Arcane Seal: Similar to Amaterasu magic, the caster draws a seal of any size and it then explodes. The size of the explosion depends on the size and number of seals.
Arcane orb: By manipulating the ethernano in the air the caster can create a defensive orb that nullifies any magic including copy magic it comes in contact with. This can also protect the caster from non-magical attacks such as rocks. However the success of the shield depends on the reflexes of the caster. Arcane Rupture: The caster pressurizes the magic energy inside the target to the point where it explodes.
Arcane Destruction: the caster triggers the ethernano in the air to explode over a select area, causing mass damage. This website saves cookies to your browser in order to improve your online experience and show you personalized content.
Read our Privacy Policy and Cookie Policy to get more information and learn how to set up your preferences. Overview Arcane Magic is a caster type and lost form of magic as well as an eye magic that utilizes pure magical energy,ethernano, at its finest.
Description Arcane magic, also known as The Arcane Arts, is a magic superior to most magics even including slayer magics. Space in the Spellbook : A spell takes up 2 pages of the spellbook per spell level so a 2nd-level spell takes 4 pages, a 5th-level spell takes to pages, and so forth. A 0-level spell cantrip takes but a single page. A spellbook has pages. Materials and Costs : Materials for writing the spell special quills, inks, and other supplies cost gp per page.
Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level. The wizard adds these to her spellbook as part of her ongoing research.
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of gp per page as noted in Writing a New Spell into a Spellbook. The process wipes the prepared spell from her mind, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book. Duplicating an existing spellbook uses the same procedure as replacing it, except that the task is much easier.
The time requirement and cost per page are halved. Sorcerers and bards cast arcane spells, but they do not have spellbooks and do not prepare spells. A sorcerer's or bard's level limits the number of spells he can cast.
A sorcerer's or bard's high Charisma score might allow him to cast a few extra spells. Daily Readying of Spells : Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest just like a wizard , after which he spends 15 minutes concentrating. A bard must sing or play an instrument of some kind while concentrating. During this period, the sorcerer or bard readies his mind to cast his daily allotment of spells.
Without such a period to refresh himself, the character does not regain the spell slots he used up the day before. For example, at 7th level, Devis the bard can cast one 3rd-level spell a bonus spell due to his 16 Charisma.
If he casts his 3rd-level spell, he can't use it again until the next day - after he readies his spells for the day. Recent Casting Limit : As with wizards, any spells cast within the last 8 hours count against the sorcerer's or bard's daily limit.
Adding Spells to a Sorcerer's or Bard's Repertoire : Sorcerers and bards gain spells each time they attain new experience levels and never gain spells any other way. When you gain a new level, consult Bard Spells Known or Sorcerer spells Known to learn how many spells from the appropriate spell list, Sorcerer , or Bard. With the DM's permission, sorcerers and bards can also select the spells they gain from new and unusual spells that they have gained some understanding of.
For instance, when Hennet the sorcerer becomes 2nd level, he gains an additional 0-level spell. He can pick that spell from the 0-level spells on the sorcerer and wizard spell list, or he might have learned an unusual spell from an arcane scroll or spellbook.
Wizards and sorcerers do not know how to wear armor effectively. They can wear armor anyway though they'll be clumsy in it , and they can gain training in the proper use of armor with the various Armor proficiency feats - light, medium, and heavy - and the Shield Proficiency feat or multiclass to add a class that grants them armor use. By contrast, bards do know how to wear light and medium armor effectively.
However, they too wear heavier armor ineffectively and must either learn to wear heavier armor via the feat Armor Proficiency heavy or add a class such as fighter that grants them such Armor Proficiency as a class feature.
Even if a wizard, sorcerer, or bard is wearing armor with which he or she is proficient, however, it might still interfere with his or her spell. Characters have a difficult time casting most arcane spoils while wearing armor. The armor restricts the complicated gestures that they must make while casting any spell that has a somatic component most do. To find the chance of arcane spell failure for a wizard, sorcerer, or bard wearing different types of armor, see Armor.
If a spell doesn't have a somatic component, arcane spellcasters can cast it with no problem while wearing armor. Such spells can also be cast even if the caster's hands are bound or if he or she is being grappled although Concentration checks still apply. Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one level higher than normal without the somatic component, which is a way of casting a spell while wearing armor without risking the chance of arcane spell failure.
A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic see below.
Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Essentially, the wizard gains exceptional mastery over a single school by neglecting the study of other schools.
The more difficult a school is to master, the more one must give up in order to specialize in it. Some schools only require that a specialist give up one other school, while others might require the giving up of two or three. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands. The wizard must choose whether to specialize and how at 1st level.
She may not change her specialization later. The specialist can prepare one additional spell of the school selected as a specialty per spell level each day. Spells that do not fall into any of these schools are called universal spoils.
Abjuration : Spells that protect, block, or banish. An Abjuration specialist is called an abjurer. To become an abjurer, a wizard must select her prohibited school or schools from the following choices: 1 either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or 2 both Divination and Necromancy.
Conjuration : Spoils that bring creatures or materials to the caster. Her birth had the effect of creating the Weave, a sort of ethereal layer that pervaded all of space. It was by drawing upon the Weave that mortal creatures were able to use magic.
Mystryl and the Weave could not exist without one another, because she was the "embodiment" of the Weave itself. She acted to repair the Weave, and where action occurred that harmed the Weave, Mystryl was harmed as well. Mystryl chose to sacrifice herself to save the Weave, a choice that led to her death, and the subsequent rebirth as Mystra , who was able to repair the Weave, although Netheril was destroyed.
To prevent a similar episode occurring again, Mystra imposed restrictions on magic that used the Weave. Firstly, she banned a number of very high-level spells that she considered too powerful for mortals to use responsibly. Unless the wielder was able to harness epic magic , the limit could not be circumvented.
In an attempt to further control the Weave, Mystra appointed a Magister in the form of Azuth , a mortal mage who became deity, and became responsible for the championing of magic. In DR , during the Time of Troubles , Mystra, in corporeal form, was slain in Waterdeep during a battle against Myrkul and other beings of great power.
This caused her "essence" to merge with the land, and subsequently, wild magic occurred in some areas, while the Weave failed completely in others. A mortal wizard named Ariel Manx, and dubbed "Midnight", took on the mantle of divinity and portfolio of Mystra. She was able to mostly restore the Weave and return magic to normal, and her focus leaned more towards the proper use of magic instead of simply maintaining a balance.
As the new Mystra , Midnight continued to respect those who sought divine magic from her. Midnight's slight leaning towards good became evident, but she did not discriminate, and from her ascendancy onward, she would allow any arcane spellcaster to access the Weave. Forgotten Realms Wiki Explore.
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