Arcane Spellbook
Arcane magic works through utilizing "mana" to cast. Your maximum mana is your intelligence modifier. Spells cost 1 mana per tier to cast. So a tier 1 spell costs 1 mana and a tier 2 spell costs 2 etc. Your maximum mana can also be increased through talents found on the table below. Mana is recovered by getting at least six hours of sleep. Unless otherwise noted, casting an arcane spell is a standard action.
The Adept: arcane talent is required to cast any arcane spells. Listed below are the various talents available relating to arcane casting for easy reference.
Name | Prerequisites | Description | Cost |
Adept: Arcane | int:12 | You are capable of using arcane magic | 5 |
Proficient: Arcane | int: 14, Adept: Arcane | You can cast from the second tier of arcane spells. | 30 |
Arcane Energy | Adept: Arcane | Your max mana is now equal to 2x your intelligence modifier. | 30 |
Arcane Well | Adept: Arcane, Con 10 | Increase your max mana by 4, this is not affected by intelligence modifier | 30 |
Tier 1
Name | Description | Cost |
Arcane Ward | Can be cast as a defense reaction. Mitigates int damage from incoming spells or ethi weapons. Still applies flinch penalties and consumes mana even if opponent's attack does not connect. | 10 |
Energize | Restore an ethi charge to an item | 5 |
Open/Close | Opens or closes a simple door or any other opening of similar/smaller weight and size. | 5 |
Alarm | Wards an area for 2 hours/level up to 20 foot diameter /level. | 10 |
Hold Portal | Holds simple doorway or similar/smaller size/weight objects | 10 |
Mage Shield | Gives +4 Block for 2*int rounds | 30 |
Obscuring Mist | Fog surrounds you which grants light concealment | 20 |
Overload | Gives target 1d6+int charge. If they gain more charge then their maximum they shut off to zero. Typically useful against shields or other ethi technology, can also double as shield healing if you don't accidentally overdo it. | 30 |
Magic Missile I | 1d4+2 damage, cannot be dodged | 10 |
Flamethrower | 1d4+int damage, int range cone | 10 |
Shocking Grasp | 1d6+int electricity damage on touch. | 12 |
Disguise Self | Changes your appearence for an hour per int | 15 |
Silent Image | Creates a minor image of your design within 60 ft of you. | 15 |
Supercharge | Targets next attack with an Ethi weapon doubles the damage of the Ethi effect. | 20 |
Chill Touch | 1d6+int cold damage on touch | 12 |
Ray of Enfeeblement | Ray reduces targets strength and constitution by 1d4+int | 20 |
Arcane Lock | Locks or unlocks ethi doors, may have difficulty penalty | 10 |
Scorching Ray | Ranged attack, 6+int meters. Deals 1d6 damage | 10 |
Feather Fall | Creature or object falls slowly to protect it from fall damage. | 20 |
Tier 2
Name | Description | Cost |
Darksight | Gain 20 meters of darkvision +5 meters per int | 10 |
Magelight | Creates a bright light that illuminates a 20 meter radius +5 meters per int | 10 |
Dimension Door | Teleports 30 feet away. Can be cast as a movement action. +10 feet per level. | 20 |
Arcane Ward II | Can be cast as a defense reaction. Mitigates 1d4+int damage from incoming spells or ethi weapons. Still applies flinch penalties and consumes mana even if opponent's attack does not connect. | 20 |
Explosive Rune | Deals 2d4+int damage when the caster chooses to detonate it. Takes two actions to cast and cannot be detonated for two rounds. | 20 |
Flaming Sphere | Creates a living sphere of fire. Deals 2d6 damage as a melee fire attack. | 15 |
Fog Cloud | A cloud of fog rolls in and obscures vision in a 25 ft area. +10 feet per level, up to level 10 | 10 |
Fly | Caster may fly at 60ft move speed, lasts for one round. | 25 |
Glitterdust | Releases a cloud of sparkling lights that cling to everything. Reveals stealth for 2 rounds | 15 |
Gust of Wind | Creates a gust of wind that can blow away light objects, at level 2 small creature too. | 20 |
Haste | Gain +20ft to move speed for two rounds. | 20 |
Hold | Paralyze subject for 1 round/level up to level 4. Target makes a DC 18+int fort test to resist. | 15 |
Light | Turns any object into a heatless light source, lasts for an hour per level. | 5 |
Protection | Protects from declared energy type (not kinetic), 12 points per level up to level 5 | 10 |
Spider Climb | Grants ability to walk on walls and ceilings for 4 rounds. | 20 |
Stoneskin | Grants DR10 for 2 rounds. An additional round per level. | 15 |
Summon Swarm | Summons a swam of 5 bats, rats, or spiders. They have no combat application, just distracting. For every level increase the size of the swarm by 5, up to level 10. | 5 |
Tongues | Speak any language | 30 |
Wall of Fire | Erects a wall of flames that deals 2d6 fire damage to anything that passes through it. Up to 25 feet long. | 15 |
Tier 3
Name | Description | Cost |
Alter Self | Assume form of a similar creature, lasts for one hour per level. | 20 |
Animate Dead | Creates undead zombies/skeletons from humanoid remains that will obey you. They have +5 attk and use whatever weapons their corpse was holding. | 20 |
Arcane Eye | A floating eye that exists for five minutes will allow you to see whatever it sees, you can send it around. Note that it is very noticeable and has 0 hide skill. Every level increases the number of eyes by one. | 10 |
Break Enchantment | Destroys enchantments on items, including Ethi technology. | 25 |
Cloud Kill | Summons a cloud of death, anything that does not succeed a DC15 fort save will die without breathing apparatus. | 25 |
False Visions | Scrying and mind reading attempts are fooled for the next hour per level. | 10 |
Freeze | Target becomes very cold, if target is a creature they take 2d8 damage. If they fail a DC 15+Int fortitude save their blood freezes in their body and kills them. | 20 |
Hailstorm | Summons a frigid storm, hampering all movement by 25% and limiting vision by 50%. Note this effects the weather, so it can't be used indoors. | 20 |
Invisibility | Renders the caster invisible. | 20 |
Permenency | Enchant an object with a spell that you know. This is free to learn but costs 20 xp per use. | 0 |
Shape Metal | Reforms metal objects into any desired shape, effected area cannot exceed 5 cubic feet. | 15 |
Shape Stone | Reforms stone into any desired shape, effected area cannot exceed 5 cubic feet. | 15 |
Summon Blades | Two floating swords will come into existence to fight for you using your base attack. However, they use your int modifier instead of str for bonus damage. They have 15 AC and 10 health. They have +25 AC when attacked by ranged weapons. An additional sword is summoned per level. | 15 |
Teleport | Teleport yourself up to 100 miles, +10 miles per level | 20 |
Tier 4
Name | Description | Cost |
Acid Fog | An acidic cloud permeates the air. Dealing 2d4 acid damage to all caught within. 10 ft blast +5 ft per level. The cloud is not acidic enough to melt through walls or armor. | 10 |
Analyze | Reveals the magical aspects of subject. Combined with spellcraft skill this can reveal all the quirks of enchantments. Every additional level grants +2 to spellcraft check. | 10 |
Antimagic Field | Negates all magic effects and casting (except zankou) in a 10 ft area. +5 ft per level. | 20 |
Chain Lightning | Releases a bolt of lightning that can jump between things up to 10 ft apart. Jumps twice, with an additional jump per level. Deals 2d6 damage. Every two levels it gains an extra d6 | 10 |
Clone | Creates an illusionary double of yourself that lasts for one hour per level. The illusion is not physical and cannot cast. | 20 |
Contingency | Sets trigger conditions for another spell that can be left anywhere. At level 2 you can give it specific names to detonate for, but you must have had contact with that person or object. | 20 |
Finger of Death | Touch attack, target makes a DC 20 fortitude save or dies. | 20 |
Lore | By touching an object you can learn where its been and what its done. | 15 |
Move Earth | Move earth to dig trenches or build hills | 20 |
Plane Shift | As many as 5 targets (including the caster) move to another plane. If the target is unwilling...sucks for them. Keep in mind 90% of the time you jump to another plane from where your standing, you'll land in space. This cannot be done through an ethi shield. | 20 |
Repulsion | Any attempt to approach you (i.e. melee range) will be blown backwards 5 feet. Lasts 1 round per level. | 10 |
Reverse Gravity | Exactly what it says, in a 20 ft area +10 ft per level. | 10 |
Teleport Greater | Teleport up to 5 targets up to 100 miles +10 miles per level. | |
True Sight | Allows you to see through illusions. | 15 |
Veil | Uses an illusion to change the appereance of up to 5 targets. They must remain within 40 ft of each other and the original caster or they will lose the illusion. | 20 |
Tier 5
Name | Description | Cost |
Binding | Up to a 25 foot area can be trapped within a magical prison, this can be alternatively casted to effect 5 specific targets and bind them magically. Shielded targets are unaffected by the alternate cast. | 20 |
Discern Location | Reveals the exact location of a person or object that the caster has had contact with. | 30 |
Energy Control | Target loses all stored ethi charges and the caster gains them. Alternatively this can be casted to forcefully expend ethi charges and trigger effects at the casters will. | 25 |
Incendiary Cloud | A cloud of sparks and fire occupy a 25ft area (+5 ft per level) and deal 3d6 damage to all within every round. Deals maximum possible damage (18) against shields. | 20 |
Magic Counter | All magical effects fail against the caster for 2 rounds. +1 round per level. | 20 |
Meteor Call | In a 40 ft area around the caster meteors will begin to rain from the sky. This takes 2 rounds after activation before they will arrive. For 2 rounds afterward meteors are randomly scattered through the area, dealing 200 damage to anything they land on and 50 damage to anything within 10 feet of their landing. | 40 |
Prying Eyes | See through solid objects up to 30 feet. +10 feet per level | 10 |
Repulsion Field | Any attempt to approach whatever this has been cast upon wil be blown backwards 5 feet. Lasts 5 minutes per level. | 20 |
Soultrap | Traps the intelligence of a target within an object. They may resist on a successful will save at DC 15. | 25 |
Sunburst | For two rounds (+1 round per level) in a 60 foot area (+10 ft per level) a bright light that imitates sunlight perfectly overwhelms the area. | 10 |
Time Warp | In a 30 ft area time stops for 2 rounds, the caster is the only one that can act in this area for those two rounds. This cannot be recasted within itself. | 40 |