP to purchase a work once per month, the item itself taking 1d4+1 weeks to make, but also granting a +1 bonus on checks where an individual knows of the character’s work (and it matters) – should the character take this skill again, advancement to the next step is automatic; a 90-98% means the character is “very talented” which doubles the previous rewards, and upon each level, there is a 10% chance of being recognized as a “master”(which means the character can attain the next step without having to purchase this skill again) which increases to 50% if the character has died (even if later returned to life); by selecting this skill again after being “very talented” or gaining it by level advancement, the character becomes a “master” which amplifies the costs of produced artworks by a factor of 10, and there is a 25% chance per month of being asked to create a masterpiece which will take one full year (8 hours per day), but if done doubles all asking prices and increases any related Charisma award by +4. Art applies to a specific form of art, such as painting or sculpting and the character can have different levels of ability for different artistic skills

Cartography – this ability allows accurate maps to be made of any terrain, such as mountains, coastlines, or dungeons; with a proper map, the character cannot become lost in the area detailed by the map. It takes a considerable amount of time to create a detailed map, based on the size of the environments. Further, a character with this skill can glean something from any map, even unusual or obscure maps with a 50% chance of success; what this means is entirely up to the Castle Keeper but it might be an idea on what scale is used, the meanings of a strange legend, or even that the map is incomplete (or impossible, given what is known about the location)

Chirography – even if the user is unable to comprehend a written, or drawn, document such as a map, ledger, or text they can make a working copy; it will not be an exact copy, as that would require the forgery skill or an artistic ability. However, the most practical use of this skill is in the duplication of magical writings as it allows one with the read magic ability (if they are a spellcaster) to duplicate the item. This is incredibly powerful and a Castle Keeper should be very strict with access to magical inks and maybe even require enchanted paper for this effect to work. It takes 1 hour per page, half as long if the character is actually fluent in the language being copied – a scroll always takes 2 hours per spell level of complete concentration. There is always a 1% failure rate when duplicating magical writing and some, such as tomes and manuals cannot be replicated at the discretion of the Castle Keeper

Diplomacy / Protocol – the character gains a +4 bonus on Charisma checks when dealing with nobility, the military, clergy, barbarians, or some other, specific group of people subject to the approval of the Castle Keeper. It takes at least 1 week of continuous negotiations before this effect can be realized and if the end result is a failure, the character must make another check (without the bonus) to not have the discussion end in hostility

Drafting (Intelligence) – no check is needed to design a building, structure, or dungeon level unless the design is unusual or involves strange behavior (such as a tunnel system that snakes under itself). However, if the character has the fundamental plans of a building (or dungeon), they may review it and make a check – if it is successful, the character can identify structural weaknesses such as an unsafe passage, weakened walls, sloping hallways, etc and also be able to identify the best location to place (or the most likely place they would be) secret doors without actually finding them… this means the character simply knows that the location can readily support one without becoming a hazard and can, if searching, add a +4 bonus on the check. At the discretion of the Castle Keeper, obtaining a dungeon level map might allow this ability to be used; otherwise, it is unlikely to be of much help except to burglars

Healing Arts (Intelligence) -- a character can diagnose an ailment and identify the specific cause such as disease, insanity, poison, or lycanthropy but not is origin by spending at least 10 minutes examining the suffered while the symptoms manifest, and with a successful check. In addition, the character can manufacture salves, ointments, and unguents that can heal 1d4+1 HP of damage, further reducing the likelihood of infection or disease by -1. Such creations require 1 full day to mix and cost 50 GP in material, half of which the character could find naturally if in an environment the Castle Keeper allows this ability to be used – that is, it may be difficult to use underground or in a sparse desert, for example.

Horticulture – no check is needed for this ability, although there is a chance of failure, which allows the character the ability to grow virtually any plant from seeds or cuttings from a parent plant; they may also transplant the plant from one location to another, keeping it from dying while being transported. This ability is most often used when the character finds a new species or needs to be able to continue production from or of a particular plant. Most plants will require 3d4 weeks to grow from seed; 2d4 from cuttings; the chance of success is 75% for seed growing and 95% for cutting-based growth. Transportation has a 95% likelihood of being successful. Under no conditions can the character grow a plant in a climate opposed to the plant, such as a cactus in the tundra, and this ability may outright fail if used on a plant with magical, or pseudo-magical abilities (other than common herbs) as determined by the Castle Keeper. Identification of a plant must, naturally, be performed before this skill can be used.

Internal Alchemy [requires access to the Mysticism magical Field] – a character who gains this skill, which requires a rigorous daily regimen of 6 hours exercising the mind and body, extends their lifespan by an additional 50% and always appears to be physically half their actual age, once the character has reached 40. In The Arcanum, there are no immortal races, only those with extended life expectancy so this ability is not assumed for any member of any race. Furthermore, if age penalties are instituted, a character with this ability does not suffer them; they do get the bonuses, though. Gaining this skill requires 1 full year during which the character must be in tutelage and must locate an instructor willing (somewhat difficult) to teach it.

Inventing (Intelligence) [requires Drafting; only a Scholar can gain this skill] – this is a complex ability and rests completely with the Castle Keeper as to what types of devices can be built / invented, but the general rule is that nothing requiring gunpowder, electricity, steam engines, or anything past about 16th century technology can be created (without magical assistance.) Use of this ability always requires several checks, one in the initial planning phase and another each week of the build, any failure resulting in the entire project failing with the potential for a catastrophic failure (if any check is missed by 6 or more). The character must have access to at least 2000 square feet of workspace and have a forge (which costs 500 GP), plus an additional 1000 GP in miscellaneous tools (winches, pulleys, saws, etc) and that is before the costs of materials to build an item which is subjective (the Castle Keeper decides.) A simple invention (like a combination lock) will take 1d4 weeks, a more complex one 1d4+4 weeks and one that is very large or very complex (such as a rotating, folding, collapsing wagon) takes 2d4+8 weeks. If magic is needed, time requirements are doubled and costs are doubled (at minimum.) This skill has huge potential and needs to be monitored and controlled.

Linguistics (Intelligence) -- the character may learn to read, write, and speak one language per level gained after this ability and may further use this skill to identify the origin and decipher (as per the C&C decipher script ability) any text after spending 1 hour per page and successfully making a check. This ability does not allow one to cast a spell from a scroll – that is what Decipher allows

Music – the character is skilled in a musical talent, such as singing or playing an instrument (the player must select one), but the level of ability is random – when this ability is first gained, roll 1d100-2 (this is so no character begins play as a Master performer, or there would be no room to develop); on a result below 10%, the character is amateurish but passable, neither gaining or receiving any Charisma penalties when using this ability in conjunction with other skills; on a 21-89%, the character is “promising” which grants a +1 bonus to Charisma checks while music is played / or the character sings; on a 90-98%, the character is “talented” and gets a +2 bonus on Charisma checks when music can be used, in addition to being able to select another musical talent (another instrument or singing, with which they are as equally talented). At the talented level, a character can perform and, should anyone listening fail a Charisma save (remember the +2 bonus can be considered a penalty) will offer to pay for the character’s drinks while doing so in a tavern or inn. An amateur, when gaining this skill a second time, has a 75% chance to improve to the next category; one at promising, gaining this skill again, has a 50% chance to increase to talented, and a talented individual who gains this ability again has a 60% chance of becoming a “virtuoso” which grants a +4 bonus on Charisma, allows the character to generate the same effects as oratory (through music alone without speaking, and therefore, no requirement for the audience to speak the same language), a +1 level bonus when using any magical instrument (if it has level-based enhancements), and the ability to use any instrument at the talented level. If a character would rather not improve their existing ability, they can select this through training (see the Skills section) to learn a new musical talent, one which they may have more (or less) talent than initially known – however, no character can ever gain (at least not without the Castle Keeper’s approval) virtuoso talent without developing it.

Navigation – a character with this ability can, when viewing the sky at night, tell their approximate location on the planet and in what direction they are traveling; it further allows one to plot the most direct route which can shave 2d4-1 days off an overland (or by water) journey.

Naturalism (Intelligence) – with a successful check, a character can identify a naturally occurring plant or animal native to the continent from which the character originates and also know any special features or abilities that animal or plant might have, such as, for example, knowing that an assassin vine is exceptionally skilled at ambushes or how it camouflages. In some ways, this ability could be considered a form of Case Target but applicable to flora and fauna only. As a character adventures into or studies other lands, a Castle Keeper can allow this skill to cover those places as well, but it is suggested to allow one continent (locale) per 2 – 4 levels, not any faster.

Read Magic (Intelligence) – with a successful check, the character is able to identify a specific spell in written form but cannot, without the Decipher (or Scrolls class ability) skill cast the spell. If the character does have Decipher (a character with the Scrolls class ability would have Read Magic at 100% and therefore not need to make a check), a check is needed to cast the spell or it backfires. Other items, such as some wands and staves, which function specifically for a spellcaster only can also be use-attempted by the character but this always requires a check at -5, and is made per use; a failure results in backfire. A character that does not begin with this skill can obtain it by spending 1 full year in apprenticeship to a spellcaster and it can be increased to 100% by learning it 3 times.

Theology (Intelligence) – with a successful check, the character is able to identify a holy relic or symbols with divine meaning; no check is needed to know the basic dogma (beliefs, practices, nonmagical rituals, etc) of a faith, provided the religion is practiced on the same continent as where the character lives. As the character adventures and explores other regions, their knowledge can likewise expand

Appraise Treasure (Intelligence) – standard goods, such as gems, jewelry, and trade items require no check to be made, and the character is able to determine fair market value ±10%; for unusual, obscure, or contraband items, a check is needed and the fluctuation can be as high as 25%

serleran
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Re: The Arcanum C&C

Post by serleran »

Thieving Skills are those which are used in covert or a criminal activity, making them somewhat difficult for a non-thieving type to learn as it requires not only finding someone willing to admit they know the skill, it also usually requires contacting a Guild. The time needed is 1-2 months and 1000 XP unless noted otherwise. A skill gained in this way is not considered a class ability – the character may add their skill level (the number of times the skill has been purchased) to their check, but not level as that is reserved for those characters who are intended (by class) to use them

Catwalk (Dexterity) – no check needed in optimal conditions or if the surface being walked across is at least 10 inches in width. The ability allows a character to move, at full speed, across narrow things such as a fence, rooftop ledge, beams, thin walls, etc. Each level of ability gained (for those character who begin play with this skill) decreases the surface width by 1 inch, to a minimum of 1 inch; otherwise, the character must purchase this skill a second time to reduce the width requirement

Con – this is the ability to convince someone to do something they might not normally do, such as accept a bribe, look the other way, buy stolen goods, or lend money. The more opposite the request (and the riskier it becomes to agree) is to the morality of the target, the less likely the con will work (provide a very high bonus, such as +10 or higher, on any requested save, and allow one even if one may not be permitted otherwise.) Under the source rules, this ability does not allow a save if the victim has a Wisdom score of less than 13, but the conversion will assume a save is allowed under all conditions. It is permissible to disallow the use of this skill and turn it into more of a roleplaying requirement

Decipher (Intelligence) – the ability applies only to magical writings and allows the character to discover the exact spell(s) recorded on a scroll or in a book, which can then be cast directly or copied to their own; this ability does not require Chirography but is generally a good idea to copy spells only when one knows what they do. Coded writing can also be understood with a successful check, making this skill the same, essentially, as the rogue ability from the C&C PHB

Set/Disarm/Detect Traps (Intelligence or Dexterity) – as the traps ability of the rogue class found in the C&C PHB with two exceptions – 1) it takes 5 minutes to detect a trap within a 10 cubic foot area; 2) setting a trap requires thieves’ tools and an unsuccessful check means the character has affected themselves with the trap, no save or ability to dodge granted. Time and construction costs are subject to the Castle Keeper

Evade Pursuit (Intelligence) – through speed, stealth, and an understanding of the area, the character is able to confound anyone who tries to follow to track them, leaving false trails or simply blending into a crowd. There is no check needed unless being followed by a creature that can track.

Forgery (Dexterity) – a character always assumes their forgery is flawless, so all checks related to this skill should be handled by the Castle Keeper; what it lets one do is make a virtual copy of another item (and to change certain key components, such as the name on a wanted poster, for example), such as a written document so that, even on inspection, a viewer is unaware of the item being fake. This ability cannot be used with magical items (scrolls, notably) in any way. To make a forgery, it requires 1 hour and not having an original image to work from reduces chances by -10

Hide (Dexterity) – for all practical uses, this is the same ability as that found for the rogue class in the C&C PHB

Infiltrate (Charisma) – for all intents and purposes, this ability is similar to that of disguise as found in the C&C PHB for the assassin class, although it cannot be used to impersonate any specific individual but a general member of some group, such as a merchant or a wizard. The more information a character can obtain about the group being infiltrated, regardless of how the information is received, the better the chances of success, this being entirely up to the Castle Keeper

Interrogate – this is the ability is garner information from an uncooperative individual using either mental or physical coercion. There is no check by the interrogator, but the one interviewed is entitled to either Wisdom or a Constitution save, depending on which form of interrogation is being used, to prevent giving information. The amount of time needed to receive information varies with the type of interrogation – 1) verbal abuse yields something every 1d6x10 minutes; 2) physical threat a tidbit every 1d6 x 5 minutes; or 3) torture which gives information every 1d6 minute, assuming that which is used is exceptionally cruel (and unusable by anyone of a Good alignment). With torture, there is a chance that accidental death will occur, this being 1d10% each minute. There is never any guarantee that information gained through this ability is accurate or truthful, especially with torture, so most skilled in its use will also look to procure truth serums or other means to ensure “honesty.”

Lip Reading – this ability allows a character to effectively “hear” a conversation by watching it happen, without necessarily being in hearing distance. It takes complete concentration to perform but no check is required; it can only work if there is an unobstructed view of the person whose lips will be read and only if the character using this skill can speak / comprehend the language being used by the other. If a Castle Keeper wishes to add an element of chance to this skill, making it based on Intelligence is appropriate

Lock-Picking (Dexterity) -- this is the ability of Open Locks from the C&C PHB as detailed for the rogue class; use of thieves’ tools is required and it generally takes 1d3 rounds, +1 round per difficulty to successfully unlock something; if rushed, which will cut the required time in half, apply a -8 penalty on the check

Pick Pockets (Dexterity) – for all practical uses, this is identical to the same ability as found for the C&C rogue class in the PHB

Scaling Walls (Strength or Dexterity) – this is the same ability as that found for the rogue class in the C&C PHB

Stealth – provided the character moves at only half their maximum allowed, any thief skills, such as hide or catwalk, defined in the Skills section can be performed without making sound. If the character wears metal armor, any check needed (and if none is required, assume one is now, or roll against a 50%) is penalized by 6 and a failure results in a sound that can be heard up to 100 feet. This ability can also be used on its own to simply move silently with a successful Dexterity check (see the rules on skills and Move Silently.)

Tailing (Intelligence) – this is, effectively, urban tracking and allows a character to follow another in crowded spaces or locate signs of their movement without being noticed, provided the object of the tail has been spotted or witnessed within the last full turn (6 rounds.) A failed roll indicates, with equal probability, that the victim has been lost from view or that the tail has been spotted.

Thieves’ Cant – this is the ability to speak the secret language of rogues, spies, and other criminal types and it cannot be learned (after character creation) without absolute certainty of trust from another skilled already, this often reinforced with some sort of oath (and that done through magic or in the presence of some powerful being)

serleran
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Re: The Arcanum C&C

Post by serleran »

Wood Lore skills are those which directly relate to life and living in the wilderness, covering such areas as tracking and camouflage, and are typically used by hunters and primitive-types. Each skill costs 1000 XP unless noted otherwise. Level is not added to those skills which require checks, unless the character gains it as a class ability; anyone else may only add +1 per time the skill has been purchased.

Camouflage/Ambush – no check is needed to use this ability although it may not work against exceptionally aware individuals, those with heightened senses (especially scent), or a trained woodsman (any character with this ability, scouting, or stalking of 5th level or greater) who are always entitled a Wisdom save to notice something is amiss – all others consider the character to be invisible, allowing the character to gain automatic surprise the first round of combat. The character must not move and it requires ample material to hide in/under/with and at least 1d4+1 minutes to find the perfect location, so this ability is one that requires a set up rather than normal melee. A character with this ability can use it to camouflage someone else, as well, the process taking 1d4+1 minutes per person/mount

Set/Disarm/Detect Snares – a character can locate, disable, or create any form of snare. To find one requires 5 minutes per 100 feet covered, and disarming requires nothing special in the way of tools (though an edged implement is helpful). To set a snare basically requires some twine or rope and a leverage point, such as a tree. Most snares are used for the trapping of small animals or game, though a larger one can be built for catching a bigger target or even to trap a specific type of creature. The one setting the snare makes no roll; the victim is entitled a save vs. traps to avoid it

Herb Lore (Intelligence) – with a successful check, a character is able to identify any common herb or plant; success also grants the character knowledge of what properties, if any, the plant might have such as use as an astringent or coagulant, allowing it to be readily used for alchemical and other purposes. This ability also provides knowledge of how to properly storage and prepare a plant so that it does not spoil, no check needed

Hunting/Fishing/Trapping – a character may select one of the three areas and knows how to locate the best place to use the skill, having a flat 50%, +1d20 of successfully getting game, checked once per hour. If the character is after a specific type of creature or animal, the Castle Keeper can modify the rate of success in whatever way is deemed appropriate. This skill also allows the character to know how to cure, prepare, and use the animal for such things as making hides, food, crafting tools, etc

Mountain Climbing (Intelligence) – with this skill, a character is able to safely navigate mountainous regions and determine the safest path; no check is needed unless the character wishes to take along another individual or a mount. Having this skill adds a +2 bonus to any Scaling Walls check. The cost is 500 XP.

Read Tracks (Wisdom) – this is the advanced ability of tracking as a ranger found in the C&C PHB, with full complement of abilities assumed whenever this skill is learned; that means, for example, a successful check allows one to estimate quantity of creatures, any specific injuries that might be present (such as one with a weak leg, or a stunted gait) and so forth. Note, this ability does not grant actual tracking, in that it does not allow one to follow trace evidence, but simply know intimate details about the being(s) that left the tracks

Scouting (Wisdom) [requires Stalking and Camouflage/Ambush] – allows the character to move undetected and elude pursuit while mounted or on foot, when travelling through wilderness areas with a successful check; may also be used to detect another hunter or individual with the same skill within 90 feet even if they have successfully use a hiding ability. Further, a hunter gains a +50% movement rate for overland travel, regardless of the terrain type

Stalking (Wisdom) – effectively identical to the Tailing skill except that it applies to wilderlands and non-urban environs; this ability also allows one to move silently so as to not disturb a creature being stalked

Tracking (Wisdom) [requires Read Tracks] – the same as the ranger ability found in the C&C rules except there is a penalty of -1 for each hour of rain or snow since the tracks were made, and a -1 penalty for every 24 hours the tracks do not remain fresh (these in addition to any other modifiers the Castle Keeper might want to impose); once a successful check is made, no further check is needed unless those being tracked cross a water boundary (lake, stream, pond, etc), cross mostly rocky land (such as a cliff face or a quarry), or enters a building. In the case of using this in urban settings, apply a -6 penalty in every case and require a new check every 100 feet

Woodcraft (Wisdom) – this is the same as the ranger / druid ability of survival as found in the C&C PHB; a skilled character may always find enough food for themselves and for any allied animals in the group. Some animal allies might provide bonuses on any required check, but in general, unless conditions are exceptionally harsh, no check should be needed and the Castle Keeper should assume the character has provided shelter, water, and food for the entire party though it might take several hours to do so

serleran
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Re: The Arcanum C&C

Post by serleran »

Performing Skills are those which are usually used for a crowd, an audience, or which require a great deal of Charisma for effectiveness. Each costs 1000 XP and 1d3 months to learn. Like other skills that are obtained outside of class, level is not added when making a check.

Acrobatics I (Dexterity) – this skill bestows several abilities to a character – 1) Leaping: the character can jump 4 feet upwards, 10 feet horizontally, or down 10 feet without suffering any damage; to clear a distance greater than this requires a running start of twice the intended distance to be leapt. Vertical leaps improve by +1 foot per 4 levels, across by +1 foot / level, and downward by +2 feet per level. The maximum possible distance, even with a running start, is Dexterity * ½ (upwards), Dexterity doubled (across), and Dexterity tripled (downward). In general, no check is needed unless the situation is dire or on a slippery surface; 2) Pratfall: if the character falls (as opposed to purposefully leaping), the maximum safe distance without damage is 10 feet, +2 feet per level. For falls greater than this, the character can make a check (use the number of dice inflicted from the fall as the difficulty, subtracting any the character could fall without injury as noted) to halve the damage, halving again if the character falls into a soft body or into water. If the Castle Keeper rules that a fall is beyond the abilities of any character, no save may be allowed, or one can be granted but at -10; wearing metal armor always penalizes this skill by -6; 3) Scaling: the character gains the climb ability as described for the rogue class in the C&C PHB

Acrobatics II (Dexterity) [requires Acrobatics I] – building on learned abilities from the previous skill, a character with this knowledge gains several additional advantages – 1) Stunt: this is perhaps the most useful and also potentially most abused for it allows a character to perform up to three acrobatic maneuvers as one, provided none of them involve moving more than double the character’s normal movement rate and are not outside the scope of what the Castle Keeper feels is possible. For example, a character could leap to a chandelier, swing from it to a balcony and climb over, jump out a window and pratfall to safety… or something even wilder such as what a modern audience would call parkour. Should the Castle Keeper decide any of the designated “actions” be impossible the character still tries to do it, but fails at that stage; if any action requires a check, only one is made, and if the roll fails, the Castle Keeper should roll 1d6. On a 1-2, the first step fails, 3-4 the second, and 5-6 the third, which means a character never knows how far they might through the process; 2) Tightrope Walking: this ability functions as the catwalk skill as well as allowing one to traverse a thin (less than 6 inch surface, usually a rope) at a movement rate of 10 feet on a successful check; if the character uses a balance beam (a staff of 6 feet or longer), movement rate is doubled. If these rates are faster than the character can normally do, reduce them to one-third the character’s movement rate. It is not possible for a character to tightrope walk on an incline greater than 45 degrees, but they could climb it using the scaling option of Acrobatics I; 3) Vaulting: the character can, with a running start of at least 25 feet, and with the aid of a staff of at least 6 feet, vault and land up to 8 feet, +1 foot per level in height; safety is not assured, unfortunately. The maximum distance that can be vaulted it equal to the character’s Dexterity score; 4) Team Acrobatics: the character may work with any other that also possesses Acrobatics II to form pyramids, ladders, and the like. Any use of this ability while wearing metal armor calls for a -6 penalty

Acting (Charisma) – if used for entertainment purposes, the character can earn an amount of coin as per the harlequin class (see that class for further information). However, the skill can also be used to deceive and impersonate, either of which can function as the disguise ability as found for the rogue class in the C&C PHB, allowing the character to also mimic voice and mannerisms. The more intimate details one knows about the victim, the greater the chance of success, and the more scrutinized the actor, the less likely success will be. This ability is not the same as that of con, although it certainly does not hurt to have both. It is also not the same as infiltrate as this ability assumes the character is taking the role of a specific individual, not “someone.”

Animal Training (Charisma) – characters with this skill are able to, with enough time, tame and train a wild animal and some types of magical beasts. There are three factors concerning the use of this ability – 1) HD limit: the animal cannot have more than 150% HD the trainer has levels, rounded down; 2) Time: it takes 18 weeks, +1 week per level to train a domestic or docile animal (such as a dog); it takes 24 weeks, +1 week per HD, to turn a wild animal into a docile / domestic one; magical beasts takes 30 weeks, plus HD in weeks, to become trained (but they never become domesticated without magical assistance). In all cases, the trainer’s Charisma score reduces the training period 1 week per point. Each week of training, a check is needed; if there are three weeks of failure, the character is unable to train that specific animal; each day of training requires 4 hours of dedicated time, with 2 days missed negating that week; 3) Tricks: the animal may be taught one simple trick per point of its Intelligence, but it is initially trained only to recognize the trainer (and come on command); subsequent tricks, such as fetch, attack, or stay require 1 month but no check is needed for these. The Castle Keeper must decide what types of magical beasts can be trained, but in general, it should be those with a low or nearly animal intelligence such as pegasus, roc, griffon, etc.

Juggling (Dexterity) – with a successful check, using an attack roll (not a save) with Dexterity as the modifier instead of Strength, the character can attempt to catch any thrown weapon used against them in combat; failure, however, means the character was struck automatically – use of this ability must be declared before the opponent makes an attack roll and counts as an attack. In addition, the character is able to, without a check, juggle 3 objects, +1 per level, each weighing no more than 5 pounds; half this number can also be used in combat as thrown weapons but doing so calls for off-hand penalties

Knife Throwing – the character gains a +2 bonus to hit when wielding a throwing knife, dagger, or ax. The distance at which the weapon can be thrown is increased by 10 feet. Lastly, at ranges under 20 feet, the character can make a called shot, at only -4 (rather than the usual -8 and the usual +2 bonus gained from this skill does not apply); if a vital area (such as the neck) is hit, the attack deals double damage and the victim must make a Constitution save or be incapacitated. Regardless of how many attacks a character might get in a round (especially if they also posses the juggling skill), only one called shot may be made per round to reflect the deadly accuracy of which the character is capable

Oratory (Charisma) – this is the ability to produce a desired response in a crowd, through careful selection of words and gestures. Before a check is made, the player must decide how long the speech will be, as this helps to determine difficulty as well as what response is engendered. A failure will always have the opposite reaction than intended but even this, if calculated well, could play into the hands of the player so a Castle Keeper can readily modify change any of these general guidelines. There are generally four categories of response – 1) Sympathy: those affected are eager and willing to help, as if a charm of sort minor sort had been cast upon them, but the longer (any period after 7 minutes of speech) one talks the less likely the result will be positive (in this case, for every minute after 7, apply a -2 penalty to the check) and also assume that, 50% of the time, the audience simply feels sympathetic, without actually doing anything about it; 2) Antipathy: the crowd becomes angry, incited, and full of wrath toward a subject such as “the beast upon the hill” or at the state of taxation. Fortunately, time works with the character, and gives a +1 bonus for every minute after 10, however, even with a successful check, there is still a 25% chance the audience will simply be angered but not rally to violence; 3) Fascination: this ability cannot function unless the user spends at least 5 minutes and must be dressed or acting in a manner that is worthy of attention, such as in the robes of nobility or the like, but the general effect is identical to that of the bard’s fascinate as found in the C&C PHB. Additional time spent has no impact, and there is no chance of “semi-fascination;” 4) Boredom: the audience becomes disinterested or (if too much time is spent, the absolute maximum allowed being 5 minutes) the gathered crowd leaving in whatever method works best for them. If this check fails, the audience becomes fascinated, but negatively, with the orator becoming the target of verbal assaults and possibly thrown refuse. By no means is this list complete and a Castle Keeper can allow any variations and alternate effects, such as those of the C&C knight class like call to arms, demoralize, embolden and inspire. One very important rule is that this ability cannot function if the audience cannot hear the speaker and especially if they cannot understand the words

Side Show Talents – the character may select one ability each time this skill is learned and it allows the character to perform the act without hurting themselves or another (with the exception of fire-breathing as that can be used offensively): 1) Swallowing – the character is able to swallow anything that will fit in their mouth and keep it retained safely for up to six minutes, after which the character has the option of retrieving it; 2) Fire-Breathing – the character can place a specialized liquid (it costs 2.5 GP) into their mouth and breathe a spout of fire to a range of 10 feet, dealing 1d4 damage if it hits, a save vs. breath weapon allowed to reduce damage to half; 3) Geek – the character can have any object (up to the size of the character’s forearm) inserted into/through their body, making a painful display, but without causing injury; this is the concentrated effort so there is no impact on damage from weapon attacks. In most cases, the character will use very small objects, such as nails or razors, and insert them into the head, hands, arms, or torso; 4) Contortion – the character can fit into any size space up to 25% their actual size, and still move at a slow rate of 1 foot per round; 5) Escape – the character can, with a Dexterity check, escape from manacles, rope, and other binding objects (not monsters such as a constrictor snake) without unlocking the device or harming it

serleran
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Re: The Arcanum C&C

Post by serleran »

Combat Skills are those of the martial sort, either giving an edge with a weapon, training to not use them, or how to perform the art of war. Each skill has its own XP cost and requires 1d3 months to learn. Like others, if a skill is not granted by class, level is not added to any check that might be required.

Archery I – the player selects either short bow or long bow; with this weapon, the character suffers no penalties for range unless attacking while mounted. The skill can be selected twice to get the ability for both types of weapons. A Castle Keeper may also require a separate selection for bow variants, such as composite short bow, but The Arcanum makes no such distinction (because it does not have these weapons). The cost is 1000 XP

Archery II [requires Archery I] – with a short bow, and only a short bow, the character can move and fire without loss of number of attacks and no longer suffers range penalties when releasing arrows from a mounted position. If Archery I is selected with long bow, this ability does not apply. The cost is 1000 XP.

Boxing – when using this skill, characters can double their number of attacks per round, provided all attacks are made unarmed. The parry maneuver (the defender rolls a total “to hit” higher than the attacker) can be used as well (against armed opponents, the boxer must wear gauntlets or a metal cestus) which counts against the number of attacks the character can make and must be declared prior to initiative being rolled; a failed parry means the character is struck for damage as normal. Unarmed damage is 1d4, plus Strength adjustment, and with a -8 penalty, the character can try for a knockout which forces the victim to make a Constitution save or be rendered stunned for 1 round, and then unconsciousness for 3 more; if the save is made, the victim still takes double damage. The XP cost is 1000.

Command [requires 8th level] – the character gains the inspire, embolden, and demoralize abilities of the knight class as presented in the C&C PHB and can use each once per day, or combined at once, as if using battlefield dominance. The cost is 2500 XP

Martial Arts I – the character is skilled in unarmed combat, able to perform four specialized combat actions – 1) hand strike which inflicts 1d4 damage, plus Strength adjustment, and can stun if the attack roll is 6 or higher than needed and the opponent fails a Constitution save; the character can make 2 attacks unarmed this way for every normal attacks available; 2) kick to either deliver damage or to knock an opponent down (called a sweep). If the attacker chooses to damage, it deals 1d6 plus Strength adjustments and can stun on a successful called shot (made at -8) if the victim also then fails a Constitution save. If a stun is successful, damage from the attack is doubled. A sweep attack requires the defender to make a Dexterity save or become prone. A character can kick once for each normal attack. A stun lasts for 1d4 rounds; 3) if the character successfully parries (rolls their own attack and has to hit a higher AC than the other; a tie does not work in the character’s favor, considered a failure), they may then throw the being that attacked them which requires the now defending creature to make a Dexterity save or be moved, forcibly, 5 feet taking 1d3 damage from falling (plus any other possible damage, like being tossed off a cliff). It is not possible to throw a creature weighing more than Encumbrance limit x 3, with weights of creatures determined by the Castle Keeper; 4) when using the dodge maneuver, the character gains a +1 AC bonus per three levels. To use any of these abilities, the character cannot be wearing metal armor (including studded leather) or using metal gauntlets. This skill requires 2000 XP to learn.

Martial Arts II [requires Martial Arts I] – building off the previously gained abilities, this skill provides four additional combat options – 1) knife hand which can be used to pierce through armor, effectively treating the victim as if they were unarmored (although magical adjustments to armor still apply) and this ability also allows the character to strike creatures immune to nonmagical weapons. One attack is possible per regular attack (as opposed to the usual 2 for hand strikes) and it deals 1d6 damage, plus Strength adjustment, but can only be delivered once per 3 rounds as it takes concentrated effort to channel the mental fortitude needed. Lastly, rather than dealing damage, a knife hand can, if a called shot at -8 is made, and the victim fails a Constitution save, render the unfortunate hit unconscious; 2) dodge missile weapons as a monk can from the C&C PHB; 3) jump kick to strike flying enemies, provided they are 5 feet, +1 foot per 2 levels, distant. Damage and other effects are for a standard kick; 4) the character can break wood of up to 2 inches thick (many doors) or bend .5 inch of metal (the stronger the metal, the lower the allowed thickness, at the discretion of the Castle Keeper) by hand strike, kick, or any other physical attack (such as a headbutt). Other materials can be affected, such as brick, stone, or ice if the Castle Keeper wants to allow it; The Arcanum has no direct rules for it, but the author of this conversion suggests making the amount broken halfway between the two provided, at 1 inch base, +.5 inches per 3 levels. As the character advances in level, +2 inches per 3 levels (for wood) and +.5 inches per 4 levels (for metal) is gained. The cost of this ability is 1000 XP

Mounted Combat I – the character is able to fight from horseback without losing combat effectiveness, suffering no penalty and having no chance of being dismounted (by chance, not by an attack against them, which may still work). A character that does not have this ability assumes a non-proficient penalty when making any attack from a mounted position and has a 50% chance of being dismounted per round they engage in such combat. The cost is 1000 XP

Mounted Combat II [requires Mounted Combat I] – this skill assumes proficiency with all sorts of lances (and if the character was not capable of using them, they are now), further gaining a +2 bonus to spread across to hit or damage when fighting from a mount; this bonus can be used to either add a +2 bonus to hit, a +1 to hit and damage, or a +2 bonus to damage. Lastly, the character is considered trained in the Animal Training skill (see that skill for details) specifically as it pertains to horses only. This skill costs 1000 XP.

Siege Weapons – the character is able to effectively employ a siege weapon such as a ballista or catapult without suffering the non-proficient penalty (which for siege weapons is half BtH.) The cost is 1000 XP.

Street Fighting – a character with this ability is considered proficient with unarmed attacks but the damage is always reduced to a maximum of 1d3 damage, plus Strength adjustment. This is not the same ability as Boxing, Wrestling, or Martial Arts – as it gives no special attack maneuvers. As a combat skill considered a “weapon,” the character can use weapon training to increase to hit and/or damage. The cost is 500 XP

Weapon Specialization [requires Weapon Training] – grants a +1 to hit, +1 to damage, and a +2 bonus when using any Atlantean combat maneuver, such as parry. The skill level of a character determines the number of specializations available – an Untrained character may have 1, a Skill character 2, and a Trained individual 4. The cost is 1500 XP.

Weapon Training – the character gains either proficiency with a new weapon or gains a +1 to hit or damage with an existing weapon proficiency, which will add to that of Weapon Specialization. The cost is 1000 XP.

Wrestling – the character is trained in grappling, overbearing, and other unarmed attack moves. If the character grapples successfully, they may choose to either perform a takedown or a hold (if the victim is already suffering from a takedown). A takedown may also be a slam, which will inflict 1d6 damage, but the character must have the Strength to lift the weight of the opponent; otherwise, a takedown simply immobilizes the opponent for the round. To use a takedown, a successful attack at -4 is needed; any additional bonuses or penalties can be assigned by the Castle Keeper. Once the enemy is in a takedown, a hold can be implemented – there are far too many of these to list, so The Arcanum assumes that the wrestler simply gains control of the victim, restraining them and immobilizing for as long as the hold is in effect; if desired, a hold can be performed to inflict pain, which can cause the victim to “tap out” and surrender on a failed Constitution save. Any character not skilled in wrestling can only escape a hold with a Strength save (without level added); those who are skilled may use Dexterity or Strength, whichever is better for them, and it is considered a class ability. The cost is 2000 XP.

Zen Archery [requires Archery I and II; character must have access to Mysticism Field of magic] – the character suffers no penalties for fighting in conditions of low or no visibility such as against an invisible opponent, in fog, in total darkness, or when blinded, even magically and can fight in any position without penalty, such as upside down, prone, or while moving at high speed (this does not allow one the use of mounted combat weapons, such as a lance, without taking the non-proficiency penalty, only those directly associated with being mounted / moving). The cost is 2000 XP.

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Re: The Arcanum C&C

Post by Treebore »

Caught up, looking awesome, Serl!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Celticgamer
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Re: The Arcanum C&C

Post by Celticgamer »

I have ran this setting since it first came out in the late 80's and love it. It is a great setting, very Robert E. Howard-esque. It is good to see other people are also into it, our group has twenty years of campaigns to talk about with generations of characters.

serleran
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Re: The Arcanum C&C

Post by serleran »

This will be broken up into sections as well because it is going to be very big...

First, some preliminaries on Magic in the Atlantean World, and a few options to decide upon as there are some significant differences in how The Arcanum works and how C&C wants to do things.

Magic in The Arcanum

In The Arcanum, magic is divided into nine Fields of study, most spellcasters able to access only one of them. A few have access to two, and a couple others (like a charlatan) can gain access to many, but are greatly restricted. Before diving into the specifics about spell use, it is best to have an understanding about the basics of spells. This will be important if a Castle Keeper wishes to translate other spells for use by an Atlantean spellcaster.

The Nine (Ten) Fields

Astrology – the study of the heavens and the art of reading omens and portents; classically referred to as divination

Black Magic – use of dark and evil forces, the conjuration and castings of the infernal, most usually defined as necromancy in many fantasy games

Divine Magic – despite its name, this is simply the spells of faith and religion; by RPG standards, any spell a cleric could cast would be placed here

Elemental Magic – the study and use of element and nature spells; like divine magic, virtually any druid spell would be listed as elemental

Enchantment – field of the most basic of magic, the principles, such as conjuration and illusion; perhaps the most difficult to define compared to other spells, but if no obvious category exists, it goes here

High Magic – study of ancient words of power and command; typically, in most RPGs, this would be the highest level spells, like gate or contact other plane but The Arcanum has a slightly different approach so it is advised to review the spells that are already of this type before deciding if another is appropriate

Low Magic – spells of the invisible, or spirit world, and those that often involve animals; it is best to review the spells in this Field before making any judgments

Mysticism – internal magic that more directly resembles psychic ability than spells; spells that affect the self, especially positive ones, are likely the best to place here

Sorcery – the study of magic as a science; this is a tough Field and should be reviewed before adding more spells to it

** Alchemy – the use of science to perform magic; this is not really a spellcasting Field and is included only as a note that alchemy does have the power to produce quasi-magical effects

Atlantean spellcasters do not have a spell slot progression table by the rules, but the system that is used by the source material can lead to very powerful characters so a compromise is offered – both systems are presented and a Castle Keeper can select which to use if both regular C&C characters and those from the Atlantean world will coexist. However, before that, all spellcasters require a spellbook, including clerics; this book cannot be used a scroll and can be of any type of material the character can access or has paid for – the book is used only as a reference material for the character and contains a copy of every spell the character knows (again, important, because even divine casters have to “know” a spell rather than getting all available for a spell level.) Only those considered to be divine spellcasters (not simply having access to the Divine Magic Field) can cast spells while armored and virtually every spell requires one round to cast – a full round. The exception to this is 1st level spells. The important distinction is that, if playing with The Arcanum, the decision to cast a spell should be declared before initiative is determined. This will be more fully explained in the “spells in combat” section. Additionally, very few spells require material components (however, they all require verbal and somatic ones) – those which do have them mentioned in the spell description. Now, more details about starting as a spellcaster…

The Beginning Spellcaster – Option I: The Arcanum Source

According to The Arcanum, all spellcasters will know all 1st level spells for whatever Field(s) they have knowledge, but are limited to casting only 2, +1 per level total, all of which must be selected from the known spells, per day. These spellcasters do not prepare them beforehand – once a spell is known, it is available, pure and simple. Restrictions come in with whether the character has Primary access to a Field or if there are specific restrictions for individual spells (for example, some spells might be allowed only to certain classes, even if another has access to the same Field.) How this can become abusive is somewhat obvious: let us assume a 10th level caster. This character can cast 12 spells known, any 12, each day. If that caster decides to, they could cast 12 7th level spells (the highest level spell available in The Arcanum), or they could cast 12 1st level spells… or some combination between, as long as it is 12 total. This does seem somewhat underpowered compared to a standard C&C caster who might have 12 spells available just across spell levels 0-3, but the Atlantean spellcaster has much more flexibility and some spells are more powerful than their counterpart. There are definitely pros and cons for this approach and that is why it is has been retained for a Castle Keeper to decide if it should be used. One thing to note about this is that, by the default rules, scroll and spell acquisition is to be tightly monitored and there is a higher probability of failure to learn a spell than there is in C&C (this will be covered later.)

The Beginning Spellcaster – Option II: Modified C&C Baseline

This method assigns Atlantean spellcasters spell slots and restricts initial spell knowledge to 1 spell per starting spell slot, as a standard C&C wizard. Bonus spells are not granted and all spellcasters from The Arcanum use the same spell progression, noting that there are no 0-level spells in the source material. The listed slots are intended to be free-flowing so a Castle Keeper should be OK with modifying them if the numbers are not in agreement (they are kept somewhat low because, again, many spells from the Atlantean world are either more powerful or have numerous effects; see the section on individual spells for more details.)

The suggested spell progression for a C&C-ized spellcaster –

Level / 1st / 2nd / 3rd / 4th / 5th / 6th / 7th
1 / 3 / -- / -- / -- / -- / -- / --
2 / 4 / -- / -- / -- / -- / -- / --
3 / 4 / 1 / -- / -- / -- / -- / --
4 / 4 / 2 / -- / -- / -- / -- / --
5 / 4 / 2 / 1 / -- / -- / -- / --
6 / 5 / 2 / 2 / -- / -- / -- / --
7 / 5 / 3 / 2 / 1 / -- / -- / --
8 / 5 / 3 / 2 / 2 / -- / -- / --
9 / 5 / 3 / 3 / 2 / 1 / -- / --
10 / 5 / 4 / 3 / 2 / 2 / -- / --
11 / 5 / 4 / 3 / 3 / 2 / 1 / --
12 / 5 / 4 / 4 / 3 / 2 / 2 / --
13 / 5 / 5 / 4 / 3 / 3 / 2 / 1
14 / 5 / 5 / 4 / 4 / 3 / 2 / 2
15 * / 5 / 5 / 5 / 4 / 3 / 3 / 2

* -- At 15th level and above (regardless of which of these two options is selected), any spellcaster from The Arcanum can research a new spell which can come from virtually any source allowed by the Castle Keeper; if the intent is to allow access to higher level spells, the Castle Keeper may simply alter this slot progression to mimic that of the cleric class.

Learning a New Spell – Option I: Default based on The Arcanum


If the Castle Keeper elects to use Option I above for beginning players, it is highly recommended that this option also be used as it should help normalize spell acquisition. First, and the most obvious, is that a new spell must be found – this can come from a variety of sources such as while adventuring and discovering a stack of unused scrolls, research in a library or renown (base chance of 10%, -1% per spell level, -2% if the desired spell is restricted, which leaves a flat 1% of finding a restricted spell of 7th level in “any” library; naturally, these odds can be increased if the library has different resources, such as the Shelves of Summoning which might specialize in High Magic and give a +15% bonus for locating those spells) through trade with another spellcaster (only possible if the same class, or on good terms, and of the same alignment; this should be role-played and not diced for), or purchased (the cost can vary greatly depending on the spell, its level, and obscurity.) Once a new spell is found, the character can try to learn it – this is done using either Intelligence or Wisdom as the attribute in question, depending whether the character is an arcane caster or not, against a difficulty as follows:

Spell Level ... Difficulty
1 ... 3
2 ... 5
3 ... 7
4 ... 9
5 ... 11
6 ... 14
7 ... 16
Special ... 20

If the check is made, the character comprehends the spell and will understand it enough to be able to cast it within 1d6+1 days; if the check fails, the character must continue for a full week and then make a second save. If the second attempt fails as well, the character simply cannot fathom the spell at all – this does not permanently preclude the spell’s use as the character still has the option of finding a tutor to have the spell taught to them, which will always succeed, but takes time to find someone to teach the spell (possibly extremely difficult, especially for a high level spell) and considerable wealth at a minimum (costs can increase at the Castle Keeper’s discretion) of 100 GP per spell level, per day, with at least 1 week of time invested – learning a spell from a tutor is considered the same as having performed “extra-curricular knowledge” and requires the character to expend 500 XP as if having learned a new skill. Note this all assumes the character has been able to identify the spell – if it was found on a scroll, they must first succeed at Read Magic (most spellcasters have this ability at 100% innately, but some do not) before they can attempt to learn the spell.

A character should be considered as having their level added when attempting to learn any spell within their Primary or Secondary Fields of magical knowledge. The character can learn spells from outside this field, but only up to the 5th level, and cannot ever learn any restricted spells in a Field they do not have as Primary. Any spell from a tertiary Field requires expenditure of XP (500) as if a new skill had been obtained.

No practitioner of Black Magic can learn any spells from Divine Magic and vice versa.

Learning a New Spell – Option II: C&C Assumptions

If the Castle Keeper has opted to use the spell progression method for characters, the only real concern is that divine spells are very rare under the C&C rules, so the Castle Keeper may want to change the percentages to something like Arcane Scroll 66% and Divine 34% and ignore druid and illusionist as options altogether.

serleran
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Re: The Arcanum C&C

Post by serleran »

Alright, a little fun before diving into the depths of the actual spell lists. As the notes say, read this carefully and decide before you use the rules whether you want to allow this or not...

Spells in Combat

As mentioned, the majority of spells require a full combat round to cast, whereas those of 1st level generally do not – the measurable effect this has is on initiative and whether a spell can be disrupted. When a caster wishes to release a spell, it should be announced before the combat round begins. For those which take a full round to cast, the character’s spell will go off on that count, the round after announcing the action; for those which do not require a full round, the spell activates on the initiative roll of the character for the same round. A spell cast from a scroll requires one full round to prepare it, possibly more if the character keeps it secured away and has to fetch it, and may require longer if the spell being read has a longer casting time; spells activated from a magic device, such as a ring of spell storing, take effect on the caster’s initiative, even if the spell being cast would normally be longer (these items are truly worth having for all spellcasters.) If a caster is damaged or fails a save while in process of casting, The Arcanum allows the character a check to avoid disruption – C&C has this as an optional rule, and it will be left as that, the author of the conversion recommended having the spell fizzle, wasted and used. Furthermore, Atlantean spellcasters can, if acting before a spellcaster (or on the same initiative) attempt to counterspell (which should require a save against the level of the opponent, the spell level, or some other difficulty) – since the default rules have no dispel magic, there are three options: 1) use of an opposite spell effect such as light canceling dark or lock negating unlock, etc.; 2) use of a spell of conflicting nature such as reverse gravity against a fly spell; these types of counters should have the slimmest chance of working, perhaps a check at -4; 3) use of the same spell, in reverse – all spells in The Arcanum can be cast in a reverse method to counter itself, such that sphere of panic can negate itself.

It should be noted here that, per the rules of the Atlantean World, to limit the availability of spell storing items (primarily because almost all spellcasters get the ability to manufacture them), a character can, at no point, use more than seven total magic items – even carrying that many (8+) causes all to negate each other and be unusable. For this purpose, the character’s spellbooks and any scrolls carried are not counted.

Lastly, if a spellcaster attempts to cast a spell from a scroll which is not known to them (but the spell identified), compare the caster’s highest level available spell to the level of the spell on the scroll – for each difference in favor of the scroll, there is a 5% chance the action fails, with a further 50% chance that the failure was a backfire (meaning the spell either goes off on the wrong target, has a different effect, or does something else at the discretion of the Castle Keeper, but it should not be pleasant.)

Summoning vs. Conjuration

There are some spells (more accurately referred to as rituals) which simply cannot be used in combat, due to the fact they require specific conditions or such a long time to perform that it would effectively be suicide (and may still be) to try it. Spells of this kind are never found on scrolls and are considered a “family” of spells, as opposed to a Field. Information that may help can sometimes be found in rare or obscure books, one likely source being the book of vile darkness, for example. These spells are referred to as Summoning Rituals of which there are three types with different requirements – 1) Summoning Spells, 2) The Words of Evocation, and 3) The Words of Invocation.

All summoning spells have a chance of working; conjurations always succeed. The difference is that a summoning calls some entity from another reality, whether that is a lower plane or one of the Seven Heavens. Conjurations, however, create a being from the material components used in the casting. Summoned beings may not obey the caster, and may, in fact, become extremely hostile; conjured creatures always obey the caster.

Summoning rituals are unique in that they are not really spells – all characters know them, at least the ones that are able to be used by the character class – but they are dangerous and complicated. In C&C terms, these all function (in many respects) as the 9th level spell gate and even a 1st level character can do it, so these guidelines should be reviewed thoroughly before adding the ability.

A summoning spell simply calls the intended target, bringing it to a physical manifestation. The caster must use a Thaumaturgic Triangle and a Magic Circle of Protection or the thing brought to being can break free and do as it pleases (and still might) which grants the caster three chances to Seal a Pact (see the step-by-step process for all summoning rituals hereafter) and coerce the creature into service. These types of rituals are not restricted and a spellcaster of any type may use them.

The Words of Evocation both bring a creature to the Prime and also magically attempt to bind the creature to the caster when it appears, granting one initial save (a Mental save) for the being to resist dominance and, if this succeeds, still gives the caster three additional attempts as per a normal summoning spell. A Magical Circle of Protection and Thaumaturgic Triangle are not expressly required but it would be very foolish to not use them, especially if attempting to subjugate an evil entity. These spells are restricted to practitioners of High Magic, specifically, the Atlantean wizard class.

Use of The Words of Invocation can only be done by a spellcaster having access to Divine Magic, and only if they have some sort of religious affiliation (must be a divine caster), but they succeed automatically as the only creatures that can be summoned are those which are similar in alignment and belief, some embodiment of the faith to which the caster belongs. The summoned being will not refuse any reasonable request of assistance or guidance, but what this means is left to the Castle Keeper, provided the character has been true to the teachings of the religion. Overuse will often lead to the same effects as a transgression of faith (temporary loss of spell ability, penalties, etc) so it is often used in duress or after a divine vision

A summoning ritual is composed of four elements – The Offering, Ritual Inscriptions, The Summoning, and Sealing a Pact; these take effect in this order.

The Offering: prior to beginning the ritual proper, the caster may burn incense, candles, herbs, or other things to help ensure a successful summoning; some fragrant oils and magical fumes can also function as precautions. The cost must be 100 GP, at minimum (and unless the character obtains this in small batches or makes it themselves, this is bound to get some merchant’s attention…) which provides a bonus for the caster of +1 for the purpose of this ritual. All material is consumed as part of the casting. Time required depends on how much material is being offered and at what rate it can burn – the usual suggestion is about 10 minutes per 10 GP value.

Ritual Inscriptions: if the ritual requires the drawing/casting of a Magical Circle of Protection and/or a Thaumaturgic Triangle (or even if it does not and the caster simply wants to add some protection), either/both must be drawn. Note that if the desired creature is an elemental by type, the Triangle is not needed for either summoning or defense. This requires ink/chalk but if the being is of evil alignment, powdered silver is necessary, with a cost of at least 1000 GP taking 30 minutes per device (one full hour to create both Triangle and Circle) and there is always a 10% chance of failure, -1% per level above 10. Each is checked and a flaw in either, or both, can be disastrous.

The Summoning: the caster stands within the Magical Circle (up to two others may also accompany the character) and the proper Words are spoken, the desired creature (note that, here, specific entities such as demons and devils cannot be summoned unless the true name is known; a request for a specific fiend without the true name will result in “something” but not the being that was asked for) appears within the Triangle 1d3 minutes later. If the caster moves out of or breaks the Circle in any way, such as failing a save against fear and retreating, the summoning is a failure and the results for that apply immediately. Knowledge of a true name (this will be addressed hereafter) is extremely dangerous and no character can begin the game knowing one and obtaining such should be the result of a lengthy adventure.

Sealing the Pact: once the summoned creature appears, the caster may attempt to force the creature into service, this usually for a single purpose. Depending on the caster’s alignment and the nature of what has been summoned, no check may be needed – priests can summon cherubs, devas, or guardians (as noted for The Words of Invocation); druids may call elementals (lesser, greater, or true) and animals; necromancers can summon any form of undead; shamans may utilize a spirit being of the same alignment; any spellcaster can summon a familiar, this with the same rules as that found in the C&C PHB. If the summoned being does not automatically submit, the caster must try and coerce it, through one of nine methods as noted:

1) Offering Riches: this will work only with intelligent creatures and the offer must be present and visible, totaling no less than 1000 GP per HD of the summoned creature, which grants a -1 penalty for the creature’s save to resist. For each additional like amount, the save penalty increases by -1, to a maximum of the creature’s HD as a penalty

2) Offering a Service: the caster promises and swears to perform some action at the behest of the summoned creature at some future point, the being choosing when and what. If this would be something the being would find appealing (all fiends would), the pact is sealed immediately with no save needed

3) Offering a Sacrifice: if the caster is evil and has a ready victim, that individual can be slain as appeasement; if the victim is especially interesting (such as a demon to a summoned devil or a high level paladin to any fiend), the save is made at -6. If the victim is a known close ally or a greatly hated enemy of the summoned creature, the pact is accepted on the spot. Good creatures that are summoned will be reviled by this offer and receive a +12 bonus to resist accepting the pact and even if forced to somehow will remember the actions and seek vengeance later on

4) Threat of Harm: this usually means nothing to a summoned creature unless the caster has some obvious means such as a dire weapon in their possession; in many cases, especially evil summoned beings will actively provoke the caster into trying to harm them in hopes of having the Circle broken, freeing them. Assuming the caster does have some means to actively injure the summoned entity, the save is made at -1 per magical bonus of the item (only the strongest one is a factor if multiple are present.)

5) Threat of Imprisonment: if the caster has some device or spell which can force the creature into a state of inactivity, such as being placed into a lamp or a bottle, the required save is made at -4

6) Attack: this breaks the protective devices created for the ritual, releasing the summoned creature immediately, but then the summon devolves into a combat where the caster must subdue the being; in this case, no save is required and the summoning is considered a failure (and this is only something an extremely powerful caster would attempt, or, one that has very potent allies)

7) Magical Constraint: the Thaumaturgic Triangle itself acts as a device to force the summoned creature to obey, with no adjustment to saves; note, the caster, if not using The Words of Evocation must activate the Triangle in this way whereas a wizard who does use The Words is assumed to have done so already

8) The Power of Good: only a Good-aligned caster can use this option which requires the placement of various holy icons in sight of the summoned creature, if it is of Evil alignment, to make its save

9) Use of a True Name: if the caster knows the true name of any non-divine (Demon Lords and Archdevils are considered deities of a sort, so this does not apply to them) entity, they can utter it (if not using it in the casting) to force the creature to accept a deal. However, this will create utter animosity and the creature will, even if a Good alignment, want to destroy or remove the threat of its true name being known, especially by a pesky mortal with the clout to summon it; Good creatures might simply want to wipe that knowledge out, rather than kill the caster.

Of these nine options, for any ritual that is not automatically successful (and does not use The Words of Evocation), the caster may select three different actions, one used each time the pact is offered. The summoned creature must fail to save (it is a Mental save) against all three (two if using The Words of Evocation). If any save is successful by the summoned being, the ritual fails and no pact is formed which means the being is free to do as it please; for many summoned beings this is to simply return home but a fiendish creature might wish to roam about and cause some havoc…

serleran
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Re: The Arcanum C&C

Post by serleran »

The Spell Lists

Any spell marked with an * is considered to be restricted. Astrology spells are restricted to astrologers and mages; black magic spells are restricted to necromancers and witch doctors; divine magic spells are restricted to priests and paladins; elemental magic spells are restricted to druids; enchantment spells are restricted to magicians; high magic spells are restricted to wizards (and mages of the cabalist path); low magic spells are restricted to shamans; mysticism spells are restricted to mystics; sorcery spells are restricted to sorcerers. Remember that a character can gain access to another Field, as an “extra curricular” ability as noted above, but not if the spell is restricted (or above 5th level).

Astrology
Level I
Astral Bolt * – deals 1d4, +1d4 damage per 2 levels to any creature it hits; Dexterity save allowed to halve damage and range is 10 feet, +10 feet per level. Attack roll needed.

Astromancy – can only be used at night and functions as augury spell from C&C but a single yes/no question can be answered as well. Result is always successful and accurate.

Detect Magic – as the spell found in the C&C PHB

Fortune – target gains a +1 bonus on all saves against magic and a +1 bonus to any gambling check for a period of 24 hours

Initiative of Aries * – for 10 minutes, the caster is immune to surprise but not immediately aware of danger

Lesser Incantation of the Moon – persists for 1 hour per level and creates a movable (with caster) sphere of magical darkness which is dispelled if it contacts magical light; the sphere created can be as small as 1 inch to a maximum of 20 feet in diameter

Lesser Incantation of the Sun – for one hour per level, creates a sphere of magical light that radiates to 40 feet (regardless of its size) and can ward creatures with light sensitivity; the sphere is mobile and moves with the caster and can range from 1 inch to 20 feet in diameter. The sphere may also be placed onto an inanimate object such as a coin, a sword, and the like rather than being a ball carried by the caster. Because it is magical light, it will dispel magical darkness

Locate Object – the duration is one hour but the effects are identical to the spell found in the C&C PHB

Level II
Chartomancy – allows a single page of a document to be read and understood, regardless of in what language it is written or the obscurity

Contra-Influence of Gemini * – as the charm person spell found in the C&C PHB except the duration is one hour and never improves

Lesser Incantation of Mars – for one round, plus 1 round per level, the caster gains weapon proficiency with any weapon necessary (whatever the character chooses to use as a weapon) and receives a +1 bonus to hit and damage with any weapon

Lesser Incantation of Mercury – during the 10 minute (per level) duration, the caster is able to speak and understand any language as per the tongues spell; in addition, the character is able to speak so eloquently and naturally that those listening consider the caster to have a +1 bonus on any required Charisma check

Locate Direction – the caster knows what direction they are facing and in what direction they are travelling regardless of the topography of environment

Misfortune – potent spell that lasts for 24 hours causing the recipient (who does not get a save) to suffer a -1 penalty on all saves, a complete inability to win at any gambling attempt, and to always fail a social Charisma interaction check, such as that needed to con someone. The same target cannot be affected by this spell, regardless of who casts it, twice within the same 28 day period

Psychomancy – the caster is able to determine basic intent of any visible creature within 100 feet. Intents are things like aggression, friendship, hunger and are subject to change if conditions change, such as being offered a bribe. This spell does not allow mind reading or alignment detection

Will of Taurus * – the duration is 1 minute per level during which the caster is immune to any mental influence, charm, or mind control including those of a nonmagical nature

Level III
Astral Vision – for 1 minute per level, the caster is able to see the invisible, into the ethereal and astral, and can see into the spirit world. While using this sight, the character is unable to look into the Prime

Chiromancy – by examining the hands/claws/appendages of a creature, the caster is able to determine if that individual suffers from an ailment, and if so, the exact cause such as poison, a disease, or a psychosis; once the ailment is known, a treatment can be readied but this spell offers no assistance with that directly

Courage of Leo * – by touch the caster can remove fear, whether magical or not, from any living creature; this effect lasts for 1 round, +1 round per level

Detect Curse – within 10 feet, the caster can determine if there is a curse on an object, person, or place; it does not allow one to know what the curse is, or does, only that it is present which greatly helps against cursed magic items

Detect Poison – within 10 feet, the caster knows the strength and location of any poison or venom

Lesser Incantation of Jupiter – any creature that has been summoned, conjured, invoked or evoked can be kept away (cannot approach within 15 feet) if it fails a Mental save; this spell has a duration of 10 minutes, +1 minute per level

Lesser Incantation of Venus – as the emotion spell found in the C&C PHB

Mnemonic Influence of Cancer * – the caster can quickly scan one page per level of any nonmagical document and have complete recall of its contents, able to write it down at any future point; as soon as the copy is created, the information is lost

Level IV
Crystallomancy – allows scrying as through a crystal ball, using any gem or crystal, of up to three targets per casting, the duration of the spell 1 minute per level

Detect Danger – within 100 feet, the caster knows if there is something that poses and immediate threat, but not exactly what the source. Exact location, however, is determined. This spell lasts for 1 round, +1 round per level

Fire Sign – this spell has three practical applications, one selected when the spell is cast: 1) as the fireball spell found in the C&C PHB except limited to 20 feet area of effect; 2) extinguish all nonmagical fire within a 100 square foot area; 3) dispel any magical wall or barrier made of ice or water

Greater Incantation of Mercury – as the Lesser version except the character can communicate telepathically rather than audibly; duration is 10 minutes per level and the range is 100 feet

Healing Influence of Virgo * – by touch , the recipient can be healed of any disease, the damaging effects of poison / venom, or have 1d8 HP restored at the caster’s choice

Lawful Influence of Libra * – any physical attack resulting in damage made against the caster is inflicted back upon the attacker, even if the attack was magical or ranged; healing energies are not transferred and there is no reduction in damage dealt to the caster. The spell persists for 3 rounds, +1 round per 3 levels

Lesser Incantation of Saturn – for 3 rounds, +1 round per 3 levels, the caster is shielded in a 1 foot radius magical force field that reduces damage from physical attacks, including magical ones, to half; if the attack allows a save, the caster is assumed to have made the save before rolling the check, and if successful, results in suffering only ¼ damage. This spell does not inhibit the caster in any way

Water Sign – when cast, the caster selects one of three effects: 1) as ice storm found in the C&C PHB; 2) for 1 hour per level, the character can breathe and act normally when underwater; 3) dispel any magical wall or barrier made of fire

Level V
Air Sign – the caster selects one of the three options: 1) any creature weighing less than 400 pounds in a 100 foot area are picked up and thrown 1d4x10 feet in any direction, inflicting falling damage and requiring a Constitution save to avoid being stunned for 1d4 rounds; 2) as the fly spell from the C&C PHB; 3) dispel any magical wall or barrier made of stone or earth

Baser Influence of Scorpion * – any creature in 20 feet is entitled to a Wisdom save to resist feeling one of three emotions as selected by the caster (all experience the same effect): 1) Greed – the victim covets any treasure or object and will become argumentative and violent to protect what is considered “theirs”; 2) Lust – the victim seeks a mate, and if one is present, will attempt to embrace and perform even if normally despised but if there are none available, the victim(s) will leave to find one; 3) Fury – the victim enters a berserking state attacking indiscriminately at +1 to hit and damage. Regardless of the emotion, the spell effect persists for 1 turn.

Botanomancy – the caster gains an understanding of the magical and alchemical properties of any herb or plant, knowing exactly how to use it to get the best possible effect

Earth Sign – select one effect when cast: 1) one meteor per level is generated which can then be directed to attack any creature within 100 feet, hitting automatically but allowing a Dexterity save for half damage (which is 1d6 per meteor). These meteors can be directed at any number of targets, provided there are enough meteors produced, that are within a 20 foot area of effect; 2) create a 10 cubic foot passage through any stone or earth surface; 3) dispel and counter any magical wind

Greater Incantation of the Moon – for the 3 round, +1 round per level duration the caster is completely invisible and undetectable, even by magical means; use of this spell requires complete concentration and only slow movement (half normal rate) is allowed or the spell ends

Greater Incantation of the Sun – the caster glows extremely bright and any creature with sight that looks at the caster will become blind for 2d6 rounds; individuals with a light sensitivity are required to make an initial Dexterity save to shield their eyes or become permanently blind. In either case, a creature with a light sensitivity must retreat at least 20 feet away

Legend – as the legend lore spell from the C&C PHB

Truth of Sagittarius * – the recipient is entitled a Wisdom save, but if failed, must answer one question with complete honesty and truthfulness

Level VI
Chariot of the Sun – the caster calls a brilliant chariot adorned in flame which can support 6 individuals or up to 3000 pounds and can fly at a rate of 100 miles in one hour. The duration is 1 hour, +10 minutes per level. The chariot cannot be used offensively and doing so may anger some divine being

Circle of the Zodiac * – by making a circle and inscribing it with specific symbols, a physical location which cannot exceed 7 feet is made immune to scrying or crystallomancy; the spell lasts until the inscriptions fade or are destroyed

Curative Influence of Capricorn * – on touch, the caster can perform one these effects: 1) cure insanity; 2) restore a primary sense (sight, hearing, etc); 3) restore any damage attributes to their original values

Greater Incantation of Mars – for one round, +1 round per 3 levels, the caster gains proficiency with a single weapon of choice, a +2 bonus to hit and damage, and a double attack rate

Greater Incantation of Venus – double the effects of the Lesser version and allow a save at -4

Passage of Aquarius * – for 1 turn per level the caster is able to pass through any barrier, magical or not, provided the material being entered does not, naturally, cause bodily harm (for example, it is not possible to cross a river of lava with this spell because lava will harm the caster normally, but a prismatic wall could be crossed because light does not ordinarily hurt someone)

Theriomancy – by studying a creature or plant for one full minute, the caster is able to identify the species, its abilities, relative strength and basic nature essentially as if using the C&C assassin ability of case target; the range is 100 feet and the spell will work on any living or dead creature but not one which is not natural or was formed magically

Travel to Outer Plane – the caster can transport to any outer plane of choice, such as the Astral or an elemental plane, and can take one other individual per level on the journey

Level VII
Geomancy – over a 100 cubic foot area of rock or stone, the caster can ask any single question and get a complete and truthful answer, such as a detail about the location’s history, native inhabitants, lost items, construction, etc. With the right question, this spell can be very useful

Greater Incantation of Jupiter – at a range of 100 feet, the caster can banish any summoned or conjured creature (even one that has escaped from a failed ritual), dispel any non-permanent magical effect, or remove any curse; only one of these effects is permissible

Greater Incantation of Saturn – for 1 full turn, the caster and up to 7 allies are shielded in an invisible barrier that prevents damage of any kind but also makes spellcasting or moving out of its 7 foot diameter impossible; attacking by those within the barrier is not prohibited.

Hydromancy – as the geomancy spell but applicable to an area of water

Prophecy – the player and Castle Keeper should discuss this spell as it allows the caster to receive a vision of an event that must come to pass, whether it is about the caster or not, depending on the nature of a question asked as part of the casting process. How long it takes before the prophecy is fulfilled is entirely up to the Castle Keeper

Restorative Power of Pisces * – provided a being has died within 1 hour, this spell will restore life to that individual but it does not treat any conditions except death (so a poisoned person returns poisoned, or one missing a limb comes back with the same limb amputated, etc), leaving them at but 1d4 HP maximum. Further damage can be treated, of course

serleran
Mogrl
Posts: 13866
Joined: Mon Oct 13, 2008 7:00 am

Re: The Arcanum C&C

Post by serleran »

Black Magic

Level I
Arcane Bolt – targeted victim within 100 feet suffers 1d4, +1d4 per level in damage with a save allowed (Dexterity) to cut damage in half

Circle of Darkness – creates unmoving darkness up to 100 feet away filling a 20 foot radius, persisting for 10 minutes, +1 minute per level

Curse – caster must have line of sight on victim, who is then allowed a save to resist, but one of these effects is created at the caster’s selection: 1) Hex – the victim suffers -1 on all saves; 2) Aging – the victim ages 10 years; 3) Bane – victim is always uncomfortable and cannot sleep well, getting a -1 penalty on Constitution, Strength, and Charisma; 4) Ugliness – any positive Charisma modifier becomes a penalty and an already negative penalty is doubled. If the caster knows the true name of the victim, or is in possession of an item with significant meaning to the target, the save is waived. Effects last until the curse if broken.

Dark Omen – this is as the augury spell found in the C&C PHB except the symbolism of the omen received is sinister and fell

Detect Magic – as the detect magic spell in the C&C PHB

Disguise – for one hour, the caster appears exactly as a specific individual of any humanoid type, but it is an appearance only – no modification to voice, abilities, attributes, mannerism, knowledge, etc. Any impersonation attempt based solely on vision will succeed automatically. The disguise cannot be penetrated by magic as the caster truly transforms.

Evoke Spirits – the caster brings forth 1d3 minor spirit beings who can be compelled (no save), each able to perform one of these services: 1) reveal the meaning of a rune, sigil, or symbol; 2) deliver a message of up to 12 words to any named individual which is done within the hour; 3) identify the name of the last person / thing who owned an item now in the caster’s possession, ther name revealed being the common (not true) name

Mists – the area of effect is 10 cubic foot, +10 cubic feet per level which can be cast up to 100 feet away, and reduces sight to around 1 foot (effectively blinding those within it, though leaving it removes the blindness). The duration is 3 rounds, +1 round per level.

Protection from Good – as the spell from the C&C PHB

Bind Familiar – a necromancer or witch doctor can select the familiar they receive, but others who merely dabble in Black Magic must determine the familiar gained at random. Any creature which has no C&C equivalent will have to be developed by the Castle Keeper. This spell is the equivalent of the familiar spell found in the C&C PHB and has the same effects except for what creature is bound. No character may have more than one familiar, regardless of how that familiar is obtained. The possible results are:

d20 Roll ... Familiar
1 ... Dissembled Spirit
2 – 3 ... Rat
4 – 5 ... Bat
6 – 7 ... Owl
8 – 9 ... Wolf
10 – 12 ... Raven
13 – 15 ... Black Cat
16 ... Grimalkin (Shadow Cat)
17 ... Alastor (Evil Genius)
18 ... Imp
19 ... Gremlin
20 ... Manes

Level II
Control – any single creature within hearing range, and which can understand the caster, is able to be targeted. A failed save results in that person being completely within the physical control of the caster, who can make the victim move, attack, perform other actions, and so forth. If the caster attempts to force the victim to do harm to themselves, a second save is allowed. The duration is 1 hour.

Detect Presences – within 20 feet, for 1 turn, the caster is able to detect the presence of any invisible, ethereal, astral, or spirit being but not what type or how powerful it might be… only where it is.

Image (Black Magic) * – the caster must first acquire a mandrake root and an item of significance to the intended victim before this spell can be cast which takes a full week (8 hours per day). Once made, the caster may use the device made to inflict terrible agony on the victim who must be within 1 mile, +1 mile per level, by sticking a pin into it. The location of the pin determines which limb is affected, such as arm, leg, or hand. Loss of sight, hearing, or use of a limb is possible as well, provided the caster sticks in the pin and leaves it there. There is no save against this effect but it causes no damage – just excruciating pain (which can have any number of possible side effects, as determined by the Castle Keeper). The caster may continue to use the image for a specific victim for as long as the image remains in existence; if the image is destroyed without first removing its power (to do that requires soaking it in holy water or casting remove curse upon it), the person the image is made for suffers 3d8 damage (half of which cannot be healed except by magic), a save allowed to reduce this by half.

Mists of Sleep – the spell can be cast up to 100 feet away and creates a 10 cubic foot area of effect, +10 cubic feet per level. Anything caught in the cloud must save (using Constitution, not Wisdom) or fall asleep, regardless of their level or HD. Bonuses such as an elven sleep resistance is reduced by half but immunity remains. Creatures which are asleep when the spell hits them receive no save. The duration is 1 hour, +10 minutes per level.

Necromantic Healing * – the caster can restore 1 HP, +1 HP per level, by touch; if used on a demon/devil or an undead creature the spell can restore double the usual amount

Pain – for 1 round, +1 round per level, if the victim fails to make a save, they are in terrible pain and unable to cast spells or attack, though movement is possible at half normal rate. The range is 100 feet.

Speak with the Dead * – as the spell from the C&C PHB

Conjure Undead * – the caster creates a weak undead (a subpar skeleton or zombie) from an existing corpse (which is the component) and commands it to perform a basic function such as to deliver a message in written form, carry an object, or perform a manual task. Once it has done its duty, the undead crumbles, destroyed

Level III
Animate Dead * – as the spell found in the C&C PHB except the caster can create one undead per level, per casting

Infernal Circle of Flame – the caster makes a 10 foot radius circle of hellfire which, if any creature (except a being from the infernal realms) crosses it, takes 1d6 per level in damage, a save allowed to reduce damage to half

Malediction – any single target up to 1000 feet distant can be made to suffer one these effects, if a save is not made to resist: 1) a single type of animal responds with hostility to the victim; 2) the victim has a 50% chance to drop hand-held items whenever faced with danger; 3) the victim is unable to rest or sleep, losing the will to live over a period of days equal to Wisdom + Charisma, one of the two lowering by 1 point per day until it reaches zero and the victim dies. If the caster knows the true name r has some object of great personal meaning to the victim, the save is assumed failed

Mists of Entrapment – creates a 10 cubic feet, +10 cubic feet per level area which, if entered, allows a Strength save or the effect is as if being paralyzed rendered unable to move or attack. The spell lasts for 1 turn, +1 round per level

Necromantic Shapechange * – the caster is able to transform into a large vampire bat, a dire wolf, or a gaseous cloud (as the spell in the C&C PHB) during which the caster retains HP (and does not heal any.) Spellcasting while in an altered form is not possible and animals are not fooled by the transformation unless they are especially vicious. Any number of changes can be made between forms during the 1 hour duration but it takes at least one full round to do so

Repel – any living creature that comes within 10 feet of the caster must make a save or be unable to approach further, making melee against the caster impossible. Especially evil creatures, such as demon-possessed individuals must still save but receive a +2 bonus

Level IV
Contact Lower Plane – the caster makes contact with a specific greater demon / devil and may ask that creature one question which will be responded to truthfully, except if the question pertains to a true name. The caster must know the common name of the demon / devil to be contacted.

Mists of Strangling – as the cloudkill spell found in the C&C PHB

Paralysis – by touch, a victim is paralyzed for 5d4 rounds, no save allowed

Phantom – the caster brings forth an incorporeal creature (use the same basic monster stats as for a wraith except it does not have the ability to cause level loss) made of shadow (it is therefore guaranteed surprise in darkness) which can strike twice per round for 1d8 damage (if both attacks hit, it can then inflict 1d8 damage per round, automatically, as if by a bear hug) and despises bright light (it has a double penalty light sensitivity) although it can see 120 feet in darkness (including magical darkness.) Furthermore, a phantom is immune to fire, cold, lightning, poisons, or any type of control / manipulation. A phantom can only be struck by magical weapons but it can be turned / destroyed as if a rare undead. When the phantom is created, the caster must sacrifice 1 HP per HD; each HP given up gives the phantom 1 HD (d8). The caster cannot heal or restore these lost HP until the phantom is dismissed or destroyed. The phantom serves the caster without question and there is no limit, except the HP total of the caster, to the number of phantoms a caster can have in their control at any time

Wither Plants – at a range of 100 feet, all plants within a 10 foot, +10 feet per level, area are destroyed; intelligent plants are entitled a save

Wings of Darkness – as the fly spell except it actually forms large black wings on the caster’s body which might have some minor effects in some situations

Level V
Coercion – the caster must make a graven image out of wood or wax in replication of the intended target, a process which takes a full week (8 hours per day). Once the image is made, it is burnt over an open fire and the spell cast. Wherever the victim is, they feel extreme pain, and a save is made – if it succeeds, the spell has no effect. If it fails, the victim is bound to obey one single command of the caster. The same graven image can be used until the victim makes the save three times at which point it is destroyed

Energy Drain * – by touch, the caster drains an enemy of 1d4 HP per level, the damage unable to be regenerated or healed by nonmagical means. Extraplanar creatures and the undead are not affected by this spell. A Constitution save reduces damage by half.

The Evil Eye – as the true seeing spell found in the C&C PHB except it also functions as find traps and also allows the caster to gain the benefits of the C&C assassin’s case target ability, allowing the caster to identify any weaknesses, vulnerabilities, fears, and the like of those within visual range

Mists of Death – any creature that enters, or is caught within, the 10 cubic foot, +10 cubic feet per level, area of effect must make a Constitution save (each round within the cloud) or die within 1d4 rounds. This is considered a poison-based attack so a resistance to such should apply. The range is 100 feet. If a victim receives a neutralize poison spell before they die, they are immune to this spell for its duration, which is 1 turn

Terror – the caster radiates a terrible aura of fear, as if a dragon of age 12; anyone who fails to save will drop all handheld items and retreat as quickly as possible, including leaving treasure, fallen comrades, and the like behind. The fear effect is a 20 foot radius and those affected by it cannot return for 30 minutes; if somehow restrained, they gain the effects of a berserk (use the 3rd print C&C barbarian class, or whatever other rules are desired) in attempt to be able to get away.

Witchwind – the caster selects one of the following effects: 1) Whispering Wind: a message of up to seven words can be carried a distance of up to 100 miles. It can be delivered to a single individual or to a select group of people (such as a specific race or class, or nation) provided they are within 1 mile of the path of the wind (this is subject to the Castle Keeper’s ruling); 2) Sail: the wind moves a sailing vessel in any direction of the caster’s choice up to 100 nautical miles; 3) Extinguish: all nonmagical fires within a 100 feet radius are snuffed, unable to be rekindled for a full day

Level VI
The Black Wind – the spell creates a 10 cubic foot cloud that can move a maximum of 100 feet from the caster, directed to do so by the caster. Anything caught in the cloud must save against Constitution or be blinded for 2d6 rounds, summoned and conjured creatures must make a Mental save or be sent to their own plane / destroyed, and take 1d8 damage. The duration is 1 turn.

Death Hand – by touch, the caster may attempt to kill any living creature. If a save is failed, the victim dies; if the save is made, the victim loses half remaining HP, to a minimum of 1

Possession * – the caster leaves their own body to usurp the body of another, as if casting magic jar. The caster retains spellcasting abilities but gets the physical characteristics of the victim. A detect evil spell will reveal the presence of the caster but it requires use of the exorcism spell to forcibly remove the caster from the victim’s body. The range of the spell is 100 feet but duration is indefinite, at least, until the victim’s body is destroyed or the caster exorcised. While the caster is in the body of another being, their own body does not deteriorate but should be well guarded for, if it is destroyed, the caster will have no place to return (this is sometimes a favored tactic of fiends to enforce a pact agreement.)

Reveal the Past * – as long as some fragment of a one-living creature can be found in the 100 cubic area of effect, the caster can use them to uncover any information about the location desired simply by asking questions. The spell lasts for 1 hour. Many spellcasters will put skulls or finger bones in hidden locations so that, should it be necessary at some future point, they can retrieve knowledge of all that has transpired since their placement

Unholy Word * – there are two effects of this spell, chosen when the spell is cast: 1) Dispel – any single control or manipulation spell such as charm, fear, haste, etc is ended for all individuals affected by it within hearing distance and all undead that have been turned, but not destroyed, will be able to react as normal; 2) Alliance -- any undead within hearing distance that have fewer HD than the caster has levels are considered controlled by the caster, giving them a +2 HD bonus to resist being turned / destroyed, this effect lasting for 1 hour

Level VII
Death Magic – any creatures within 20 feet of the caster that have either fewer HP or HD must make a save or die

Destruction – a 10 cubic foot area of non-living material instantly falls into ruin and is destroyed, such as the support beams of a roof or bridge, the stone archway of an entrance-way, etc. The range is 100 feet

Ghost Wind * – creates a 100 cubic foot area that can, at the direction of the caster, move up to 1000 feet away. Anything caught in the wind must make a save or become permanently insane

The Great Curse – when cast, the spell has one of the following effects: 1) Raze – as long as the caster holds some sort of vegetation from the area to be affected, a 100 square foot area is razed and withered, unable to grow again for at least 1 year; 2) Ruin – if the caster has been inside a building or location for at least 1 hour, that place will crumble and fall into complete ruin over the course of 13 days; 3) Death – by looking into a victim’s eyes, the caster forces a save vs. death which, if unsuccessful results in death on the spot, but a successful save means the victim dies within 1d6+1 hours unless the curse is removed and the victim exorcised

Soulstone – this is as magic jar except that, when it is successful (the victim is entitled to a save to resist), the caster gains one ability the victim had, such as heightened Strength, spell knowledge, the ability to fly, etc as determined possible by the Castle Keeper; alternatively, the caster can gain 25% of the victim’s HP as a bonus to their own. Further, once per month, the caster can ask the captive one question which must be answered truthfully. No caster may have in their possession more than one soulstone of their own making but they can acquire additional ones through theft, murder, and other illicit actions

serleran
Mogrl
Posts: 13866
Joined: Mon Oct 13, 2008 7:00 am

Re: The Arcanum C&C

Post by serleran »

Divine Magic

Level I
Blessing * – for the 1 turn duration, a touched creature gains a +1 bonus on all saves and to AC (or +1 when using a defensive combat maneuver, such as dodge or parry)

Charisma – the touched individual gains a +1d4 bonus to Charisma for 1 turn

Circle of Light – as the light spell from the C&C PHB except it is a 10 foot radius, lasts for 1 turn per level and has a range of 100 feet

Detect Magic – as the spell from the C&C PHB

Divine Light * – deals 1d4, +1d4 per 3 levels, of damage to any creature struck with a save against breath weapon allowed to cut it in half; undead and evil extraplanar creatures suffer double damage

Faith Healing * – by touch, any creature of the same religion as the caster is restored of 2 HP, plus the level of the caster; a non-member of the faith is healed of 1d4 damage

Omen * – as the augury spell found in the C&C PHB

Protection from Evil – as the C&C version of this spell from the PHB

Purify Food and Drink – as the spell available within the C&C PHB

Level II
Cure Disease – the recipient is healed of any single disease; if they suffer from multiple illnesses, multiple applications of this spell is needed

Cure Paralysis – by touch, the target is freed from any paralysis effect except constriction

Detect Good/Evil – as the spell from the C&C PHB

Dexterity – for 1 turn, the recipient gains a +1d4 bonus to Dexterity and is considered to have Dexterity as Prime if it not already

Perception -- for 1 turn, the recipient gains a +1d4 bonus to Wisdom and cannot be surprised

Remove Curse – compare the caster’s level to that of the caster of the curse or malediction: if the caster of this spell is higher, the removal is automatic; otherwise, a Wisdom check is needed to remove the curse

Sanctuary * – an area of up to 100 cubic feet can be declared as a sanctuary which provides, to those within it, complete protection from hostile and aggressive actions provided that, at the time of the casting, those within the area were not hostile and that those originally in the area do not perform any hostile action while the spell persists (the maximum duration is 1 hour.) Further, the spell magically seals all entrances so that those not present when the spell was cast become prevented from entry (without magical means) although those protected are free to leave the effects (but cannot then return.)

Strength – the recipient gains a +1d4 bonus on Strength, treating it as Prime if it is not for the 1 turn duration

Will – any save that requires a mental attribute gains a +4 bonus for the recipient; the spell lasts for 1 turn

Level III
Create Food and Drink – as the spell from the C&C PHB

Cure Insanity – the spell restores mental faculties to the target, from insanity to confusion to feeblemindedness. Any deep-rooted character flaw, such as a phobia, can also (on a 1d20 roll of 20) be removed. One such check is allowed per caster level.

Free Will – the recipient is freed of any mental domination, such as charm, hypnosis, suggestions and the like

Prayer * – the target gains a +2 bonus on all saves and AC (or +2 when using a defensive combat maneuver.) In addition, the target gains +2d8 temporary HP. The spell persists for 1 turn

Safekeeping – the caster designates one single object in their possession which is to be protected. This spell is then cast and that object becomes impossible to steal or be taken by anyone but the owner, unless the owner decides to allow someone to have it (whether coerced or forced.) If someone other than the owner even touches the object, they suffer 1d4 electrical damage each time (and yes, this can be cast upon a weapon and used offensively to inflict additional damage.) A caster may have but one item protected by this spell at a time, and the duration is 1 day.

Sensory Restoration – on touch, any single natural sense (sight, hearing, etc) is restored even if the organs needed are not present

Speak in Tongues – for one hour, any person the caster touches gains fluency in a single language of choice

Level IV
Circle of Divine Protection * – creates a 7 foot radius through which a specified type of creature cannot enter. The most often cited beings are undead, demons, or devils

Detect Lie – for one minute, if the caster is in hearing distance and can understand the language being spoken, they will know if a false statement is being made

Divine Guidance * – the caster gains a direct, honest, truthful answer from their Deity in answer to a specific question. The Castle Keeper should remember that this spell is much more powerful than the Level I variety

Eternal Flame * – creates a small (7 inch diameter) sphere of pure white flame which can be used in one of these ways: 1) when placed into a temple brazier, the flame burns forever and no power short of the caster’s Deity can extinguish it. Any followers of the same faith within 100 feet of the flame receive a +2 bonus on all saves; 2) as long as the caster holds the flame (it will deal no damage), anyone within the 20 foot area of effect allied with the caster gets a +1 bonus on all saves. Use of the spell in this way prevents the caster form performing any actions with their hands; 3) placed upon the end of a staff or other object, no undead or demon/devil will approach within 10 feet. The duration is permanent

Exorcism I – this spell can forcibly remove any possessing spirit, but only one at a time, and the being is allowed a save; it can also work against certain Black Magic spells as noted

Safe Passage * – the caster creates a 1 foot wide path which extends 100 feet, +100 feet per level which, if followed and walked on (movement beyond walking speed ends the spell) provides complete protection from damage and spell effects to all who walk the path, provided no one takes any hostile action. The caster, alone, can easily see the path and need not check to follow it; everyone else must make an Intelligence or Wisdom (whichever the caster chooses) at every 300 feet or stray, ending the spell effects for them; once one has walked off the path, there is no coming back for this casting. Once movement has begun, it must continue to the end or the spell terminates

Spiritual Shield – any practitioner of Divine Magic can be targeted by this spell which grants immunity to possession, immunity to mental domination or control, and immunity to all forms of detection, magical and otherwise for the entire 1 hour duration

Waterwalk – the caster is able to walk upon the surface of water or another liquid as though it were solid for a distance of 100 feet, +100 feet per level

Level V
Exorcism II – this spell affects a building or dwelling and allows the caster to remove any possessing spirit from the location, one at a time; it also forces any creature that is possessed, and inside the building when the spell is cast, to flee. A save is allowed for the building haunt but not for creatures that are required to flee

Minor Miracle * – this spell can perform one of the following effects each time it is cast: 1) as the heal spell except all HP are restored; 2) create a 10 cubic foot area in which immunity to all weather and environmental conditions is enjoyed, this lasting for 24 hours; 3) prevent the accidental fumbling or failure of an action, such as a missed save when performing a critical skill or an important attack that was missed. This effect needs to be carefully monitored as to not be too powerful. It does not reverse the effects, necessarily, but lessens them as to be non-damaging.

Oath – this requires compliance (coercion or force will not allow this spell to function as the recipient must be willing, of their own accord) from the recipient and the caster. The recipient must swear to uphold some arrangement and, if they do not, will die within 7 days, no save.

Supplication * – the touched target gains a +3 bonus on all saves and AC (or +3 when using a defensive combat maneuver.)

True Sight – as the spell from the C&C PHB except that traps are also detected

Warding – the caster can use the spell in one of these ways when cast: 1) immunity to a specific weapon type, such as daggers or long swords; 2) immunity to a single type of elemental damage; 3) immunity to any single, specific spell. If the spell to be rendered immune against has different casting options, the caster must select which of those options to be immune to, and the others are unaffected. This spell lasts for 1 hour

Wings of Heaven – as the fly spell from the C&C PHB

Level VI
Enlightenment * – the caster asks their Deity about a specific subject and gains greatly detailed information about it, as follows: 1) Objects/Devices – the caster knows the complete history, any legends about the item, its powers and abilities, and any charges it might have; 2) Unknown Plants / Animals – the caster gains detailed information about anatomy, the uses a given plant or animal might have in magical (and alchemical) practices, the abilities and habits, etc; 3) Buildings/Structures – the caster learns who built it, when, why, and what it contains, where all secret doors are located, how to access and any secret powers or things within it. The Castle Keeper should be very careful with this spell as it is incredibly powerful

Exorcism III – as the previous exorcism I spell except that is will allow fiendish possessions to be affected as will possessions of items, including sentient weapons housing Evil intelligence; a save is allowed for the inhabitant

Holy Word * – the caster selects one of two effects when casting: 1) Dispel – any single control type such as haste, charm, etc within listening distance is broken for all creatures in the same range, whether they can understand or not; 2) the caster automatically turns undead, even those which might be immune, equal to a number of HD + Level, doubled. If the undead turned have 4 HD fewer than the caster, they are destroyed and do not count against the HD limit

Part Water – as the spell from the C&C PHB

Return to Sanctum – as the word of recall spell from the C&C PHB

Soul Search * – regardless of location, even across planar boundaries, the caster is able to locate and track a specific known individual for 24 hours

Travel to Astral Plane – the caster plus one additional person per level are able to enter the Astral Plane

Truth – the caster can force any being, even deities, to answer a question honestly provided the caster and target are able to communicate with each other; a save is allowed, but is made at -10

Level VII
Awe * – anyone who sees the caster will have to make a Wisdom save; if the save is made, the affected creatures still back away from the caster for 3 rounds. Only Evil beings will attempt to attack the caster, and then, only if they made their initial save. Anyone that fails the save will not interfere with the caster (and allies) in any way as long as the caster (and allies) do nothing to them. The maximum range this extends is 100 feet.

Banish – any summoned creature can, if it fails a save, be immediately returned to its home plane

Divine Symbol of Power – the caster may choose any symbol of power effect as noted below, the effect lasting for 1 round, +1 round per 3 levels.

Symbols of Power
All-Seeing: dispels all illusions and reveals the invisible

Apathy: for 5d4 rounds, all affected seeing the symbol are disinterested and bored, with a 75% likelihood of wandering off per round; Wisdom save is allowed

Antipathy: for 5d4 rounds, all seeing the symbol are encouraged to be as violent as possible, dealing +25% more damage; a save is allowed

Command: on a failed save, those who see it must obey one order, chosen before the symbol is made

Confusion: as the spell from the C&C PHB

Demon’s Bane: any demon seeing the symbol suffers 1d8 damage per level of the caster

Devil’s Bane: any devil seeing the symbol suffers 1d8 damage per level of the caster

Disperse Energy: any wall, sphere, or force effect (such as the shield spell of the C&C wizard class) is dispelled

Dragon’s Eye: creates an effect as per a dragon’s fear of age 12, saved against at -6, lasting for 5d4 rounds

Energy: anyone seeing the symbol must save vs. Constitution or be rendered unconscious

Elemental Power: deals 1d6 damage per level to anyone within 60 feet; the type of damage is selected by the caster. This happens one time, when the symbol is made

Eye of Fire: all flammable objects within 120 feet combust without a save

Freedom: all within visual range are released from any form of bonds, restraint, or entanglement (this has no effect on a Pact or an Oath, however.)

Free Will: all within the visual range are freed from any mental compulsion or control, such as confusion or charm

Gate: the symbol opens a gate to a plane of the caster’s choosing, as the spell found in the C&C PHB

Imprisonment: those failing a save are trapped within their own cube of force for 5d4 rounds, unable to affect or be affected by anything

Insanity: a failed save results in becoming insane in a random way

Light: anyone seeing the symbol must save or be blinded for 5d4 rounds

Pain: anyone seeing the symbol suffers a -4 penalty on Constitution saves and must make a Strength save or be incapacitated for 5d4 rounds

Silence: all, except the caster, who see the symbol are rendered incapable of speech for 5d4 rounds

Spirit’s Bane: any spirit being that see the symbol takes 1d8 points of damage per level of the caster, this happening once only


Exorcism IV * – as the combined effects of all previous exorcism spells, able to remove any number of possessing beings from a person, thing, or building. If the being to be exorcised has fewer HD than the caster has levels, there is no save allowed

Miracle * – the caster may select one effect when casting this spell: 1) return to life, regardless of how or when, any deceased person as long as some part of that person is available, including dust or ash. Such a being is returned to full health, with no lingering ailments. However, for 1d6x10 minutes, the individual is disoriented and confused; 2) restore any lost limb, organ, or other body part as per the regenerate spell. It can also regain levels lost to energy drain, one level per casting; 3) creates a 1000 cubic area (wall, cube, or sphere) of impenetrable force in which the caster and anyone else is immune to damage of all kinds, cannot be detected magically, and cannot be externally communicated with for as long as the caster maintains complete concentration (and up to 10 turns maximum); 4) prevent a natural disaster such as a volcanic eruption, earthquake, or typhoon for 1 hour per level; 5) render an item or area (10 cubic feet) completely devoid of magic for 24 hours, during which no spell can be used and all abilities are lost

Omniscience * – the character knows all information available about everything within a 100 foot radius; the Castle Keeper should be very careful with this spell

Retribution * – if the caster has been faithful, and the Castle Keeper deems its use appropriate, the caster may perform one of the following: 1) one individual can be banished to the lower planes, whether they are alive, dead, or native to that place or not, a save to resist allowed but at -6; 2) Seven-Year Curse: a town, or area of up to 10 square miles can be made to suffer a drought, plague, or other malefic curse for a period of 7 years

Word of Command – this is as the command spell from the C&C PHB except that it affects every non-allied creature able to hear the caster, does not require understanding to function, and can be up to 3 words in length; a save is allowed to resist

serleran
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Re: The Arcanum C&C

Post by serleran »

Elemental Magic

Level I
Animal Mimicry – the caster is able to perfectly imitate the sounds made by an animal; this does not allow speech, but it might be used to frighten an animal, to lure it away, or to distract it. The duration is one round per level

Detect Magic – as the C&C spell found in the PHB

Eldritch Fire – deals 1d4, +1d4 per 3 levels damage to any creature hit by it with a save allowed for half damage. The spell has a range of 100 feet and also may (50%) ignite flammable objects along its path

Fog – creates a 100 x 100 x 100 cube of dense fog that limits mobility to 10 feet, if those inside do not move faster than half normal movement. If anyone attempts to move more quickly, they must make a Wisdom save or fall prone. The fog can be directed to move by the caster at a 10 foot speed, to a maximum of 1000 feet away. The duration is 1 hour

Locate Animal – the caster can locate a single species of animal provided it is native to the environment and within a 1 mile radius. Once found, the caster can find the exact location of the animal provided it has not left the 1 mile area of effect within the hour long duration

Minor Healing – the caster is able to, upon touching another, heal 1d3, +1 per level HP of damage

Night Vision – the recipient of this spell receives either twilightvision or darkvision at the option of the caster; if the target has both, vision ranges are doubled. Any target up to 100 feet away can receive the spell and the duration is 1 hour, +10 minutes per level

Predict Weather – the caster is able to tell the weather, and its severity, within 24 hours per level

Speak with Animals – as the spell from the C&C PHB except this allows communication with a single type of animal per casting

Level II
Blending – if the caster remains motionless in a natural environment, this spell acts as invisibility; if the caster moves, there is a 50% chance the spell ends

Eyes of the Hawk – for 10 minutes per level, the caster is able to see at greatly extended distances and see clearly minute details at range. The most direct result of this is a reduction or elimination of range penalties

Frost – the spell can either be cast to cover an area of 1000 square feet or an individual. If cast on an area, any who enter it must make a Dexterity check or fall prone, taking 1d3 damage from the unexpected slip; if cast on a person, a Dexterity save is allowed or that individual is effectively paralyzed and unable to speak. The duration is 1 turn

Locate Plant – as the locate animal spell listed above except specific to plants or herbs

Locate Water – as the locate animal spell except it detects the nearest body of water, regardless of the condition (which may be stagnant or unsafe) or location (which can be underground or even, in some cases, high above the character in clouds)

Read Tracks – the caster is able to determine the number of individuals in a group that left tracks, the age of the tracks, the condition of the individuals leaving them and other numerous abilities as per the skill of the same name

Trail Erasure – the caster eliminates evidence of any tracks, clearing 10 feet per level, making it impossible to use those tracks for tailing or tracking purposes

Warp Wood – as the spell from the C&C PHB

Water Breathing – the caster or a touched recipient gains the ability to breathe underwater for 1 hour; for each level gained, the caster can affect an additional target or add 1 hour to the duration

Level III
Influence Animals – animals within 100 feet can be made to become friendly toward the caster or hostile toward the caster’s enemies. Those made friendly can be asked for aid, such as with locating something or with physical work; those made hostile will be able to hunt or attack any individual designated by the caster as a foe. The maximum distance the animal will travel is 1 mile and the influence persists for 1 hour. Under no condition will the animal do something against its nature. The maximum number of animals the caster can affect is half level, regardless of HD.

Neutralize Poison – as the spell found in the C&C PHB

Plant Control – when cast, the spell performs in one of these ways, within a 10 x 10 x 10 foot cube: 1) Barrier – vegetation becomes so thick that it acts as a wall, requiring time to (1d20 rounds) to hack through, half as long to burn; 2) Pathway – clears a path through an overgrowth, either one created by magic or the environment; 3) Shape – the plants assume any shape or form suited to their type, such that a tree might become a hut, a vine could become like rope, and the like. This spell does not animate or move the plant, just changes its appearance; 4) Entangle – as the spell from the C&C PHB. Effects without a listed duration are permanent.

Resist Fire/Cold – the caster selects either fire or cold and becomes immune to the nonmagical effects of that choice, further gaining a half damage resistance against magical attacks of the same type, with a successful save (when allowed) reducing damage to 25%

Speak with Plants – as the spell in the C&C PHB except the caster must select a specific type of plant although a generous Castle Keeper could allow a category of plants, such as tree, vine, flowers, etc

Summon Animals – within 1d3 rounds, if there any animals of the type the caster selects at casting within a 100 foot, +100 feet per level, radius 1d4 of that type will appear and help the caster as directed

Temperature Control – the caster can modify temperature within ±10 degrees Fahrenheit, per level, within an area as small as 1 foot to up to 10. Any additional effects of a very high, or very, temperature are left to the Castle Keeper to decide. The caster is always immune to the effects created by this spell when cast. Duration is 1 hour, +10 minutes per level

Windsong * – the caster can issue a mental message to any animal or humanoid creature within a 1 mile radius, +1 mile per level, which can be up to 12 words in length and receive a reply. This spell has been modified from the source material because it effectively duplicates an existing spell, of the same spell level, without any improvement.

Level IV
Animal Control – the caster can direct the actions of 1 animal per level, having the creature do their bidding even if the animal would not otherwise; the animal(s) affected receive a saving throw to resist the effects and those normally not engendered to the caster immediately become hostile after this spell completes. The HD of the animal(s) are irrelevant for this effect. Duration is 1 hour, +10 minutes per level.

Control Winds * – the caster selects one effect when cast: 1) Calm – any magical or nonmagical wind, such as a tornado, a whirlwind, dust storm, etc is dispelled; 2) Direction – the caster changes the direction of a wind effect by a maximum of 180 degrees or can simply prevent the wind from progressing in its current direction; 3) Whirlwind – this form can be controlled up to 100 feet away and it can be used to disperse insects, mists and clouds (even magical ones), gasses, dusts, and extinguish non-magical flames. Furthermore, any small sized sailing boat can be capsized. A whirlwind is not strong enough to lift objects (other than as mentioned) and cannot hurt creatures. There are no saves for any of these effects, and they are instantaneous

Plague of Locusts – generates a 100 x 100 x 100 cloud of flying and crawling locusts which can be controlled up to 1000 feet away, moving at a rate of 100 feet per round. Any vegetation in the path is consumed, destroyed. Living creatures (the undead are unaffected) in the path take 1 damage per level of the caster, per round they remain in the cloud and are required to make a save against fear or move in a random direction for 1d4 rounds. Smoke or flames will keep the locusts at bay. The duration of this spell is 1 turn, +2 rounds per level

Protection from Insects – for the 10 minute duration, the caster and any ally within 10 feet is protected from insects of all kind

Rainstorm – the spell creates a heavy rain fall which turns unworked dirt into mud resulting in a movement penalty of half for anyone in the 100 x 100 foot area of effect. Any nonmagical fire is extinguished if exposed. If indoors or in an environment where this spell would have little effect, the Castle Keeper can modify the results or rule the spell ineffectual. In any case, the spell has a 1000 foot range and a duration of 10 minutes

Ring of Fire – for one hour, the caster is surrounded by a magical fire out to 10 feet in radius which, if anything tries to cross, inflicts 3d8 damage; nonmagical weapons, such as missile attacks, that cross the barrier are destroyed before making contact whereas those of a magical nature must save or be destroyed. The duration is 1 turn, +1 round per level

Ring of Ice – the caster is surrounded by a 10 foot high wall of 2 foot thick ice, out to 10 feet in a radius. Anyone trying to get to the caster must first cut through the wall which tries to heal itself, requiring 1d10+10 rounds to make a breach; the wall can be climbed, but it requires specialized skill or tools and still takes 3 successful checks or the attempt fails. The spell effect is permanent until the caster dismisses the wall or 2 holes have been carved out it. Note, that while within the wall, the caster cannot attack without making a hole

Thunderbolt – can be cast out to 100 feet and then causes anyone within 20 feet of the target point to make a save to halve 4d10 electrical damage; a separate Constitution save is needed to resist being stunned for 1d6 rounds

Level V
Control Water * – the caster can disperse up to 100 x 100 x 100 feet of water, magical or not, so that the caster is unaffected by it. This includes ice allowing a caster to pass through it without difficulty or damage, up to maximum movement speed

Elemental Shield – the caster is protected by all nonmagical elemental forces such as heat, cold, winds, etc and suffers half damage from any magical source of elemental damage, half again if the save is made. Spell duration is 1 hour

Ice Strom – as the spell from the C&C PHB

Plague of Spiders – as the plague of locusts spell except the damage is 1d4+1 and the creature called are arachnids. This spell cannot cross a body of water.

Protection from Animals – no animal can come within 10 feet of the caster for 10 minutes

Protection from Plants – plants of any type are prevented from coming closer than 10 feet of the caster for the duration of 10 minutes

Rock to Mud – as the spell in the C&C PHB

Summon Plants – this spell can only summon plants with motive powers such as shambling mounds, treants, or assassin vines but it is otherwise as the summon animals spell

Level VI
Control Fire * – the caster can extinguish any fire source within a 100 x 100 x 100 foot area or pass through up to 100 feet of flame or magma without damage; the duration is only long enough for the caster to cross the barrier (roughly 1d3+2 rounds) without stopping

Earth Lore – the caster may ask three questions and receive the truth about anything that has transpired over, in, under, or upon a 100 x 100 x 100 foot area of dirt, sand, or rock. Each questions requires 1d10 minutes before being answered

Environmental Adaptation * – the recipient is made to be the equivalent of a native creature to a harsh environment, such as a tundra, desert, or underwater, gaining whatever natural (nonmagical) abilities needed to survive. The duration is 1 hour, +1 hour per level

Firestorm * – the spell covers a 10 x 10 x 10 foot area and can be cast from 100 feet away. Any creature within the area suffers 5d10 damage and all flammable or liquid objects that are not immune to fire are incinerated. Soft metals such as gold are 50% likely to be melted (but not ruined, unless shaped into something.) All other items save against destruction or they are lost

Insect Swarm * – as creeping doom from the C&C PHB

Pass through Plants and Trees – the caster leaves no trails at all and cannot be tracked when walking through or over a woodland environment; further, the character can step into one area of a plant, such as the trunk and exit from the same part of another provided the second is within 100 feet. The caster is immediately slain if the spell ends and the caster has not left a plant or if the plant the character has entered is destroyed. The duration is 3 rounds, +1 round per level

Quagmire – the spell can be cast from 100 feet away and affects an area of 20 square feet, transforming it into a slick morass sucking any creature down into it. Initially, a Dexterity save is allowed to avoid the spell completely, but failing that means the character has fallen in. Such individuals have 1d4+1 rounds to make 2 consecutive Strength saves (one try per round) to crawl out and escape; those who do not die at the end. A creature that is large (at least 10 feet tall – a giant, for example) will not die from the spell but will be completely trapped, unable to move or break out.

Conjure Elemental – using at least 3 pounds (or the equivalent of a large bonfire for a fire type) of raw material, the caster is able to create an elemental and command it. The spell requires 1 hour of casting time and the elemental remains conjured until it is destroyed. It has a number of HD equal to the level of the caster minus 4

Level VII
Call Woodland Creature * – the caster can request aid from 1d4 creatures of a single type, usually fey (pixies, sprites, etc) but it can be any creature native to the woodlands which will arrive in 1d3 minutes. They will then serve the caster’s commands for a maximum of 1 hour and then leave

Control Earth * – the spell affects an area of 10 x 10 x 10 feet and can be cast up to 100 feet away, generating one of these two effects: 1) Erode – provided a barrier or wall is made primarily of stone or rock (or brick), whether it is magical or not, it is destroyed (or at least the portion that the spell can affect); 2) Quake – as the earthquake spell of the C&C PHB

Control Weather * – as the spell in the C&C PHB, treating the caster as a druid

Lightning Storm * – all creatures within a 100 x 100 x 100 area are blasted with lightning bolts, suffering 6d10 damage per round, with a save vs. breath weapon allowed to resist half; the spell remains for 1 round, +1 round per 3 levels. If the spell is cast over a body of water, the area of effect is doubled. This spell cannot be cast underground but it also does not require a natural storm (as would call lightning)

Pass through Earth and Stone – as the spell passwall from the C&C PHB except the character’s movement speed is multiplied by 10 when walking through stone or earth

Petrification * – the spell may be cast up to 100 feet away and, if the victim fails a save, is turned into stone as if petrified by a medusa; the effect lasts for 1 hour per level. Alternatively, the spell can be reversed to transform a stoned individual back to flesh

Tempest * – the spell creates a massive storm covering a 1000 x 1000 foot area in which all small or medium ships are scuttled, all small or medium sized wooden buildings are demolished, and rendering flying completely impossible. Further, all animals have a 75% chance of fleeing as quickly as they can (which means they stampede); those that cannot are killed. Everything not in a shelter made of stone or underground suffers 10d6 damage, reducing each round the spell remains in effect by 1d6. All fires, whether magical or not, are put out. The spell persists for 10 rounds. It can be cast from up to 1000 feet away and has a casting time of 1d4 hours

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Re: The Arcanum C&C

Post by Omote »

Elemental Magic... Aw YEAH!

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>> Omote's Advanced C&C stuff <<

serleran
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Re: The Arcanum C&C

Post by serleran »

Enchantment

On Illusions

Many of the more powerful enchantments rely on illusory powers to produce effects. The default rules regarding these in The Arcanum are fairly straightforward.

1) if the caster is familiar with the thing being created, be it a weapon, spell effect, or creature, there is no save allowed until someone interacts (this means by contacting it physically) with it and then there is one save only. Each save is made per individual.

2) if the caster is not familiar with the thing being created, the illusion fails immediately, the spell used up

3) those who believe in an illusion (either because they have not yet touched the illusion or because they failed a save) can be harmed or killed by it

4) an illusion cannot break reality. An illusionary bridge will not support a person walking across it. The individual will simply believe they are crossing it unaware that they have just fallen, for example.


Level I
Charm – any non-undead, non-extraplanar creature can become friendly to the caster, as if through the charm person and charm monster spells from the C&C PHB except that, if the save is failed, the creature does not get another save until the next day and this continues until the save is successful; very intelligent creatures (Intelligence of 16+ cannot be affected)

Circle of Light / Darkness – as the light/darkness spell from the C&C PHB

Conjure Smoke – provided there is a piece of charcoal, a fire, or a torch in the caster’s possession, this spell can be cast. It produces an effect that mimics the obscuring mist spell from the C&C PHB except that the area of effect is 10 x 10 x 10 feet and increases by 2 x 2 x 2 per caster level

Conjure Missiles – deals 1d4, +1d4 per 2 levels damage to any victim struck by the spell, with a save allowed to reduce to half; alternatively the Castle Keeper can have this spell mimic the magic missile spell of the C&C PHB

Detect Illusion * – the caster can see any illusion for what it is including magical disguises, for 1 turn, +1 round per level at a range of 100 feet

Detect Magic – as the spell in the C&C PHB

False Dweomer – 1 cubic foot can be made to falsely radiate magic or to make an item seem more, or less, powerful than it really is. True Sight or Spell Analysis will reveal the truth but the identify spell will not. The range is 10 feet and duration is 1 day

Identify – the caster may identify the purpose and uses (as well as what a material is) of nonmagical objects by examining it. Otherwise, the spell is as the one found in the C&C PHB

Levitation – as the C&C version from the PHB

Preserve – this spell prevents up to ten pounds of material from becoming unusable for magical and alchemical treatments through spoilage permanently.

Speak Languages – the caster, or one person touched, gains the ability to speak a single specific language for 1 hour

Tricks – this is a complex spell that effectively can do any of the C&C PHB 0-level spells, especially prestidigitation (and all 0-level illusionist spells, if different) but under The Arcanum rules, these can be distracting to those of a low or medium Intelligence, who must save or watch in amazement for 1 round; a creature with a 15+ Intelligence (or none at all) is not affected nor should any with a working familiarity with the Enchantment Field of magic. It must be noted that, for an Atlantean spellcaster, this spell is considered to create illusions. The caster can create one spell effect per round throughout the duration (which is 1 round per level) or can lower the overall duration and perform multiple tricks in the same round (each added reduces the duration by the number added) but doing this should impact any save by penalizing… perhaps by -1 per two added tricks.

Level II
Apparition – the caster creates the image of an extremely frightening thing causing any who see it to make a save or become so afraid they basically are paralyzed for 1d4 rounds. The spell can be cast up to 100 feet.

Auditory Enhancement – the caster selects one option when the spell is cast: 1) Mimicry – the caster can sound like any specific individual humanoid provided the caster has some knowledge of that person and has heard them speak at least once. This spell does not allow the caster to speak in an unknown language. It persists for 1 round per level; 2) Ventriloquism – as the spell found in the C&C PHB; 3) Phantom Voice – as the spell magic mouth found in the C&C PHB but the length may be up to 12 words, +1 word per 3 levels

Conjure Plant – with a powder or piece of the desired plant, the caster is able to produce an adult (full-grown) version from which components needed for other things (primarily alchemy) can be obtained; the conjured plant remains for 10 minutes before dissolving, leaving no trace of itself behind (therefore, this spell cannot allow an infinite magical renewal)

Dwindle / Enlarge – the caster, or some thing/one touched, can be made to shrink to as small as 1 inch in height or can be made to increase in height (and proportionally, weight) by up to double normal size as chosen when the spell is cast. Any variation in between is allowed. In The Arcanum, use of this spell has no effect on attributes or combat. The duration is 1 turn

Invisibility – as the spell found in the C&C PHB with one notable exception in that the spell requires a modicum of concentration so, should the recipient fall asleep or be unable to effectively concentrate (such as being petrified while invisible), the spell ends

Lock / Knock – as the spell from the C&C PHB

Multiple Image * – as the mirror image spell from the C&C PHB except the spell always produces 3 duplicates

Optical Illusion * – provided there is some light source present with the strength of a torch, anyone wishing to attack the caster must make an Intelligence save or miss, having thought the caster in another location; alternatively, this spell can function as blur from the C&C PHB

Phase Shift – this is the same as dimension door except the distance one can travel is 10 feet, +1 foot per level. This spell takes but 1 second for effect so the caster is able to act after use of the spell, treating the casting time as a standard Level I spell (see the notes at the beginning of this section for details.)

Read Languages – for 10 minutes per level, the caster is able to read and write any specific language

Shatter / Repair – objects of a brittle nature, provided they are within 100 feet and weight under 10 pounds, can be made to break and become useless if a save is failed. The types of items considered are those made of glass, porcelain, crystal and even some types of wood (especially dry or old wood). Alternatively this spell can be used to fix a broken item, as per the mending spell found in the C&C PHB. In any case, it is not possible to break or fix a magical item.

Level III
Circle of Silence – as the silence spell from the C&C PHB except the area of effect is a 100 foot radius and the spell is not movable, with duration of 1 turn, +1 round per level

Conjure Animal – assuming the caster has some piece, even dust or ash of an animal, this spell transforms that into a living version, the creature obeying the caster but otherwise a typical example of that type. The animal will dissolve, with no traces, after 10 minutes

Conjure Fire – the caster needs a fire source or some component related to fire, such as flint and steel or a lump of charcoal to cast this spell which has one of two effects: 1) fireball as the spell from the C&C PHB; 2) wall of fire as the spell from the C&C PHB. The exceptions are that, unlike the C&C versions, any flammable object exposed to this spell (in either form) have a 50% chance to ignite

Conjure Water – the caster needs a source of water to cast this spell which has one of two effects: 1) Hail of Ice – this is effectively a fireball except the damage type is cold; 2) Wall of Water – the wall may be up 10 feet high and up to 20 feet long and can be created up to 100 feet away which, when cast bursts into a torrent of water and sweeps any creature within 10 feet of the wall, and weighing under 400 pounds, 1d4x10 feet in a random direction. A save is allowed, but not to resist being moved… the save is permitted to prevent being considered prone. Also, a wall of water will extinguish any fire, magical or not, within its burst zone

Detect Invisibility – the caster can detect anything that is invisible, but not extraplanar. This works not only on magical effects but also successful hiding skills such as hide or camouflage. The duration is 10 minutes and the range of detection is 100 feet

Dispel Illusion * – this spell is cast upon someone to counter the effects of an illusion, not the actual illusion. This means, essentially, that for the recipient only, the illusion is disbelieved; it cannot restore life to someone who has been killed by an illusion, however. The spell requires touching the individual to be affected

Haste / Slow – as the spell found in the C&C PHB except there is no chance of losing HP at completion

Illusory Image * – the caster make a single duplicate and can direct it up to 100 feet away, although the image cannot speak, make noise, or interact with the surroundings in any way; the spell persists for as long as the caster concentrates on it

Illusory Object * – any object up to 1 cubic foot, +1 cubic foot per level, can be created by the caster although the item cannot be magical in any way. Illusory armor has all the normal benefits (unless disbelieved) and weapons likewise deal damage as noted previously regarding illusions

Minor Healing – the caster heals the recipient of 1 HP per level

Tangle / Untangle – the caster animates up to 100 feet of rope, vine, chain or something other material that can be used to entangle causing it to wrap (or unwrap) around a target up to 100 feet away. If used to tangle, the victim gets a Dexterity save or becomes immobilized; if the creature is very strong, at least more so than the material used, the Castle Keeper can allow a Strength check to break free, but otherwise the creature is immobilized for the entirety of the spell, which is 3 rounds, +1 round per 3 levels. Even on a successful save, the victim still loses one round of actions from having to extricate from the tangling mess.

Level IV
Animate Object – the caster can animate any number of objects of a total weight less than 5 pounds per level to a maximum range of 100 feet; these objects move around, fly, hover, or any action that the caster can desire. Objects used to attack must make a successful attack roll but deal 1d4 damage per 5 pounds of weight; those with special properties, such as a rope, can be made to entangle or constrict. This spell requires complete concentration and can last for 1 round per caster level

Conjure Earth – assuming the caster has either some raw earth or a stone, the caster can create either of these two effects: 1) Dust Storm – the area of effect is 10 x 10 x 10 feet and can move at 10 feet per round, to a maximum of 100 feet. Anything caught in the storm takes 1d3 damage per round and must make a Dexterity save or become blind for 2d6 rounds; 2) Wall of Stone – as the spell from the C&C PHB

Conjure Toxic Cloud – the caster uses a toxic powder in their possession (see the alchemist class for details about these) and transforms that substance into a 10 x 10 x 10 cloud which can be moved and directed up to 100 feet distant. The effects depend on the toxic powder used as a material component

Conjure Wind – the caster must be able to breathe air to cast this spell, so it cannot be cast while submerged or in certain other environments. The effect is chosen at casting: 1) Gust of Wind – as the spell from the C&C PHB; 2) Vortex – a column of air 10 feet wide and 100 feet high appears and moves at 10 feet per round, directed by the caster, to 100 feet away causing any creature caught by it (especially those flying) to make a Dexterity save or be thrown 1d4 x 10 feet into the air, landing 1 round later taking damage from the fall (and another save to resist being stunned for 1 round). A creature weighing more than 400 pounds is unaffected. Also, vortex can disperse any magical earth or stone barrier regardless of its type. The vortex remains for 2 rounds, +1 round per 2 levels

Disappear – the caster enters an extradimensional space and can remain there for a full round during which they are unable to be affected by anything except spells cast on oneself, Upon exit, the caster can move up to 100 feet from their original location. Note that while inside the extradimensional space, the caster cannot see the real world or affect it in any way

Flight – as the fly spell from the C&C PHB

Illusory Creature * – the caster creatures the image of some creature or monster of up to 20 feet in height which can move, speak, or perform other actions as the caster directs. The range is limited to line of sight and the duration is as long as the caster maintains complete concentration. It is suggested to review the notes on illusions previously provided for some general guidelines as to the powers possible for this spell as it is potentially easy to abuse

Shadow Form – the caster animates their own shadow, giving it a sort of solidity but having it remain incorporeal. It can move up to 100 feet per level away from the caster and can perform any task the caster can, except spellcasting (though the caster can share senses with the shadow). If it engages in combat, consider the shadow to have the same combat abilities as a shadow (the monster) but one HP per level of the caster, and dealing 1d8 damage per attack (sans the Strength drain); magical light instantly destroys the shadow which does not harm the caster at all. A shadow created this way cannot be turned because it is not undead. The animated shadow persists for 1 round per level

Level V
Dazzling Lights – any creature in 20 feet must make a save or become blind for 10 minutes; a successful save reduces the blindness to 1 round

Extradimensional Space – the caster turns a bag, pouch, or other container into an extradimensional space capable of holding up to 1000 pounds (around 50 EV) without increasing encumbrance or the weight of the container. Anything placed into the item (which means it must fit through the opening) can be retrieved at will. However, if the container is destroyed, anything inside it is lost forever, as will be anything left inside when the spell ends. The duration is 1 hour per level. Time passes normally and living creatures put into the space receive air and do not die from this spell.

Illusory Terrain * – the area of effect is 1000 x 1000 x 1000 feet unto which the caster can make any sort of terrain and effects, such as making an illusory village (at the discretion of the caster, there may be occupants) or turn a section of forest into a desert, for example. Once cast, the spell remains in effect for 1 day

Magic Portal – the caster creates a door which, when opened, allows passage through any solid or semisolid substance. The door itself cannot exceed 10 feet in height or width and the passage is 10 feet per level so it may lead to a dead end depending on where it is cast. The door remains for 1 hour.

Minor Enchantment – any nonmagical object touched by the caster, even if not of expert craftsmanship, can be imbued with the equivalent of a +1 bonus. For weapons, this is an attack and damage adjustment and for armor it is an AC improvement. For other items and abilities, the Castle Keeper will have to decide what effects this might produce. The spell lasts for 1 hour after which the item returns to its normal nonmagical state.

Teleportation – with this spell the caster is able to instantly appear at any location known to them, or one which has been examined closely (one in which the caster has spent at least 8 hours searching). In addition to the caster, up to 100 pounds per level can be transported allowing others to come along if they are willing (those who are not are simply left behind.) This spell cannot be used to cross planar boundaries and there is never a chance of failure because it can only be used to access an area the caster already knows intimately.

Traps – the caster enchants some object to release any spell effect of 5th level or lower that is known to the caster upon some specified trigger condition such as opening a secret door or not saying a phrase when entering a hall. The spell lasts until the stored spell is triggered

Level VI
Conjure Monster – with some element of the desired creature (which cannot be an undead or any extraplanar creature) in hand, the caster is able to create a replica which obeys the caster during its short lifespan of 10 minutes. After the spell ends, there are no traces of the creature

Dimensional Travel – similar to teleportation above but it allows the caster to transport to a known planar location and can bring one additional willing person per level, weight not a factor

Hallucination – up to 100 feet away, anyone seeing the strange and horrifying sight must save or become permanently insane

Image Projection – the caster creates an illusory image of themselves at any location the caster knows (see the teleportation spell for details) which allows the caster to view remotely through the image (like scrying) or cast spells as if the caster were physically present; the image cannot attack or receive damage, nor can the caster be affected by magic that hurts or harms the image (although those affecting senses certainly can, since the caster is sharing them with the image.) This spell is very powerful and a Castle Keeper might wish to limit it or make it very rarely found

Object Transformation – a non-living object weighing no more than 1000 pounds can be transformed into something of sympathetic quality, such that a boulder can be turned to a pebble or a statue. The Castle Keeper should listen to the request of a player before deciding whether the transformation is appropriate.

Shadow Being – this is an improved version of shadow form in that the shadow created has half the HP of the caster, deals 1d12 damage, and cannot be harmed by nonmagical weapons. All other considerations remain the same. Duration is 1 hour

Suspended Animation – a touched creature, if willing (those who are not get a save), enters a state of being which resembles death but is more like a deep trance / sleep. During this time, the recipient requires no food, air, or drink but also delays any temporal affliction such as poison, disease, curses, etc (basically, those effects occur once this spell ends). At casting, the caster must select an amount of time, which cannot exceed 7 days; a recipient cannot be awakened while this spell is in effect. However, once the spell ends, both delayed harmful effects are applied and the recipient becomes fully aware of their surroundings, suffering no penalties for having been in, effectively, a coma

Level VII
Conjure Simulacrum * – this is an enormously powerful spell and should be considered with great care before allowing a character to have it. With any piece of a person or creature, except the undead or extraplanar beings, the caster is able to create an exact copy, under their complete and utter control. The copy has the same abilities, HP, attributes, level, etc but may have memory losses – whenever something the original knew is brought up, the simulacrum makes an Intelligence save; if it succeeds, the copy has the information, and if not, it does not and never will. This applies to everything the simulacrum can know from the faces and voices of companions to spell and weapon knowledge. However, innate abilities are always known. Any spell that can detect illusions will see the simulacrum as such, but it cannot be dispelled because the simulacrum is real (just not the true original.) Any individual can only have one simulacrum of themselves at a time, whether self made or not. The simulacrum persists until it is destroyed. In theory, a caster can achieve a sort of immortality this way, if a simulacrum can learn to make a simulacrum of itself… provided the original died off. It takes 1 week of casting, 8 hours per day, to make a simulacrum

The Grand Illusion * – the caster fills an area of 1000 x 1000 x 1000 feet with any combination and number of illusions, containing any level of depth desired such as having illusory trees bend and blow in an imaginary warm wind, further capable of having these illusions programmed to work in specific ways such as illusory orcs attacking if anyone enters their illusory campsite. Each illusion created has to be disbelieved separately so that, for example, interacting and disbelieving one illusory orc does not end the entire spell, but does make that orc go away (for that character.) The spell lasts for 24 hours. A Castle Keeper is encouraged to limit this spell to a specific number of creatures or consider what will actually fit in the area of effect. The casting time is 6 hours

The Great Conjuration * – with at least 1 pound of raw material, such as iron, steel, or stone, the caster is able to create any type of construction or tools of the same type to fill a 100 x 100 x 100 foot area. This spell can create bridges, towers, forts, armor, and swords… whatever the caster needs. The duration is 24 hours after which the conjured goods vanish as does the raw material used to conjure it. The casting time is 6 hours

Major Enchantment – it takes one hour to cast this spell but once complete, any spell currently in effect of a non-permanent duration is given a permanent duration. This spell cannot grant spell abilities to living creatures such as imbuing with flight or the ability to speak languages. After casting this spell the caster must make a Constitution save. Success means the character is unable to cast another spell for 1 day; failure means the caster is unable to cast a spell for 2 days. The spell may be cast in reverse to remove permanency from a spell, allowing the destruction of magical items. The maximum range for an ongoing effect to be targeted if 100 feet

Mass Charm * – this is as the 1st level charm spell described above but affects 1 creature per level provided they are within 100 feet of the caster

Negative Illusion * – this is a complex spell in that it convinces someone that a single real object / creature is an illusion and therefore, they are unaffected by it (except for the rule about breaking reality, so no walking through a wall) and cannot see or interact with it in any way, such as making a warrior unable to use a favored sword because it “isn’t real.” The person affected by this spell cannot, by any means, believe the real item exists unless the pseudo-illusion is dispelled. The maximum range this can be cast at is 100 feet and the spell persists for 1 hour per level

Transformation – as shapechange from the C&C PHB except the spell can be cast on another (making it somewhat like polymorph other) and recipient cannot become an undead or extraplanar creature; if the recipient is unwilling, a save is allowed to resist. It takes touching the recipient to cast and the spell lasts for 1 hour

serleran
Mogrl
Posts: 13866
Joined: Mon Oct 13, 2008 7:00 am

Re: The Arcanum C&C

Post by serleran »

High Magic

On Commands

A wizard who learns a command spell can use that spell at will, provided they are capable of speech. Others may learn the spell but must cast it normally. All commands have a range equal to listening distance and rely on the caster and victim / target being able to understand each other.


Level I
Detect Influence – the caster gains knowledge about the presence of influencing magic, such as charms, and the exact spell being used to produce the effect, that may be upon a given target. The range is 100 feet

Hold Portal – as the spell found in the C&C PHB

Open (Command) – within 100 feet, any single nonmagical lock is opened

Sigil – provided the caster has developed a unique symbol for personal use, that symbol may be used in one of two ways when casting this spell: 1) Seal – whatever item the sigil is placed upon cannot be opened by any means except by brute force which is likely to destroy the item. Duration is permanent; 2) Protection – anyone other than the caster touching an object inscribed with the sigil takes 2 damage of any elemental type (selected by the caster) per level of the caster with no save. This spell cannot be cast upon a weapon but it often is put onto a spellbook. The character may have as many items as they wish to have bearing a sigil but can carry only one of them

Spellbind – the spell mimics hold person except it affects one target only, to 100 feet, and the caster can select to hold, silence, or have both effects apply on the victim if a save is failed. The duration is 1 round per level

Spell of Constraint – any creature that has been conjured or summoned, even those done so by another caster, can be affected by this spell. In the case of a conjured creature, if it has fewer HD than the caster has levels, the conjuration is terminated; for a summoned creature, the same thing applies and the summoned creature returns to its plane. Those with higher HD than the caster has levels receive a save (which they will likely make) and if failed are considered to have broken free of the master, but they usually (90%) return to their home; conjurations that break free simply do whatever is considered natural for them

Word of Power * – as the magic missile spell found in the C&C PHB

Level II
Aura of Deception – when cast, the caster selects to either alter appearance to disguise as another member of the same race (this is always successful) or to make oneself immune to magical alignment detection spells and effects. Both effects cannot be in place on the caster at a time and either lasts for 1 hour per level

Countermand – this spell can only be cast upon a creature currently under the control/influence of another spellcaster. To do this successfully, the caster must make a successful save against the level of the opponent spellcaster, and, if it works, the countermand gives control as if its caster was the real master. The maximum range is 100 feet

Forget (Command) – the caster can, if the opponent fails an Intelligence save, force the victim (who must be able to hear and understand the caster) to forget one recently learned item of knowledge such as a fact, the face of the caster, or something else. It cannot cause loss of class abilities, skills, weapon training but can remove spell knowledge if the spell had recently been learned (within 1 day.) The effect is permanent although if countered (using the reverse), the memory returns

Ritual Magic – it takes 10 minutes to cast this spell but when complete, the caster gains a +1 bonus per 2 levels on any skill or ability check of choice

Sleep (Command) – intended targets within 100 feet can be ordered to sleep, allowing a Wisdom save to resist, irrespective of HD. The caster can affect one creature per level and the sleep persists for 1 hour. Those with a resistance to these types of effects still receive them

Word of Healing – the caster touches a recipient and restores 1 HP per level

Word of Warning – any object, device, or area (there is no size restriction, as long as it is considered one area, such as a room or a hallway as opposed to the entire structure) can be affected by this spell which, if any other creature except the caster enters, touches, or activates the item/area the caster immediately is notified. This spell lasts until the effect is triggered

Level III
Answer (Command) – the victim must answer a question posed to it, but if a save is made, may answer with a lie; in this case, the caster gets a save to detect that the victim has resisted the spell. The victim must be able to hear and understand the caster. This spell cannot force the revelation of a true name

Aura of Protection – for one round per level, all damage delivered by a specific type of attack or by a specific spell is cut in half for the caster

Divination – by looking into a reflective surface, the caster gains knowledge about a specific targeted person, object, or area: direction to travel to reach it, distance away from the target, and general surroundings such as “the princess is in another castle.” The spell is not actually scrying but it does give a very brief glimpse so no spells may be cast through this

Free Action – as the spell of the same name in the C&C PHB

Sphere of Influence – all creatures within 20 feet must save or be affected by one of these two effects chosen by the caster: 1) Agreeability – as per charm person in the C&C PHB; 2) Contrariness – individuals react in a way completely opposite to their natural inclination such that a hostile animal cowers in docile retreat or a lawful judges ignore the rules, etc. The spell lasts for 3 rounds, +1 round per 3 levels

Stop (Command) – at a range of 100 feet, the caster may direct a target to cease any single specific action such as approaching, using a sword, casting a specific spell, etc and if the save is failed, the victim cannot perform that action for 1 turn; if the save is made, the victim cannot perform it for 1 round. An alternate action can be performed by the victim, if they have the means, such as attacking with an axe or casting a different spell

Word of Guard * – the caster temporarily becomes immune to all types of mental control and influence. The duration is 1 minute per level

Level IV
Aura of Awareness – for one turn per level, the caster becomes completely immune to all forms of detection and is immune to surprise; a creature that attempts to use these abilities has its exact location (unless scrying was used) revealed to the caster as well

Aura of Silence – as the silence spell but it affects the caster only, allowing movement of absolute silence but preventing the use of any spell with a verbal component such as all Commands

Away (Command) – if the target fails a save, they must retreat from the caster’s presence through any means available and remain away for 1 hour; if the save is made, the target retreats for 1 round and then may act normally. If the victim is attacked or pursued by the caster, the spell ends. The range is 100 feet

Magic Resistance – the caster may either grant 1 SR per two levels or allow the recipient to receive a second save (or one if the effect does not normally have the option) when affected by any magical attack or ability. The spell lasts for 1 round per level

Power Word: Hold * – any creatures within 20 feet must make a save or become held, as if paralyzed, the effect lasting for 1 round per level

Sphere of Confusion – as the confusion spell in the C&C PHB

Word of Passage * – the caster creates an opening 5 feet wide, 10 feet high, and 10 feet deep in any non-living substance such as metal, stone, wood, force fields, etc. The spell lasts for 10 minutes and can be cast up to 100 feet away

Level V
Cursed Incantation of Power * – with a range of 100 feet, any intended target is allowed a save (unless the caster knows the victim’s true name) to resist the effects of this powerful curse which has one of these effects: 1) Illness – the victim becomes diseased with any affliction the caster desires, which can be fatal but not for at least seven days; 2) Transformation – the victim becomes older/younger, a different gender or radically different in appearance by changing size or species. In no instance can the victim be transformed into a creature with more HD but this spell does allow the victim to be made undead or extraplanar; 3) Loss – one attribute of the caster’s choice is halved. All effects are permanent. Considerable care must be taken with this spell on the part of the Castle Keeper as it has enormous possibilities

Inscription – the caster spends 1 hour and magical ink to write one spell of any spell level onto a solid surface which, if read at a future point, triggers the spell that was inscribed. Note, that for this purpose, reading does not mean understanding – an illiterate character can unleash the spell that has been inscribed. The spell duration is permanent until triggered

Obey – this is as the command spell from the C&C PHB except the command issued can be of any length but cannot result in self-harm. If the save is made, the victim still does nothing for one round. If the save is failed, however, the victim obeys every command the caster gives for 1 hour

Power Word: Stun * – all creatures within 20 feet must make a Constitution save or become stunned for 2d4 rounds

Reveal – the caster may gain information as follows, one per casting: 1) whether any given object, area, or creature is illusory; 2) whether an area, object, or creature is affected by any type of magical ward or protective spell, and if so, what that spell does and how to avoid it; 3) the truth behind any disguise or magically hidden individual such as one that has been transformed. The spell has duration of 1 round per level and each round a new bit of information about another object/area/creature is gained

Sphere of Panic – as cause fear except that those who fail will risk their life to escape, including running through or over terrain that can damage them such as lava or off a cliff. The range is 100 feet and the duration is 1 turn

Sphere of Secrecy – for the one hour duration, a 10 foot area is immune to any form of divination or scrying

Word of Transport * – with this spell the caster is able to instantly appear at any location known to them, or one which has been examined closely (one in which the caster has spent at least 8 hours searching). There is never a chance of failure because it can only be used to access an area the caster already knows intimately and it cannot cross planar boundaries. This spell may be cast on an unwilling victim who is entitled a save; it is not possible to transport to a location that would lead to immediate death.

Level VI
Aura of Spell Turning – any spell specifically targeting the caster is directed back to the caster. This does not apply to spells released from magic items. Area of effect magic is not turned. The duration is 1 round per level

Geas – as the spell from the C&C PHB

Power Word: Blind * – all within 20 feet must make a Constitution save or be blinded for 1 round per level of the caster

Sphere of Delusion – this is a complex spell in that it tricks the victims (those who fail a save) to believe anything told to them as reality and act accordingly. If the caster describes a situation that would lead to death, such as informing the victims that they have been thrown into an incinerator and the flames are getting hotter, a second save is allowed – failure this time results in death. It affects all living beings in a 20 foot radius of the caster and the delusion lasts for 1 hour

Talisman – the caster fashions a small device of copper, silver, or gold and then imbues that device with any High Magic spell, which can then, at any point in the future be released with a single word. A copper talisman can hold a 1st or 2nd level spell, a silver 3rd or 4th, and a gold one 5th though 7th level. Once the spell is expended, the talisman can be recharged. It costs at least 1000 GP to make one, plus any additional costs the Castle Keeper might want to impose. A character can make any number of talismans but can only carry 3. Talismans created by the caster do not count against the normal limit of magic items available to a character (see the introduction section on Magic above). Making a talisman takes 1 day, but only 1 hour to recharge

Word of Destruction * – as the disintegrate spell found in the C&C PHB in addition to having the ability to destroy any energy field or magical barrier

Word of Summoning * – the caster can call a single item or object owned, causing it to appear immediately in hand, provided the object weighs less than 10 pounds. Items cannot be transported with this spell across planar boundaries

Level VII
Aura of Spell Failure – cast upon an item or area (no larger than 10 x 10 x 10 feet), that item/area becomes immune to a specific spell of the caster’s choice including any variants of the spell. Because this is a sort of antimagic, spells and abilities that reveal the presence of magical protections will fail. Duration is permanent (unless dispelled by this spell used in reverse) and multiple spell castings are possible, unless one chooses to make the item/area immune to this spell

Gesture of Power – the caster selects one effect to generate which can target a victim up to 100 feet away. This spell does not require any verbal components. 1) Beckon – the victim saves or must approach the caster, disregarding any thought of safety, for 1 round per level; 2) Burn – the victim and flammable objects ignite burning for 1d6 damage per round for a number of rounds equal to the caster’s level. Items that are not flammable are subjected to item saves to survive. This fire can only be extinguished magically and while it burns, the victim is unable to cast spells; 3) Protection from Evil – against the caster, a single fiend is prevented from making hostile actions; 4) Gate – as the spell from the C&C PHB; 5) Hold – any object or creature can be prevented from moving. Only living creatures are entitled a save, and then, if they succeed, are affected by a slow spell. The duration is 1 round per level; 6) Death – a single victim must make a save or die with success meaning a mere loss of half HP, to a minimum of 1

Power Word: Kill * – all creatures of equal or fewer levels (or HD) as the caster within 20 feet must save or die. Making the save results in no damage.

Spell of Eternal Confinement – the caster must obtain an expertly crafted brass lamp to cast this spell, the cost of which must be at least 5000 GP. It then requires one week inscribing the lamp with runes and sigils and the true name of the intended victim (if the caster does not know the true name of the target, this spell simply cannot be cast.) Once the lamp is ready, the caster must perform a Summoning Ritual to evoke the being. The lamp is presented and the being immediately offers to provide a one-time service in exchange for ownership of the lamp. If the caster declines, this spell is cast and the target gets to make 3 saves – if it fails any of them, the victim is bound to the lamp (as if by magic jar) where the caster can place a personal seal to lock that creature into a 3 service arrangement, available whenever needed simply by opening the lamp and calling the creature to appear. Fiends must obey the command but always seek to twist the intent into the darkest ways possible; others will do what they can to get the torment over. Now, if the being makes all three saves… the entity is forever hateful of the caster and will do whatever it can to destroy the caster, the lamp and all knowledge of its true name. Likewise, when a trapped being has finished its third service, it has the same feelings. A caster need not use all three services available – in fact, it is through this spell that items of legend such as lamps of the djinn are made

Sphere of Control – all creatures in 20 feet are allowed a save; those that fail are affected as if by the charm spell for duration of 24 hours after which another save is allowed until a save is successful

Symbol of Power – as the Divine Magic spell divine symbol of power listed previously

True Name * – this spell must absolutely be controlled by the Castle Keeper for it allows a caster to, upon a failed save, force any being of lesser levels or HD to reveal their true name. Use of this spell, successfully or not, makes the target the mortal enemy of the caster

Word of Exile * – the caster can send any creature (within 100 feet) to another plane of existence simply by pronouncing the intent, such as “go to Hell, serleran!” A save is allowed if the caster has fewer HP than the target or does not know the victim’s true name. A being cannot be sent to a plane which would, by its nature, cause immediate death (but it can cause a slow, agonizing one.)

Treebore
Mogrl
Posts: 20660
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Re: The Arcanum C&C

Post by Treebore »

Frickin AWESOME!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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