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
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Re: The Arcanum C&C

Post by serleran »

Low Magic

On Spirit Beings

This was briefly touched upon previously but there needs to be a more concise definition – under The Arcanum rules a spirit being is anything that has its dwelling and is considered native to a plane other than the Prime, which is basically all extraplanar creatures, but tend to be specifically those of the elemental planes, Valhalla, Olympus, and other mythology-derived locales (excluding fiends.) Most are Neutral in alignment but not all need to be and most are absolutely hostile to spellcasters with the exception of druids, shaman, and neutral witches/warlocks – anyone else should not expect an initially kind encounter. Technically, divine agents like cherubs or devas are “spirit beings” but practitioners of Low Magic do not generally have any dealings with them and so they are ignored for this definition. There is also the “natural order” divide between what are called lesser elementals and true elementals – the lesser are things like sylphs, undines, salamanders (the monster, not the lizard) and earth gnomes whereas true elementals are the beings from C&C of the elemental type, the Platonic, not Paracelsus, kind. Again, shaman and most users of Low Magic have little to do with the elemental grouping (even though they are “spirit beings,”) but it may help in designing or considering additional spells to add to the Elemental Magic Field or when considering the breadth of what it means when a spell / ability says it deals with spirit beings.

On Image Spells

Image magic is, essentially, sympathetic magic in the occult sense of the phrase. These spells always require some icon, fetish, or doll be crafted (in the crude image of the target, hence the name) unique to the intended target for each casting of the spell. The costs of these are usually pretty low (at least as far as GP goes), and are often destroyed if a save is made, or after some specific condition, and are very primitive. This breaks away from the majority of The Arcanum rules in that a material component is necessary. However, usually the only verbal component is the uttering of a curse, a request, or something else and for these, even if they charm or dominate the victim does not need (usually) to hear it much less understand it. Furthermore, no target can be affected by the same image spell more than once per day, unless an individual spell says otherwise. If the Castle Keeper wants to allow it, “expert images” could be manufactured, but it would have to be done by the spellcaster – these cannot be bought and used as the caster must put a bit of themselves into the process as only the maker can use an image – and allow some modification to the effect, likely a -1 penalty to save or something otherwise minor but interesting.

Level I
Chant – the range is a 100 foot radius in which any ally gets a +1 bonus on attack rolls or within which enemies receive a -1 penalty on attack rolls. The modifier increases ±1 per 3 levels of the caster and the spell remains until the caster stops singing, chanting, or dancing. While the caster performs the chant, no other action may be permitted

Commune with Nature Spirits – the caster asks the local nature spirits to answer one question, and they will answer truthfully. However, if the question does not concern the environs, the spirits, or those the spirits hold as theirs, there is no response. The area this spell covers is 1 square mile or until there is a change in terrain type, whichever is shorter because different nature spirits dwell in different environments

Detect Magic – as the spell from the C&C PHB except for how the spell works, in that the caster calls several tiny spirits who point out the magic and make it glint to the caster’s eyes only

Foretell – as the augury spell from the C&C PHB

Image Magic I * – by touching the image to the recipient, 3 points of damage per level of the caster is restored. The image must be made of wood, straw, or grass

Locate Power Animal * – in many ways this serves as a method to obtain a familiar and the effects are almost the same. The key differences are twofold: 1) a power animal does not grant additional HP to the caster but the caster will grant one additional HP per level to the animal if the animal naturally has fewer HP than the caster; 2) the animal is in spirit form at all times, bound to the caster, but able to be called upon when needed such as to help defeat an enemy, to gather information, or the most powerful of all, to allow the caster to transform into an animal of the same type. For attacking, the animal has its own normal attacks or it can use the combat (level-based ability only) of the caster if the latter is better; a power animal can be called to attack 3 times per day, and it will be glad to do it, as it will return even if slain, each use having a duration of 1 turn. Regarding the option to get information, the caster may ask the power animal 3 questions per day about the nature of a specific spirit or if a spirit is present and the answer will always be truthful; the caster may also allow the power animal to roam on its own, but it cannot travel more than 1000 feet from the caster, must return within 1 hour, and it is this time only that the other familiar abilities like sense sharing or spell sharing is possible. Lastly, as noted, the caster can, once per day, physically transform into an animal of the same type, retaining mental capabilities, HP, and fighting ability but gaining all other features of the animal such as natural damage and the like. Power animals are very glad to help and are always pleasant to their master for they are thankful to be allowed to return to the physical world, even if only for a moment. One final thing – while a caster has a power animal (and they may only ever have one), the character is immune to all forms of possession but not mental control. The typical power animals are provided, but note that nethermen do not roll (they always get wolf as the power animal.)

d8 ... Power Animal
1 ... Raven
2 ... Hawk
3 ... Eagle
4 ... Fox
5 ... Coyote
6 ... Wolf
7 ... Bear
8 ... Castle Keeper’s choice of an animal native to the location where the spell is cast

Magic Darts * – this spell calls a small horde of tiny spirits to assail the caster’s enemies and they will inflict 1 damage each on up to 4 enemies, each 2nd level allowing another 1d4 spirits to be called. The same enemies can be targeted multiple times or the damage can be split among any number of them. A save vs. breath weapon is allowed to take half. Further, this is the only magic missile-like spell that can specifically target an object, in which case it deals no damage: if the caster is at least 3rd level, a delicate object (one made of glass, for example) can be forced to make a save or break, this increasing every 2nd level until, at 11th level, the caster could break a minor magic item like a wand if it fails its save. A spell that protects against spirits or otherworldly beings (noting that these are Neutral) shields against this spell

Seeing – to 100 feet, the caster can detect the alignment and relative power level (lower, equal, higher, much stronger, etc) of a target compared to themselves. No save is allowed but any protection spells or effects against psychic abilities applies

Spirit Empathy – for 10 minutes per level, the caster is able to empathically communicate with another living creature up to 100 feet away, conveying basic meanings such as fear, hunger, hostility and the like.

Level II
Altered State – the caster enters a trance upon completion of a 1 turn ritual after which they are able to detect magic and illusions to 10 feet, see the invisible and detect astral or ethereal presences to line of sight. The spell persist for 1 round per level

Fast Traveling – the caster is able to run at maximum speed without exhaustion and without requiring rest for 1 hour per level, this granting an overland movement speed of double normal for all environment types

Image Magic II * – the caster makes an image of the intended target and then places a pin into it and draws it out quickly, the act removing a disease. If the spell is used in reverse, the victim gains a save to resist being afflicted with a malign illness of the caster’s choice

Protection from Spirits – for one round per level, the caster has a 10 foot radius through which no spirit, including incorporeal undead, can pass; this spell also blocks spells and abilities such as spirit track

Spirit Self – the caster separates spirit from body, allowing the spirit to become ethereal and explore the world without impediment, blocked only by spells and effects that specifically prohibit either ethereal creatures or spirits, at the astonishing speed of 1000 feet per round. The caster’s spirit is fully cognizant of all that is said and can see clearly anything that happens around it. The spirit self is unable to affect, in any way, material objects but it can engage other spirits in magical combat (or physical combat which should be resolved as normal except any ability requiring a magical weapon to harm an opponent is ignored.) While the spirit and mind are separate, the body is completely vulnerable to attack; if it is destroyed, the caster becomes a ghost. If the spirit is killed, so is the caster. The duration is 10 minutes and it takes 10 minutes to cast, having to prepare spirit and body for the separation.

Spirit Track – the caster can ask the spirits whether a single non-undead (and non-fiendish) creature has passed through a 100 x 100 foot area or, in what direction it went, but not both. It takes 10 minutes of silent meditation to receive the answer and is mostly used for tracking over impossible terrain, like bodies of water or when a target leaves no traces

Level III
Image Magic III * – victim is cursed with one of these four effects, noting that line of sight is not needed, only the will of the caster: 1) Loss – one attribute selected by the caster is halved; 2) Blindness – as the spell cause blindness; 3) Speechless – the victim loses the ability to speak; 4) Paralysis – the victim is unable to move of their own accord but can use purely mental actions or those which require speech only. In any case a save is allowed and the effects are permanent if failed, at least until the curse is lifted or broken

Premonition – the caster will detect danger one moment before it happens, but will not know the source or type of danger. However, it does allow the caster to be immune to surprise or to gain a save (usually Dexterity) to avoid a triggered event before it happens, thereby avoiding it. The spell lasts for one hour but only this spell can only function once within that hour

Seeing Stone – any stone or crystal is transformed, for 1 minute per level, into a crystal ball through which the caster can scry. These effects should be referred to in the C&C PHB or M&T book

Shapechange: Animal – using a token of the animal desired to become, such as a fur cloak or a feathered headdress, the caster assumes the appearance and abilities (retaining their own HP and combat adjustments) of a specific animal type. This spell lasts for 10 minutes per level and does not heal HP upon entrance or exit of the spell

Song of Courage – this spell negates fear of any sort for all allies of the caster within a 100 x 100 foot area or if used before a fear effect, it can be used to grant immunity which will make the recipients unable to retreat even against the most terrifying opponents and regardless of the odds. The duration lasts as long as the caster can sing, to a maximum of 1 round per point of Constitution, +2 rounds per level

Song of Fear – any enemy within 100 feet must make a save or run in absolute dread from the caster and cannot return within the 100 foot area until the caster stops singing, which has a maximum of 1 round per level, +2 rounds per level

Level IV
Dreams – the player for whom the spell is cast will need to consult the Castle Keeper as this spell grants a one time vision of a future event that will come to pass, received when the recipient first falls asleep and remains asleep for at least 6 hours. Not all of the dream need be favorable and some is likely not, but the dream is always accurate even if symbolic. It takes 4 hours to ready the mind enough for this sort of spell to be cast upon oneself during which no exertion can occur, including spellcasting or movement beyond a slow walk (half regular speed)

Image Magic IV * – unlike other image spells, this can affect an animal as well as a person or creature. Upon the casting, the caster chooses one effect: 1) Immobility – the victim is paralyzed for as long as the caster holds the image in hand; 2) Silence – the target is unable to speak for as long as the caster keeps the image readied in hand; 3) Pain – by insertion of a sharp object into the image, the victim feels extreme pain in the area stabbed temporarily losing function of that body part; if the pin is not removed, the loss is permanent or until the pin is removed. Unlike other image spells, again, this one can be cast several times per day to produce each effect on the same victim. Distance does not matter, but the victim does get a save to negate the effects

Limited Invisibility – as the invisibility spell except it can be used by the caster only and requires complete concentration

Power * – by calling upon bound spirits within the caster’s body (see the shaman class ability as this spell may only be used by them), a Physical attribute can be raised to a score of 22, which grants a +5 modifier. Further, if that attribute was not Prime, it is during the spell duration which is 1 round per level

Spirit Contact – the caster summons the spirit of a deceased individual allowing up to three questions to be asked and answered. The likelihood of this may depend on alignment and other considerations as noted: 1) if the deceased was a personal friend of the caster, all questions are answered truthfully (or at all); 2) if the deceased was of the same alignment (or same class), a Charisma check is needed at +6 to get an honest answer; 3) if the deceased was of a different, but not opposed alignment (or of a different class), a Charisma check is needed without penalty; 4) if the deceased was of a different, and opposed alignment, a Charisma check is needed at -6; 5) if the deceased was an enemy of the caster, the Charisma check is needed at a +3 bonus, but the answer will be a lie. In the case of the 5th occurrence, if the check is failed, the spirit will attempt to possess the nearest living creature, and if that person is not protected from such, will have to make a save to avoid it. If the save is made, the spirit becomes a disembodied spirit (much like a ghost) and it will roam the world looking for a body to possess; if it does possess someone and then is exorcised or the inhabited body is destroyed, the spirit is forced back to its own plane.

Trance State – after entering a 10 minute ritual of meditation and physical exercise, the caster readies the body to withstand violence done to it, reducing damage from physical attacks (including those of a magical nature) by half before applying any reduction from a save. This spell lasts for 1 round per level

Level V
Call Nature Spirit – assuming there is a plenitude of raw element, the caster is able to conjure a true elemental of a desired type and instruct it for up to one hour. This spirit cannot be bound and trying to do so will anger it. It takes 1d4 turns for the elemental to be fully formed and it will have 1 HD per level of the caster

Lesser Spirit Force * – by using a bound spirit, the caster is able to forcibly prevent a creature or object (the object cannot weight more than 50 pounds per level) from approaching within 10 feet. If the creature has the means to attack from a longer range, it is free to do so, but it will not be able to get closer. The duration is 1 round per level

Magic Arrow * – this spell enchants a single arrow each time is it cast enabling that specific one to be released twice as far as normal and to deal double damage, in addition to hitting any mark (within a 1 foot area) unerringly. The spell lasts until the arrow is used and then the spell is dissipated. No character may carry more than 7 of these at a time, but they do not count against the general limit on magic items allowed.

Shapechange: Lycanthrope – for 10 minutes per level, the caster transforms into a lycanthrope of choice, but must wear a mask or cloak made from the hide of the animal type base. The caster’s HP and attack adjustments remain the same, but the character gains the immunity to normal weapons and the ability to take a hybrid form plus whatever other abilities the Castle Keeper wants to grant a werebeast

Transfer Sensation – the duration is one round per level and this spell causes any physical melee damage delivered to the caster to be directed to the attacker as well

Travel to Spirit Realm – this spell may be cast to enable the caster and up to one creature per level to travel the lower or upper planes at the desire of the caster. An unwilling target gets a save to resist

Level VI
Calling – the caster is able to send anywhere (even across planes) and to anyone the caster has ever met or knows a very limited message that basically tells the recipient that the caster has beckoned. The receiver has no inherent inclination to do anything about the message or offer aid, but they will know the caster asked and so will the caster.

Power Healing * – by spending 10 minutes to cast the spell and temporarily lowering their own Constitution by half, the caster is able to produce a potent healing effect from the list on any recipient that is touched: 1) restore any damage natural sense such as sight or hearing; 2) act as a heal spell from the C&C PHB; 3) cure any insanity. After the casting, the shaman is unable to do anything but sleep; it takes at least 6 hours to get 2 points of Constitution back, +1 hour per additional 2 (eight hours, therefore, restores 10 Constitution)

Returning – the caster is able to, without error, instantly appear at any spot they have previously been to within a 24 hour period. This spell cannot cross planar borders or lead the caster into danger

Spirit Force * – by releasing a bound spirit, the caster is able to project a powerful bolt that causes 1d6 damage per level to any undead or extraplanar creature it strikes, with no save allowed. If, however, the caster casts at a living target, the victim is allowed a save; on a failed roll (assuming the creature has no means of astral travel, projection, or dual existence) the victim’s spirit is ripped from the body and the creature dies but becomes a ghost, wraith, or some other malicious incorporeal undead. No attack roll is needed in either case. Any spell or device that protects against spirits defends against this spell

Visions – the caster and Castle Keeper need to work together for this spell effect as it will allow the caster to know, in vague terms, some event that will happen within the next 24 hours as it pertains to the caster or allies

Warrior’s Spirit * – for one round per level the caster gains the effects of a haste spell and deals an additional +2 points of damage per attack. Each time after the first in a week that this spell is cast, a Charisma check is needed to avoid upsetting the caster’s ancestors; if they become incensed, these effects are reversed until the caster is able to atone in some way

Level VII
Dual Consciousness * – by releasing a bound spirit, the caster is able to split into spirit and body, each capable of performing distinct actions. Reference the spirit self spell for details on the spirit portion. Each form has half the HP total of the caster. If either form is subjected to a charm or mind control effect, the caster receives two saves and both must fail; however, against other magical attacks, the caster takes a -4 penalty on saves. The spirit self cannot attempt to possess another while the body lives as it is impossible for the caster to gain two bodies. The spell remains in effect for 10 minutes per level and takes 4 hours to cast. This spell can be incredibly useful and very powerful.

Exorcise Spirit – a hostile spirit must make a save or be forced to return to its plane of existence. The range is line of sight

Mass Trance State – this is as the trance state spell except it allows the caster and one other person per level to be affected, all of which must be within 20 feet while the spell is cast

Pointing * – this spell requires no verbal components. The caster simply directs a target to die by pointing at them; if a save is failed, the target dies but if the save is successful, there is no effect. The range is 100 feet and the victim must see the caster.

Recall Spirit * – provided a deceased individual has died within 24 hours, and the body of the deceased is in good condition (subject to the Castle Keeper), this spell will bring them back to life. A creature returned to life this way initially has but 1d4 HP. The casting requires 1 hour and the presence of the body. An alternate rule – should the spell be cast where the individual was killed, the spirit is more easily returned, bringing the creature back to life with half normal HP

Soul Transference (Image) – there are two images needed for this spell to work, one for the target and one for the recipient (unless using a stone as the receptacle,) taking one week each to make. When cast, the spell allows the caster to take the soul from a creature and bind it themselves, someone else, an animal, or a stone. The victim gets a save, and if successful, there is no effect. However, if it is failed, the body becomes a lifeless slave similar to a zombie but having the HP and HD of the victim. The soul is then bound and acts as a soulstone spell as described previously but actually only being a stone if that was the vessel of choice.



[Aside]

Just two more Fields of magic to go and then some notes on extraneous details, like how to use Renown and this will all be done.

[/aside]

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Re: The Arcanum C&C

Post by serleran »

Mysticism

Level I
Aura Reading – the caster can, up to 100 feet away, read the alignment of a creature. The color of the aura determines the nature of the being: black is Evil; white is Good; blue is Neutral. Chaos and Law do not have colors, but will either flicker or swirl for Chaos or remain perfectly solid for Law. A True Neutral alignment would be grey.

Clairvoyance – this spell enables the caster to remotely view an area as if present there, provided the caster is familiar with the location (has been there before and spent at least 8 hours.) The distance from the caster to the location is irrelevant, unless planar borders are involved as the spell will not cross them. Any thickness of metal at either end (either at the caster’s side or that being viewed) prevents the spell and it usually has to be above the area being seen/watched from. The spell lasts for 1 round per level

Empathy – at a range of 100 feet, the caster is able to read the basic thoughts and feelings of a single creature. The duration is 10 minutes per level

Heightened Perception – the caster is able to detect the physical presence of any creature within 100 feet but not to any level greater than knowing the being is nearby. It does not allow knowledge about size, speed, ability, alignment or any other factor. Incorporeal creatures or those which are in multidimensional cannot be detected although those simply invisible will be, reducing any adjustments against them by half and making it impossible for the caster to be surprised by a physical attack within the 100 foot range. This spell cannot be used with mind mask and lasts for 1 round per level

Inner Vision * – even if the caster is blinded or has limited visibility, they are treated as having normal vision, negating any penalties or negative adjustments. The spell lasts for 10 minutes.

Mystic Bolt * – the caster must make an attack roll but any creature hit suffers 1d4, +1d4 per 3 levels damage with a save allowed to reduce it to half

Object Reading – by handling an object and concentrating on it, the caster is able to learn some bit of information regarding it, in any order of the Castle Keeper’s selection: 1) the meaning of any writings or script on the item; 2) the age of the object; 3) any powers of the item and how to activate them; 4) a mental glimpse of the last owner of the object and some history of the object such as who made it, why, etc. One new bit of information is gained for every 3rd round of the duration as it takes concentration to delve that deeply into the Akashic records. There is always a 5% chance that information gained this way is false or misleading, and any curse placed upon the item will always be triggered if using this spell to identify the item. The spell lasts for 3 rounds, +1 round per level. It takes 1 hour to cast the spell

Suggestion – as the spell from the C&C PHB except that the range is 10 feet and a successful save allows the intended target to know that someone has tried to implant a thought not of their own. This spell does not require the victim to understand the caster as the request is an empathic one, not a telepathic one

Level II
Contemplation – within a 10 x 10 x 10 area, the caster gains immediate insight (after the casting time of 10 minutes) regarding the location(s) of any secret or hidden items, doors, or passageways. This spell cannot be used to locate creatures in any way

Clairaudience – as the clairvoyance spell above except the caster can listen rather than see

ESP – all creatures within 20 feet can have their thoughts read but, if the caster does not speak the same language(s), these thoughts might be incomprehensible. This spell prevents surprise and can reveal the presence of otherwise unknown creatures or sentient magic items. Only a target with an Intelligence of 12 or greater is allowed a save, and if it is successful, realizes that someone has tried to read their mind. The spell lasts for 1 round per level

Mind Mask – caster becomes immune to all charms and other mental control effects. The duration is 1 hour, +10 minutes per level

Mind over Body – the caster selects one effect to produce when this spell is cast: 1) Levitate – as the spell from the C&C PHB; 2) Self-Heal – the caster restores 2 HP per level of damage, affecting only the caster; 3) Free Action – the caster can ignore the effects of any spell or natural condition that limits or prohibits movement as a preventative measure (that is, if a caster were slowed before this spell is cast, that effect would not be dispelled, but it would prevent a new effect). In this use, the spell lasts 1 round per level

Path of Wisdom – as find the path from the C&C PHB except the casting time is 10 minutes

Subliminal Perception – this spell cannot be use with mind mask but it allows the caster to detect anything hidden, invisible, extraplanar (astral or ethereal), or to detect magic. All of these can be found at once, to a range of 10 feet. The duration is 1 round per level

Telekinesis – any object (not a creature) can be lifted and moved provided it weighs no more than 10 pounds per level and is within 10 feet per level. If the caster wishes to attack with an item this way, it requires at least 20 feet of open space for movement (the maximum rate an object can move at is 30 feet in a round). The object will, if it hits using the same attack capability as the caster (considered a ranged attack), deal 1d6 damage (for a 10 pound object), and 1 additional for each added 10 pounds of weight. The spell persists for 2 rounds per level

Transcend Hunger / Thirst * – for three days per level, the caster does not need to eat or drink and remains perfectly healthy while doing so. When the spell ends, the caster is hungry or thirsty but requires only the normal amount to sate the need. The spell requires 4 hours of meditation over the course of 2 days to cast

Level III
Astral Projection – the caster separates mind from body, allowing it to become astral and explore the world without impediment, blocked only by spells and effects that specifically prohibit such travel, at normal movement rates tripled. The caster’s mind is fully cognizant as all senses function as normal around it. The astral self is unable to affect, in any way, material objects but it can engage others in magical combat (or physical combat which should be resolved as normal except any ability requiring a magical weapon to harm an opponent is ignored.) While the mind is separate, the body is vulnerable to attack but ay disturbance to it causes the mind to return immediately, resulting in 1d4 rounds of disorientation and confusion. The spell has an indeterminate duration as the caster can stay astral as long as desired, exploring the entire world if possible. It takes 6 hours to prepare oneself for this spell. A Castle Keeper may wish to impose some serious limitations to this spell or have astral encounters more common

Clairsentience * – the caster gains the abilities of both the clairvoyance and clairaudience spells as noted above

Emotional Influence – any creature within 20 feet can be made to feel one of the three effects, chosen when the spell is cast: 1) Sympathy – as the charm person spell in the C&C PHB; 2) Antipathy – the creatures have a strong dislike for, and may become aggressive against, a group of beings the caster designates which can be allies of those who are affected; 3) Apathy – those failing the save are bored and wander off. A save is allowed in all cases and the duration is 1 hour

Inner Strength * – for 1 round per level, the caster gains the absolute maximum Strength allowed, which is 24, for a +6 bonus. At this level, any Strength-related check that has a difficulty of 8 or lower is considered passed automatically; for any other, consider Strength Prime even if it is not

Mystic Healing I * – by touch, a recipient is healed of 2 HP per level

Path of Direction – as locate creature or locate object found in the C&C PHB depending on if the caster is trying to find a creature or a thing. It requires 10 minutes before either effect is generated, however

Precognition – the caster and Castle Keeper should work together as this spell allows the caster to glimpse an event that will happen, even though the glimpse will be vague, within 24 hours. It takes 1 hour for the spell to be cast

Psychic Shield – the caster is immune to the effects of mind reading spells such as ESP, empathy, detect lie, and the like for 1 hour

Level IV
Alter Aura – for 10 minutes per level, any spell or effect that can read or detect alignment will receive false information as the caster can mask their to any desired

Body Control * – when cast, one of the following effects can be used: 1) walk on water or other liquids without harm or sinking, the effect lasting 10 minutes per level; 2) the caster can survive any natural condition without being harmed by it at all, such as being bare in a tundra. There is no protection from elemental damage or magical attacks, only purely natural environmental conditions; 3) as the feign death spell. Either the second or third choice last 24 hours

Dowsing – the caster must hold a Y-shaped sprig of hazelwood in both hands to use this spell. Once cast, it has a range of 100 feet and duration of 1 round per level. While the spell persists, the caster can select to locate either water, a single metal, plant, or animal, or the directions to return to an area the caster has been to at least once before

Mental Barrier – for 1 round per level, the caster becomes immune to physical attacks but cannot cast any spells or attack in return, this spell requiring complete concentration. It requires 1 hour casting time

Mystic Healing II * – touching a recipient allows the caster to cure any type of disease afflicting them, including those caused by magic

Psychic Assault – this spell has three possible uses: 1) Fear – any creatures within 20 feet of the caster must save or flee for 5d6 rounds; 2) Confuse – as the spell from the C&C PHB except the duration is 5d6 rounds; 3) Drain – used against a single target within 20 feet to cause a save to be made. If it fails, the victim loses 1d6 points of a Mental attribute of the caster’s choice, and if a spellcaster, 1d6 spells (the target selects which, or simply loses that number of castings.) Lost attribute points can be regained by powerful magical healing spells, but not through natural means. In any case, if a target is engaged in active use of a mind reading spell, such as ESP (that is, the victim is the caster of one of these spells, not a victim of it) there is no save allowed for this one

Sending – the caster can send a message of up to 10 words to any creature personally known to them, anywhere in the world or across planes. There is no response unless the recipient has means to do so

Sixth Sense – within 1000 feet, for 1 hour, the caster is able to detect the threat of danger 1d6 rounds before it happens making it possible to prepare but not with specific protections as this spell does not provide details about where, exactly when, or by what the danger will come.. only that it will.

Level V
Dissociation * – for 1 round per level, the caster effectively splits their mind into two, each able to act independently of the other. This allows the caster to employ any two of the following each round: subliminal perception, normal conversation, ESP, or empathy. Further, mind control effects must succeed against two saves. Lastly, if the Castle Keeper allows it, the caster may employ a psychic defense such as mind mask and still use the other half for spellcasting of mind reading spells

Lotus Blossom – the caster gains the benefits of both astral projection and subliminal perception. The spell lasts one round per level and takes 6 hours to cast. This spell has been renamed from The Arcanum

Mass Suggestion – as the suggestion spell listed previously except the caster can target one creature per level

Mind Read – as long as the caster reads surface thoughts, the victim of this spell, who must be within 10 feet per level, receives no save. However, the caster may try to dig and gather secret information, such as a command word, knowledge of a spell, a fear or weakness, or the like which does grant a save (each time the caster tries to get something more than surface thoughts, one attempt allowed per round) and informs the target that someone is mentally attacking them. This spell cannot be used to gain knowledge of a true name. The duration is one round per level

Mystic Circle of Protection * – a seven foot circular area is sealed from allowing any summoned or conjured creature from entering it. The duration is 10 minutes

Mystic Healing III * – by touch, the caster removes an insanity, fear, confusion, hypnosis or a charm

Telepathic Suggestion – this spell works only upon creatures the caster knows the location of, but it has the same effects as the suggestion spell from the C&C PHB. It also has an unlimited range and does not require visual contact.

Transfer Consciousness * – the caster places their mind into someone, or something else, for 1 round per level. If a recipient is unwilling, a save is allowed. While the spell is active, the caster retains full mental faculties. If the caster’s body is destroyed, treat them as a possessing spirit or they can become some sort of incorporeal creature.

Level VI
Celestial Vision * – the caster can look into any plane of existence and use clairvoyance over any location, even those shielded by metal, as long as the caster knows of the location, rather than knowing the location itself. This spell has duration of 1 round per level

Materialization * – the caster causes a material object, nonmagical, of a weight less than 10 pounds to instantly appear fully formed and exactly as imagined. The structure itself must be of common stuff such as wood, iron, clay, mud, etc and the item always appears in the caster’s hands. The item made is permanent and can be used in other practical applications, including conjurations or alchemy, depending only on what has been materialized. It takes 8 hours of intense concentration, with so much as a soft noise around the caster disrupting the spell, to cast

Mind over Matter * – for one round per level, the caster becomes ethereal and can walk though any solid object or fly at double movement rate. While ethereal, only those who can see such beings can attack the caster who is immune to nonmagical weapons, and the caster can choose to fly at a double normal movement rate

Retrocognition – the caster receives a vision of some memorable event that has happened in the past over a given area of 100 x 100 x 100 feet. The types of events that will generate visions are violent deaths, some unusual or rare occurrence, the passage of a creature known to the caster, etc. The vision itself is vague. It takes 4 hours to cast this spell

Telepathic Command * – the caster can mentally issue a command to any creature the caster has ever seen and that creature will have to obey, if it fails a save. Range is unlimited and the duration is 1 hour.

Teleport Self – 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). 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.

Transcend Pain * – the caster becomes immune to damage and injury for one round per level. However, while affected by this spell, the caster may only perform one single specific task which must be stated before the spell is cast (and the Castle Keeper can rule it not possible) such as walking through a hailstorm of arrows, swimming through a lava tube, or something 100% physical – the caster cannot even speak or look sideways. Once the course of their single action is decided, that is all that can be done, period. While this spell protects the caster, any items are not protected so they may need to save or are simply destroyed, depending on what the caster does

Level VII
Bi-Location * – as the astral projection spell provided earlier but the body is able to retain working function, to move, attack, but not to use spells of any sort, allowing the caster to be able to be, literally, in two places at once. This spell takes 6 hours of deep meditation to perform where the caster must be in complete silence, undisturbed by anything so much as a flicker of light. Unlike the previous spell, the caster may be in twain for 6 rounds, +1 round per 2 levels

Dematerialization * – as the disintegrate spell found in the C&C PHB except the caster may only affect a creature/object up to 50 pounds per level

Divert Energy – this spell takes but a thought to cast and may be cast outside of initiative order, provided the caster has the spell available (depending on which option for magic was selected for the game). With a successful Wisdom save, any directed bolt attack, such as a mystic bolt, a magic missile like effect, or a lightning bolt, can be redirected to the left or right of the caster (which may then cause someone else to be hit by it) with equal probability. If the caster fails the check, the spell intended to be diverted strikes with full efficiency, dealing its normal damage without the caster gaining a save against it for reduction. Area of effect spells that do not travel in a straight line, such as fireball or ice storm cannot be diverted.

Expanded Consciousness * – during the spell’s 1 round per level duration, up to 100 feet away, the caster is able to detect magic, presences of all kind (physically hidden, invisible, extraplanar, extradimensional, etc), any hidden or obscured traps, doors, or areas/items, can determine if they have been scryed upon, and the emotional state of any single creature. This spell takes 2 hours to cast

Mass Telepathic Command * – as the telepathic command spell except the caster may target one individual per level

Mind Blast * – any creature within 20 feet must save or be knocked unconscious for 1d6x10 minutes. Those employing active psychic abilities, such as ESP, or telepathic control are not entitled to a save

Mystic Gift * – the caster may bestow an individual with a one-time use of heightened perception, aura reading, mind mask, or subliminal perception. This imbuement must be cast by the recipient within 24 hours or it is lost. When the recipient uses the ability it is resolved at the level of this spells caster. The caster must know the spell to be granted.

Pathway of Knowledge – the caster uncovers the true name of a single spirit, demon, or devil after a 24 hour casting time and a successful save. This spell must be carefully controlled for it can be very potent

serleran
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Re: The Arcanum C&C

Post by serleran »

Sorcery

On Alchemy Spells

A sorcerer does not practice alchemy in the usual way and cannot normally craft the most potent of items, such as essences, aqua vitae, and the like. So, they developed spells that mimic these effects. They are not as powerful as the “real deal” and the Castle Keeper should reduce the effectiveness of any item using these creations as a basis. All such spells that produce an effect take several days (8-12 hours daily) to cast (1d4+2) and have numerous ingredients (figure it roughly at 1d4 x 1000 GP). However, if it were not for these spells, the sorcerer would be unable to create almost all alchemical items.


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

Force Shield – the caster is surrounded by a dome-shaped invisible force to 1 foot, which reduces all damage sustained by 1 point per 2 levels. Attacks that originate from underneath the caster are not protected against. This spell keeps out insects, mists, and gasses although the caster can breathe. While under this spell, the caster is unable to grasp any item that was not already in hand or on their person. There is no reduction to movement or ability and spellcasting is possible from within the dome. The spell persist for 1 round per level

Hypnosis – the caster must get the attention of a target and then flash a shiny object at them, such as a coin or gold medallion (the item itself possibly able to get the victim’s attention), this having a range of 100 feet. The target is allowed a save, but if failed, falls under the command of the caster for 24 hours; the victim cannot be made to perform any action against its base nature, or to harm itself. The caster may also place a suggestion upon the victim which will extend the duration by 24 hours, but the victim is entitled a second save against it

Nightvision – the caster gains the ability to see in absolute, but nonmagical, darkness to a range of 90 feet for 10 minutes per level.

Power Bolt – this spell can be used in one of four ways, decided upon when cast: 1) Damage – the caster must make an attack roll, but any creature can be hit and suffer 1d4, +1d4 per 3 levels damage, a save allowed to reduce to half; 2) Pummel – any object made of wood can be beaten down if the spell deals enough damage to it. For this purpose, assume an average door has 1d4+8 HP and a reinforced one might have double, or possibly triple. An exact amount will have to be decided upon by the Castle Keeper; 3) Stun – the spell deals damage as normal but only half is real. If the total damage suffered brings a creature to 0 HP, that creature is unconscious for 2d10 rounds; 4) Knockdown – the victim makes a Dexterity save and if failed is moved backwards 10 feet, falling down, taking just 1d6 from the fall (the spell otherwise deals no damage). It takes one round to recover from a knockdown (assuming the creature did not fall off a cliff as a result of being pushed backwards.) No creature larger than 400 pounds can be affected by the knockdown option. The range in all cases is 100 feet

Slow Gravity – as the feather fall spell from the C&C PHB except the maximum range is 100 feet and the weight limit is 400 pounds (per target); each level gained allows the caster to affect another target.

Variable Light / Darkness – the caster can choose the area of effect to be in any shape up to a maximum of 200 cubic feet, with some areas left in darkness and others in light. The spell has a range of 100 feet and persists for 10 minutes per level

Vertigo – each round a creature is affected by this spell, they have a 50% chance of falling down when attempting to perform any action. An initial save is allowed to resist the effects. Range is 100 feet and the duration is 1 round per level

Level II
Alter Gravity – the caster can increase or decrease the weight of an object or creature by half, provided it truly weighs no more than 50 pounds per level. Weapons that have their weight increased should become less wieldable (apply a -2 penalty or assume non-proficient penalties) but deal more damage (perhaps as high as double); those which are made lighter should be easier to wield (but not any more accurate, although it might allow a weaker character to use a big sword, for example) but should deal less damage (-1d3 or so is a good value) All other effects are entirely subject to the Castle Keeper, although one final suggestion comes with movement – it should be harder and slower with more weight, faster and easier with less.

Bands of Force – any 400 pound (or less) creature within 100 feet must make a Strength save or be bound, unable to move or take any action except those of a mental kind. The spell lasts for 10 minutes, and even a successful save means 1 round of inactivity. Any creature with giant’s strength (20+) is unaffected by this spell.

Globe of Illumination – for one hour per level, the caster creates a small 1 foot sphere of light that illuminates a 60 foot area. This spell is portable.

Reflection – the caster is protected (for 1 round per level) from any light-based or gaze effect, but those around the caster are not as this spell causes them to be scattered. To determine direction, roll 1d8:

d8 Roll ... Direction
1 ... Back at source
2 ... To the immediate left
3 ... To the immediate right
4 ... Straight up
5 ... Straight down
6 ... Behind the caster
7 ... 45 degrees to the left
8 ... 45 degrees to the right

Spontaneous Combustion – the caster causes any combustible item within 100 feet, igniting a 1 square foot area initially. Each round, the size and intensity of the fire doubles and it will continue to burn for as long as there is material. If a living creature is in the area of effect or was the target, damage is 1 damage, doubled per round (for a living creature, the duration is 1d4 rounds.) Some items, such as green wood, will produce a tremendous amount of smoke as they burn. No save is allowed against this spell but it cannot destroy magical items unless the Castle Keeper wants to let it

Structural Analysis – the caster understands a device or structure (for large ones, this spell allows 10 x 10 x 10 feet to be examined at a time) so well that any weakness of that device/building is known, such as which link in a chain will break and under how much weight. This spell cannot work on any living thing

Level III
Confer Invisibility – by touch, the caster makes a creature or object invisible. Note, this spell does not require concentration to maintain so the recipient is able to attack or move, or perform any other action without breaking it. The spell lasts for 10 minutes per level

Disperse Energy – this spell can be cast outside the order of initiative and need not be declared beforehand. If the caster is attacked by an energy or elemental attack, such as fireball, this spell reduces 1 die of damage per level. However, if there are more dice than the caster can negate, there is no save against it. This spell functions for the caster only.

Identify Herbs and Plants – it takes 1 minute to examine a plant or tree and it cannot be further away than 10 feet, but the caster gains knowledge about it, such as what it is, what it can be used for, and the like

Mass Hypnosis – as the hypnosis spell described previously but it can affect one creature per level

Omnivision – the caster gains the ability to see in every direction to usual line of sight, this applying to any magically granted vision capability such as nightvision. The duration is 10 minutes but if the caster uses this spell more than one in an hour, there is a 10% chance of becoming permanently blinded

Sounding – the caster determines the depth and thickness of an object such as a body of water, a wall, etc. This allows a caster to easily tell if an area is hollow such as where a secret door may have been placed, and detects such immediately. The range is 100 feet and applies to all such items in the caster’s immediate area

Level IV
Alchemy I * – the caster identifies any alchemical elixir, powder, dust, fume (or gas), venom or poison and knows its effects. The item must be in the caster’s possession when the spell is cast.

Force Sphere – the caster creates a 10 foot sphere that keeps out weather, insects, magical mists and gasses, small animals, nonmagical missile attacks, objects that weigh less than 100 pounds (most weapons, for example) and the like. Weapons can break through the sphere if they are delivered with great force, such as from a catapult or by a creature with a 15+ Strength. The sphere lasts for 1 day

Magnetic Field – the area of effect is 10 x 10 x 10 feet, can be cast up to 100 feet away, and persists for 1 turn, +1 round per level. The field can be either positively charged (any creature using, wearing, or holding iron or other magnetic equipment must make a save or be forcibly pulled to the center of the area of effect, or they can drop the items if possible) or it can be negatively charged which prevents iron and other magnetic items from entering the area unless a Strength save is made to pull it in. An iron golem gets no save.

Sonic Blast – out to 100 feet, and creature within 20 feet of the spell origin must make a Constitution save or become stunned for 1d6 rounds. Regardless of this save, anyone affected by it is deafened for 1 round. Non-magical glass and pottery is destroyed.

Species Identification – it takes one minute of examination per piece of information to be gained, but the caster can identify an unknown creature and learn its relative strength, behavior, and mannerisms. With a successful Intelligence check, the caster can also learn a special ability but not a weakness. The range is 100 feet and the spell lasts as long as the caster can keep studying the creature within that range

Spell Analysis – the caster can identify the specific spells, curses, or a magical trap that cover a 10 x 10 x 10 area of effect and also realizes their strengths (level of effect) but not how to avoid them. The caster must be within 1 foot of the item / area to examine with this level of close scrutiny but the spell lasts for 1 round per level

Level V
Alchemy II * – the caster makes the necessary components for the creation of alchemical powders, potions, dusts or gasses (fumes.) Note, an alchemist is not needed for this, but if the caster knows one and they work together, times to complete the making are reduced by half

Aura of Nondetection – by touch, the caster can protect an area (up to 10 x 10 x 10 feet) from any single magical detection spell, including clairvoyance or others. Even true sight (which cannot normally be blocked) will fail if its caster fails a save. However, spell analysis always reveals the presence of this spell but not what spell it prevents. The spell lasts until it is dispelled

Mass Invisibility – as the confer invisibility spell except the caster can affect up to one item / creature per level

Negative Gravity – as the reverse gravity spell from the C&C PHB

Object Teleportation – any object up to 10 pounds per level can be instantly transported to any location known to the caster (or one in which the caster has spent at least 8 hours) by touching it. The item gets no save but it cannot be worn or in the possession of another being when this spell is cast; planar boundaries cannot be crossed either

Teleportal – the caster creates a doorway between any points on the same plane of existence, allowing entry at one to transport to the other (or if desired, the caster can make a one-way teleportal) which, at most, allows one creature to use it per turn. It takes 1 hour per side to cast this spell but once cast, the teleportal is permanent. The teleportal can appear as anything the caster wants it to, such as an arch, a door, a pentacle… but it must have some physical appearance

Level VI
Alchemy III * – the caster produces the needed components for the making of a single golem, living statue, machina, or homunculus. An alchemist is not needed to use these items but if one is involved in the construction process, times are cut in half

Antimagic Shield – within the 1 foot sphere, the caster is invulnerable to magic of all kinds but cannot also cast spells; there is no protection from anything except magic. The spell lasts for 1 round per level

Beam of Light – the caster fires an intense ray at a target up to 100 feet away, dealing 6d8 damage (save for half.) If the beam hits a reflective surface, such as a mirror or body of water, it will scatter as for the reflection spell and can continue to hit another creature (which can include the same one already hit) until the maximum distance is reached. Anything obscuring the path, such as fog, mist, or cloud will nullify the beam completely. The caster must have a crystal worth at least 100 GP (or any ruby) to cast this spell; the item is not destroyed at completion

Dimension Trap – the caster sets a 10 x 10 x 10 foot area such that, if an unsuspecting creature touches or moves across it, on a failed Strength save, gets jutted to an extradimensional space from which they cannot return without an ability such as disappear or phase shift, although a second casting of this spell in reverse, at the exact same spot, will return the trapped creature. It remains in effect until triggered and the caster is always immune. This spell is popular with locked treasure chests, which, when opened are “empty.”

Energy Field – as forcecage from the C&C PHB

Teleport Tracer – if cast within two rounds of another using any form of teleportation magic, the caster is able to then cast their own and arrive at the same location as the previous individual, even if this spell’s caster does not know the location or planar boundaries have been crossed. If the second teleport magic allows additional passengers, everyone arrives together at the same location

Level VII
Acid Rain – everything in a 10 x 10 x 10 foot area suffers 10d6 damage, no save, from pouring acid. Nonmagical items made of wood, fabric, or leather is destroyed; metallic items of a nonmagical nature are 35% likely to be ruined. Magical items are entitled to a save but receive a +2 bonus per enhancement modifier, rather than +1 as normal. A character in a full suit of metal armor takes only 25% damage, but check for armor destruction first… if the armor fails, the character takes normal damage. Structures are damaged, but not destroyed and anyone inside a building is not affected.

Alter Matter – the caster can transform any organic (or non-organic) material into any other non-living material provided the substance is not magical. For example, a caster can turn steel to glass, glass to bone, or bone to adamantine. What effects this has are entirely up to the Castle Keeper. The spell affects 100 pounds, +10 pounds per level, to a range of 10 feet and persists for 1 hour. If the caster targets a living creature, they receive a save

Dimension Track – as the teleport tracer spell except the caster can take along allies even if the spell used does not allow it, provided those allies are in direct physical contact with the caster when the teleport magic is used

Negative Energy – any force field or force related effect that is contacted by this spell is negated, and negates this spell. If the spell strikes a creature, it functions as disintegrate but the sustained damage on a successful save is increased by 25%. Range is 100 feet

Reverse Time * – the caster is able to undo any single action that occurred within the last 10 minutes but it is not possible to use this spell to cast another, or to harm a creature. It simply allows the caster to prevent some unwanted outcome. There are numerous possibilities with this spell and the Castle Keeper will have to be careful with it

Sorcerer’s Gate * – as the teleportal spell except the entrance and exit can both be invisible and do not have to lead to each other. The caster can designate up to three locations each side is linked to, the person entering required to specify when doing so, or gets shuttled to a random one. This portal is always open and can cross planar boundaries

serleran
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Re: The Arcanum C&C

Post by serleran »

Miscellaneous – Optional Rules from The Arcanum

Renown

Renown is a measure of a character’s fame (or infamy) within the Atlantean World. It should only be used in situations where there is a reasonable expectation of knowledge about the character’s deeds and actions, such as whenever the character is in their home city or dealing with locals. All characters begin with a Renown rating of 0 – they have yet to accomplish much. This will rise and fall over time, the minimum being 0 and the maximum that of 20. Various actions affect this, as does being in an environment where the character is unknown, disliked, or outlawed. It functions somewhat like an attribute, with no adjustments to any checks / abilities until the “attribute” reaches a score of 12, and then there is a +1 bonus awarded for each 2 additional, as noted below:

Renown ... Bonus
Under 12 ... --
13-14 ... +1
15-16 ... +2
17-18 ... +3
19-20 ... +4

This bonus can be used in place of a Charisma modifier when dealing with a social interaction check for those who are more famous than they are charismatic, or it can be used to affect an additional person on a one-to-one bonus for those who happen to be both famous and likeable. The Castle Keeper has final arbitration of these effects.

As a character gains a higher renown, they attract a certain type of individual seeking to prove they’re better, tougher, smarter… whatever the case. This will always happen once per month and may happen more frequently as desired. For characters who would prefer to keep a low profile (assassin, spy, necromancer, etc) Renown is a sort of “fear” in that the higher it is, the more hushed people are when speaking about the character but it can still be used to garner benefits as above, only it won’t be because people like the character. These types of characters can also usually demand higher payments and get them because they have such a great reputation.

Anyway, there are many ways to increase and decrease Renown. When the character is far afield and in locales where no one knows the character, they are considered as having 0 Renown – after all, they’re starting from scratch. Whenever XP are given, the Castle Keeper should award Renown as well, most adventures earning between 1 and 3 points, but some especially heroic or valiant task, such as taking down an age 12 dragon or a level 15 necromancer might be worth 10 or more Renown… it really just depends. It must be noted that, as a character has a high Renown, it becomes harder to keep impressing people; they come to expect great (or terrible) actions.

Hit Points

Under The Arcanum rules, HD are non-existent for characters as all classes gain a flat amount per level. However, C&C does not work that way. Therefore, to remain as close to the source material as possible, it is suggested that a character begin with a number of HP equal to Constitution, plus the maximum roll possible for class. At 2nd level, the character gains only their Constitution modifier (minimum of +1 HP). At 3rd level, the character gains the average of their class die type as listed, plus any Constitution modifier (minimum of 1 HP gained).

HD Type ... Average Assumed
d4 ... 2
d6 ... 3
d8 ... 5
d10 ... 6
d12 ... 7

This prevents low rolls but also prevents a character from having maximum HP. There are reasons why the 2nd level only grants Constitution modifier, but if the Castle Keeper wants to allow normal progression, it just means the characters have a few more HP than normal.

Laboratory Mishaps

When a check is needed for the creation of an alchemical item and that check fails, many skills list something about a mishap occurring. This table can be used to discover what happened.

d00 Roll ... Result
01 – 10 ... Material Failure – one or more required ingredients is worthless for the process. All need to be repurchased/obtained again as the character is unable to determine which

11 – 20 ... Defective Container – unless the process uses an aludel, some container (a beaker, flask, etc) has broken and the contents spilled. If the character was making a gas / fume, save or take the effects. If the process needed an aludel (or one is used), this is just a failure, not a mishap

21 – 50 ... Minor Explosion – 1d10x100 GP damage has been done to the laboratory and will have to be repaired; this can be buying new equipment of actually fixing the structure at the discretion of the Castle Keeper. If structural, it might take a while for the labor to be done, unless repaired magically

51 – 79 ... Explosion – anyone in the lab takes 1d12 damage and there is 1d10x1000 GP damage to the laboratory and noted above

80 – 95 ... Costly Explosion – anyone in the laboratory takes 3d8 damage (doubled if using alkahest in a process) and the lab takes 1d20x1000 GP damage, requiring at least 1d4+1 weeks to repair

96 – 99 ... Catastrophe – the entire lab explodes and burns down; anyone in it suffers 5d10 damage (doubled if using alkahest for the experiment) and the entire lab needs to be replaced (costing 1d10+5 x 10000 GP to do and, if in a city, some explaining…)

00 ... Discovery – as the costly explosion above but the character finds some new, until now, undiscovered alchemical item that has whatever effects the Castle Keeper wants. It is unique and cannot be duplicated, even by magic



And with that, this conversion is done.

Treebore
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Re: The Arcanum C&C

Post by Treebore »

Yay! Awesome job, love it!
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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Omote
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Re: The Arcanum C&C

Post by Omote »

Now that the rules are done, any tweeks? ;)

~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<

serleran
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Re: The Arcanum C&C

Post by serleran »

The only real tweaks would be taking The Arcanum spells (those without a direct comparison) and making them fit into the C&C spell level progressions if you opted to have a C&C wizard alongside an Atlantean one. I would suggest going with one or the other.

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