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Magick and technology do not mix, at the most basic level. Magick works by bending physical law, allowing an effect to occur that would otherwise be impossible. For example, when a spellcaster produces a lightning bolt, he is causing (through an act of will) electrons to flow from one spot to another, despite the fact that the electric potential of the destination may be equal or higher than the source. The caster has temporarily suppressed that law in their local environment. Thus, magic is a way to tell the universe "Do what I want!" It is very powerful but very personal.

Technology is the exact opposite. Technology relies on physical law to operate, and the use of a technological item or skill serves to reinforce the physical law on which it operates. When a technologist shoots a gun, he is relying on the chemical properties of the gunpowder to create a controlled explosion in the gun's chamber and propel the bullet forward. By using this gun repeatedly, he is actually strengthening those chemical properties, making them harder to subvert through magic.

Therefore, magick and technology oppose each other. Magick is constantly bending or suppressing physical law, while technology is reinforcing those same laws. Obviously, both cannot succeed when directed at the same physical law. Hence, there is conflict. 

Magick is broken down into 16 colleges, with each college defining the type of subject matter that its spells can effect. So the Mental college contains spells that affect the mind, the Divination spells bring information to the caster, and Meta spells affect other spells. Within each college, there are five spells of varying difficulty to master, for a total of 80 spells within the game. The full list of colleges described as follows:

  • Conveyance - Deals with motion and transportation.
  • Divination - Concerns itself with the gathering of knowledge through magical means.
  • Air - Holds the spells that manipulate the first elemental material, that of air and wind.
  • Earth - Holds the spells that manipulate the second elemental material, that of earth and stone.
  • Fire - Holds the spells that manipulate the third elemental material, that of fire and heat.
  • Water - Holds the spells that manipulate the fourth elemental material, that of water and ice.
  • Force - Contains spells that manipulate and direct pure energy.
  • Mental - Contains spells that influence and control the minds of their targets. 
  • Meta - Contains spells that affect other spells.
  • Morph - Contains spells that change the substance of the target.
  • Nature - Contains spells that control plants, animals, and natural forces.
  • Black Necromantic - Contains spells that negatively affect the life force of a creature.
  • White Necromantic - Contains spells that positively affect the life force of a creature.
  • Phantasm - Contains spells that concern the control of light and illusion.
  • Summoning - Contains spells that concern the summoning of creatures of progressive power.
  • Temporal - Concerns spells that control the flow of time.

Conveyance Edit

The College of Conveyance teaches spells that affect movement in space. This college is suitable for any spellcaster - good and evil, aggressive and defensive. It contains two of the most popular spells - Unlocking Cantrip and the must-have for the aspiring caster, Teleportation. Not allowed to ride on the train? No problem!

1Conveyance2
  • Disarm
    • Minimum requirements: Level 1, WP 6
    • Energy: 5
    • This spell knocks the target's weapon out of their hands, and with a high MA the caster inflicts minor damage. It is very useful throughout the game against opponents using melee weapons, especially against swordsmen with two-handed swords, as otherwise they will quickly leave you defenseless. This spell is meant to be resisted if the target does a successful Dexterity roll, but this seems to be non-functional.
  • Unlocking Cantrip
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • This spell opens the locks on doors or containers if the difficulty of the lock is less than the MA of the caster. Unlike the Pick Locks skill, it is extremely noisy and attracts the attention of nearby people. Standing 8 tiles away from any NPCs that would turn hostile is safe.
  • Unseen Force
    • Minimum requirements: Level 5, WP 12
    • Energy: 15
    • This spell pushes the target five tiles away from the caster. If the target hits an obstacle (for example a wall or a tree), then it receives minor damage. You can push living beings and corpses, as well as objects weighing less than 5 stone. You cannot push stationary objects or containers.
  • Spatial Distortion
    • Minimum requirements: Level 10, WP 15
    • Energy: 25
    • The caster moves to a tile of their choosing, but no more than 8 tiles away. The tile must be in their line of sight. You can not move through walls, closed doors or fences (even low ones) as well as over blocked tiles such as water. You may find it a useful escape spell if cornered or surrounded in turn-based mode.
  • Teleportation
    • Minimum requirements: Level 15, WP 18
    • Energy: 50
    • Caster and his companions can teleport to one of the known locations on the World Map. You can not use this spell during combat, and it does not work in some places (Isle of Despair, T'sen Ang, The Void). Fatigue cost is applied after a location is selected.

NOTE: There is an item called Staff of K'an T'au, which can be used by any character (technical aptitude must be less than 95!) and can cast Teleportation as long as the caster doesn't use the other spells on the staff (it has: Divine Magic, See Contents and Teleportation).

DivinationEdit

The College of Divination teaches spells which allow you to see certain properties of various entities in Arcanum.

2Divination
  • Sense Alignment
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • This spell shows the alignment of a creature you hover your cursor over. A picture representing the creature's alignment will replace their portrait. See the Alignment page for the appearance of these icons.
  • See Contents
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • Shows the contents of a container it is used on, regardless of whether a container is closed, locked or opened.
  • Read Aura
    • Minimum requirements: Level 5, WP 12
    • Energy: 15
    • Displays the attributes of a creature it is used on in the form of a character editor screen (only for preview, of course - you may not change anything).
  • Sense Hidden
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (5/10 sec)
    • Allows the player character and their followers to see all traps and invisible creatures. The spell adds 20 ranks to the Spot Trap skill, equivalent to an investment of 5 Character Points. Because there are almost no invisible creatures in the game, this spell's primary or only use is being an alternative to the Spot Trap skill or the Flow Specktrometer.
  • Divine Magick
    • Minimum requirements: Level 15, WP 18
    • Energy: 30
    • Allows you to identify all the magical properties of one object from the inventory of the caster, equivalent to using the scroll of the same name or paying for identification at a gypsy.

Air Edit

The College of Air teaches spells that manipulate the first elemental material - air and wind.

3Air
  • Vitality of Air
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: Yes
    • Target gains +4 to Constitution, regardless of its or the caster's Magickal Aptitude. Theoretically, it could be used and utilized to its full extent even by the most devoted technologist.
  • Poison Vapours
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (5/10 seconds)
    • Resisted by: Constitution
    • Creates a cloud of poisonous vapours concentrated around the target. Any creature other than the caster and his followers will get 15-50 PD, depending on the Magickal Aptitude of the caster.
  • Call Winds
    • Minimum requirements: Level 5, WP 12
    • Energy: 15
    • Resisted by: Constitution -5
    • Causes wind gusts to flow from the caster in all directions, pushing all nearby creatures and dealing damage if they hit a nearby object or wall. This spell is meant to deal severe damage to Air Elementals and creatures affected by Body of Air, but this does not seem to work.
  • Body of Air
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (2/10 seconds)
    • This spell transforms the body of a target into the air, making it transparent. The target receives +10 speed, +5 ER, +7 FR, its DR and PR are set to 95 and the target becomes much more difficult to hit. All equipped items are moved into the target's inventory or dropped to the ground. A creature in this form cannot perform physical attacks, and because of the extreme boost to damage resistance, it is the perfect spell for any "pure" spellcaster fighting off melee combatants. A creative mage may also decide to use it on an enemy reliant on physical attacks in order to disable them, and then finish them off with Harm or Fireflash.
  • Call Air Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • Summons an Air Elemental that immediately begins to attack the enemies of the caster. It will disappear after death or if the maintain of the spell is terminated. Note that it cannot physically attack.
Level Condition Statistics Resistances Skills Spells
35 98 HP, 113 FT ST 6, CN 12, DX 18, BE 16, IN 7, WP 15, PE 17, CH 2 DR, MR, FR, ER 80%, PR 120% Melee 5 Master Disarm, Unlocking Cantrip, Unseen Force

Earth Edit

The College of Earth teaches spells that control the second type of elemental matter - earth (stone).

4Earth
  • Strength of Earth
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: Yes
    • Target gains +4 to Strength, regardless of its or the caster's Magickal Aptitude. Theoretically, it could be used and utilized to its full extent even by the most devoted technologist. One may want to cast this spell on themself if they find their items a little too heavy, or to deal additional damage while unarmed.
  • Stone Throw
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • Resisted by: Constitution -5
    • This spell creates a homing stone projectile that inflicts 1-50 points of damage to the target dependent on the Magickal Aptitude in the caster and the DR of the target. The projectile can also damage objects such as doors and containers if used against them.
  • Wall of Stone
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (1/10 seconds)
    • Creates a wall of stone on targeted area. It disappears after spell maintain is terminated. The wall receives damage from spells such as Fireflash and from explosives, but cannot be destroyed.
  • Body of Stone
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (2/10 seconds)
    • The spell turns the body of a target into stone. The target receives +10 Strength, -5 to speed, +11 FR, its DR becomes 50, PR - 90, anyone attacking the target unarmed will receive minor damage (if attacked in melee, the weapon used will be damaged instead). All equipped items are moved into the target's inventory or dropped to the ground.
  • Call Earth Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • Summons a Earth Elemental that immediately begins to attack the enemies of the caster. It will disappear after death or if the maintain of the spell is terminated.
Level Condition Statistics Resistances Skills
35 122 HP, 116 FT ST 18, CN 18, DX 9, BE 2, IN 4, WP 6, PE 10, CH 5 DR, MR, FR, ER 80%, PR 170% Melee 2.75 Expert

Fire Edit

The College of Fire teaches spells which manipulate the third type of elemental matter - fire.

5Fire
  • Agility of Fire
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 sec)
    • Stackable: Yes
    • Target gains +4 Dexterity, regardless of its or the caster's Magickal Aptitude. Theoretically, it could be used and utilized to its full extent even by the most devoted technologist.
  • Wall of Fire
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (1/10 seconds)
    • Creates a wall of fire which damages every creature except the caster and the members of his group passing through it for 1-4 damage by fire. The wall will disappear if the maintain of the spell is terminated.
  • Fireflash
    • Minimum requirements: Level 5, WP 12
    • Energy: 15
    • Resisted by: Constitution -5
    • Creates a classic fireball made of hot plasma. Once it explodes on target, every creature except the caster and the members of his group located within two steps from the target get 15-45 fire damage. Successful saving throw (a very rare occurrence) reduces damage by half.
  • Body of Fire
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (2/10 seconds)
    • Turns the body of a target into fire and flames. The target receives +8 ER, its FR is set to 95, PR to 97; target becomes capable of inflicting fire damage in melee. All equipped items are moved into the target's inventory or dropped to the ground.
  • Call Fire Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • Summons a Fire Elemental that immediately begins to attack the enemies of the caster, dealing fire damage with each attack and damaging the armor of the person it is attacking. It will disappear after death or if the maintain of the spell is terminated.
Level Condition Statistics Resistances Skills
35 98 HP, 98 FT ST 12, CN 8, DX 18, BE 12 DR 30%, FR, ER 100%, PR 120% Melee 5 Master

Water Edit

The College of Water teaches spells which manipulate the fourth type of elemental matter - water.

6Water
  • Purity of Water
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: Yes
    • Target gains +4 Beauty, regardless of its or the caster's Magickal Aptitude. Theoretically, it could be used and utilized to its full extent even by the most devoted technologist. One may want to cast this spell on themself before conversing with others or trading with shopkeepers.
  • Call Fog
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (1/10 seconds)
    • This spell creates a billowing mist, centered on the target tile. The mist reduces a creature's chance to hit, making it useful against ranged combatants. It also creates a dim light in unlit areas.
  • Squall of Ice
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (5/10 seconds)
    • Resisted by: Constitution -5
    • This spell creates a storm of ice and sleet, centered on the target tile. It deals damage over time, much like the Wall of Fire.
  • Body of Water
    • Minimum requirements: Level 10, WP 25
    • Energy: 15 (2/10 seconds)
    • This spell liquifies the target, making him translucent. Sadly, it still does not allow you to travel through deep water.
  • Call Water Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • This spell summons a Water Elemental, who will appear in the target tile and immediately attack the caster's enemies. It will disappear after death or if the maintain of the spell is terminated.

Force Edit

The College of Force teaches spells that manipulate energy in its purest forms. It is probably the most combat effective College of Magick as its spells have high offensive and defensive power.

7Force
  • Shield of Protection
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: No
    • This spell creates a deflective energy screen about the target, increasing its Armor Class and damage, fire and electrical resistances. Cumulative applications of this spell have no effect.
  • Jolt
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • Resisted by: Constitution -10
    • When this spell is thrown, a surge of electricity will flow from the caster into all adjacent creatures, causing electrical damage. A successful saving throw will halve this damage.
  • Wall of Force
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (2/10 seconds)
    • This spell creates a shimmering wall of force in the specified empty square. This wall is impassable unless dispelled or disintegrated.
  • Bolt of Lightning
    • Minimum requirements: Level 10, WP 15
    • Energy: 25
    • Resisted by: Constitution -5
    • This spell creates a bolt of lightning from the caster to the specified tile or target. Any creature struck by the bolt will be subjected to electrical damage, or half that damage if a saving throw is successful.
  • Disintegrate
    • Minimum requirements: Level 15, WP 18
    • Energy: 50
    • Resisted by: Constitution -5
    • This spell eliminates the binding force between atoms, reducing the target to its constituent particles and dispersing them. If the target is a creature, a successful saving throw will avoid this fate. Otherwise, the creature and its inventory are utterly destroyed, and resurrection is not possible.

Mental Edit

The College of Mental teaches spells that manipulate the mind of a person. This College is useful to those who decided to embark on the path of total destruction of technology - because against mages with high Willpower these spells are not as effective. Also, these spells are useless against creatures living at the expense of supernatural forces, for example, against the undead.

8Mental
  • Charm
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: No
    • Resisted by: Willpower -5
    • This spell increases the target's reaction to the caster. When the spell is cancelled, the target will sometimes have a reduced reaction towards the caster. If the spell is resisted, the target's reaction will be reduced by 30, and the spell will not be applied. This spell has no effect in combat or on player characters. Gnomes may want to reconsider casting this spell if they are trying to play fair.
  • Stun
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • Resisted by: Willpower -5
    • This spell will stun the target for a few seconds, if a save is not made. During this time, the target is dazed and cannot move or attack.
  • Drain Will
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (1/10 seconds)
    • Stackable: Yes
    • Resisted by: Willpower -5
    • This spell will cause the target creature's Willpower to drop by half while the spell is maintained, if a saving throw is not made.
  • Nightmare
    • Minimum requirements: Level 10, WP 15
    • Energy: 20
    • Resisted by: Willpower -5
    • This spell causes all creatures within the vicinity of the caster to save or flee in terror. These fleeing creatures will move as far from the caster as possible.
  • Dominate Will
    • Minimum requirements: Level 15, WP 18
    • Energy: 25 (6/10 seconds)
    • Resisted by: Willpower -5
    • This spell places the mind of the target under the control of the caster, unless a saving throw is made. The creature will follow the caster as long as the spell is maintained (regardless of the caster's Charisma), and in combat, it will attack the caster's enemies. While the spell is maintained, the creature will also act as if Charmed by the caster, with the same negative reaction effect when the spell is removed. This spell costs more fatigue for higher level creatures, and it has no effect on player characters.
    • When used in combination with the Reflection Shield glitch you can keep any dominated person under your control indefinitely. This allows you to turn entire towns into your own enslaved armies.

Meta Edit

The College of Meta teaches spells which prevent other types of Magick from having their intended effect. In a battle against multiple mages this College would be very useful, but because there are not so many mage enemies in Arcanum it lacks in potential. In practice, Meta spells could be very useful if you intend to start a genocide in Tulla.

9Meta
  • Resist Magick
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: No
    • This spell sets the target's magic resistance to 50.
  • Disperse Magick
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • This spell cancels existing spell effects on the target.
  • Dweomer Shield
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (5/10 seconds)
    • This spell prevents magic from operating on the target. In addition, it prevents the target from casting any spells in the same way as Bonds of Magick.
  • Bonds of Magick
    • Minimum requirements: Level 10, WP 15
    • Energy: 35 (5/10 seconds)
    • This spell prevents the target from casting any spells.
  • Reflection Shield
    • Minimum requirements: Level 15, WP 18
    • Energy: 30 (5/10 seconds)
    • This spell creates a protective field and any spell to be reflected back to its caster, at additional cost.

Reflection Shield GlitchEdit

This glitch can be used to make permanent a variety of spells and effects.

  • Cast the spell you want to make permanent (ex. Summons, Dominate Will, Agility of Fire, etc..)
  • Cast Reflection shield on the same target (for summoned creatures cast on the creature)
  • Delete the first spell THEN the Reflection shield.

The effect of the spell will still be in effect, but you won't be using Fatigue on it.

See this section on Bugs and Glitches for more information and uses of this glitch.

Morph Edit

The College of Morph teaches spells that morph the substance of a creature - making it weaker or stronger.

10Morph
  • Hardened Hands
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: No
    • This spell makes the target creature do more damage with an unarmed attack. The increase seems to be +1 (or perhaps +2) regardless of Aptitude. This bonus will not be visible on the character planner or elsewhere.
  • Weaken
    • Minimum requirements: Level 1, WP 9
    • Energy: 15 (2/10 seconds)
    • Stackable: No
    • Resisted by: Constitution -5
    • This spell weakens the substance of the target, reducing its damage resistance for the duration of the spell. The target's Strength is also reduced. Affected by MA.
  • Shrink
    • Minimum requirements: Level 5, WP 12
    • Energy: 20 (2/10 seconds)
    • Stackable: No
    • Resisted by: Constitution -5
    • This spell reduces a creature to half its size. If the player initiates conversation while shrunken, they may receive mocking comments from people. It does not seem to affect any primary statistics or derived statistics, although the size reduction does reduce movement speed. Allows the player character to enter the Thieves Cave if they are not a minute race.
  • Flesh to Stone
    • Minimum requirements: Level 10, WP 15
    • Energy: 20
    • Resisted by: Constitution -5
    • This spell converts the target to stone temporarily. The target is paralyzed and cannot be physically damaged.
  • Polymorph
    • Minimum requirements: Level 15, WP 18
    • Energy: 30 (5/10 seconds)
    • Resisted by: Constitution -5
    • This spell transforms the target creature into a sheep for as long as the spell is maintained.

Nature Edit

The College of Nature teaches spells that allow control over nature and wildlife.

11Nature
  • Charm Beast
    • Minimum requirements: Level 1, WP 6
    • Energy: 8
    • Resisted by: Willpower -5
    • This spell causes every animal in the vicinity to gain a positive reaction to the caster. The effect seems to be permanent. It can be quite helpful if you happen to encounter some vicious wildlife during your travels throughout Arcanum.
  • Entangle
    • Minimum requirements: Level 1, WP 9
    • Energy: 5 (2/10 seconds)
    • This spell imbues a patch of vegetation with motion preventing the target creature from walking. In combination with some spells such as Wall of Fire, the true potential of this spell becomes revealed.
  • Control Beast
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (2/10 seconds)
    • Resisted by: Willpower -5
    • This spell places the mind of the animal under the control of the caster, unless a saving throw is made.
  • Succour Beast
    • Minimum requirements: Level 10, WP 15
    • Energy: 20 (4/10 seconds)
    • This spell summons an animal, which will appear in the target tile and immediately attack the caster's enemies. With a very high Magickal Aptitude you may see some interesting results from this spell.
  • Regenerate
    • Minimum requirements: Level 15, WP 18
    • Energy: 25 (5/10 seconds)
    • Stackable: No
    • This spell greatly increases the heal rate of the caster and all followers.

Necromantic Black Edit

The College of Necromantic Black focuses on the power of death. Spells of this College injure the living and command the souls of the dead, bring a semblance of life to the dead.

12Necromanticblack
  • Harm
    • Minimum requirements: Level 1, WP 6
    • Energy: 5
    • This spell causes damage to the target creature. The damage dealt is proportional to the caster's Magickal Aptitude, and can be extremely powerful at maximum.
  • Conjure Spirit
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (3/10 seconds)
    • This spell allows the caster to speak with the spirit of the target corpse upon which it is cast.
  • Summon Undead
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (2/10 seconds)
    • This spell summons an undead monster. The type and power of undead that will be summoned is proportional to the caster's Magickal Aptitude.
  • Create Undead
    • Minimum requirements: Level 10, WP 15
    • Energy: 20 (3/10 seconds)
    • This spell animates the target corpse, which will follow the caster.
  • Quench Life
    • Minimum requirements: Level 15, WP 18
    • Energy: 50
    • Resisted by: Constitution -5
    • This spell deals 50-100 damage to the target creature, unless it successfully saves. It cannot be used on Undead. It will never cause instant death like Disintegrate does, and is merely a stronger version of Harm. However, Harm costs 45 less Fatigue to cast, can be cast almost as quickly as the player can click on the target, works on Undead, and the damage difference is not too significant.

Uses of Conjure Spirit Edit

Conjure Spirit can be cast on almost any deceased person, although most generic characters will not provide any sort of useful information or interesting dialogue. However, there are a few characters which will provide the player with the information they seek. Such examples are listed here.

  • Charles Bregho
  • Pelonious Schuyler
  • Pelojian
  • Gilbert Bates
  • Randver Thunder Stone
  • Loghaire Thunder Stone
  • Myrth
  • Professor James
  • Raven
  • Wrath
  • M'in Gorad
  • Caladon murder victim

Necromantic White Edit

The College of Necromantic White focuses on the power of life. Spells of this College heal and restore the living, even bringing the dead to life.

13Necromantcwhite
  • Minor Healing
    • Minimum requirements: Level 1, WP 6
    • Energy: 5
    • This spell heals a small amount of health points of damage to the target.
  • Halt Poison
    • Minimum requirements: Level 1, WP 9
    • Energy: 8
    • This spell reduces the Poison Factor of the target.
  • Major Healing
    • Minimum requirements: Level 5, WP 12
    • Energy: 20
    • This spell heals a large amount of health points of damage to the target. It will also remove scars and heal crippling injuries.
  • Sanctuary
    • Minimum requirements: Level 10, WP 15
    • Energy: 15 (5/10 seconds)
    • This spell causes Undead to ignore the target, unless the target is in combat. Consider casting this spell on followers as well as yourself.
  • Resurrect
    • Minimum requirements: Level 15, WP 18
    • Energy: 50
    • This spell returns the target creature to life, with full health and a poison level of zero.

Phantasm Edit

The College of Phantasm teaches spells that control the light and illusion.

14phantasm
  • Illuminate
    • Minimum requirements: Level 1, WP 6
    • Energy: 3 (1/10 seconds)
    • Stackable: No
    • This spell raises the light level of an area surrounding the target creature.
  • Flash
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • This spell temporarily blinds the target.
  • Blur Sight
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (2/10 seconds)
    • Stackable: No
    • Increases the caster's Armor Class.
  • Phantasmal Fiend
    • Minimum requirements: Level 10, WP 15
    • Energy: 20 (4/10 seconds)
    • Resisted by: Willpower -5
    • This spell creates the illusion of a formidable monster.
  • Invisibility
    • Minimum requirements: Level 15, WP 18
    • Energy: 30 (6/10 seconds)
    • The target becomes invisible except when attacking. A viable alternative to the Prowling skill.

Summoning Edit

The College of Summoning teaches spells that allow the caster to conjure powerful beings.

15summoning
  • Plague of Insects
    • Minimum requirements: Level 1, WP 6
    • Energy: 3 (1/10 seconds)
    • Stackable: No
    • This spell summons a swarm of insects which surround and slow the target creature. A cheaper, single-target alternative to Congeal Time.
  • Orcish Champion
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (2/10 seconds)
    • This spell summons an orc fighter into the specified empty square.
  • Guardian Ogre
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (3/10 seconds)
    • This spell summons a powerful ogre into the specified empty square
  • Hellgate
    • Minimum requirements: Level 10, WP 15
    • Energy: 30 (6/10 seconds)
    • This spell summons a demon into the specified empty square.
  • Familiar
    • Minimum requirements: Level 15, WP 18
    • Energy: 60
    • This spell summons a familiar for the caster. It will not take up any of the caster's spell sustain slots, and will stay until killed. The Familiar summoned will be more powerful depending on the caster's Magickal Aptitude.

Temporal Edit

The College of Temporal teaches spells that allow control of the flow of time. They can help you slow down your adversaries or speed up your companions. Sadly, the only thing that these spells don't allow you to do - is time travel. This College is recommended to the most hardy of mages, as the energy required to maintain its spells requires plenty of Fatigue. A couple of magickal staves should help with that, though.

16Temporal
  • Magelock
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • This spell locks any portal. The door or window cannot be lockpicked.
  • Congeal Time
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (2/10 seconds)
    • Stackable: No
    • Resisted by: Willpower -5
    • This spell halves the speed of all creatures in the vicinity of the caster who fail their saving throws.
  • Hasten
    • Minimum requirements: Level 5, WP 12
    • Energy: 20 (3/10 seconds)
    • Stackable: No
    • This spell will double the target creature's speed.
  • Stasis
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (4/10 seconds)
    • Resisted by: Willpower -10
    • This spell paralyzes the target, unless it makes its saving throw.
  • Tempus Fugit
    • Minimum requirements: Level 15, WP 18
    • Energy: 40 (5/10 seconds)
    • Stackable: No/Yes (multiple Tempus Fugit spells can be sustained, but with no additional speed increase and reduction)
    • This powerful spell speeds the caster and his entire group, while slowing down every other creature in the world. Only one instance of Tempus Fugit can be active in the Arcanum universe at a time.

Resisting spells Edit

DISCLAIMER: The following information is for the most part taken from Arcanum's official manual which can be inconsistent and incorrect at times. The explanations of how saving throws work may be wrong, as they are made without knowledge of the internal workings of the game engine and with a very limited understanding of conventional RPG mechanics. All information here should be further verified before being taken as truth.

Certain spells will check a specific primary statistic of their target and roll for a "saving throw" before any effect takes place. Generally, these statistics are either Constitution (CN) or Willpower (WP). For example, a spell resisted by CN will roll for a number between 1 to 20, and if the target's CN is equal to or less than the result, the spell will be resisted in some way (i.e. halved damage or no effect). It is uncertain if having a statistic over 20 (e.g. because of racial modifiers) affects saving throws in any way.

Rolls for saving throws will often have additional modifiers that either benefit the target or the caster. Generally, a positive modifier goes to the benefit of the target, while a negative modifier goes to the benefit of the caster. A spell resisted by CN+10 will be resisted far more often than a spell resisted by CN-5. Detailed examples of saving throws involving modifiers can be found below.

Magic Resistance (MR) acts before any saving throws are made. MR makes it harder for a creature to be harmed by damage-dealing spells, but also harder to be healed by healing spells.

MR has four possible effects/results depending on the spell being cast:

  1. damage causing spells have their damage reduced by the amount of the target's magic resistance
  2. sustained spells have their sustainment fatigue cost increased by the factor 100/(100-resistance) and cannot be maintained on 100% resistant creature
  3. if a spell does not deal damage, but has a "saving throw", target receives +1 bonus on the save for each 10% of res. (+1 for 1-10%, +2 for 11-20%, etc. up to +10 for 91-100%)
  4. spell may fail to cast at all based on chance equal to target's mag. res.

How certain spells may be affected by MR:

  1. fireflash on cr. with 80% mag res will only deal 20% of intended damage
  2. shield of prot. will cost more FT/s on that cr.
  3. charm is resisted by the same cr. at +8 to its saving throw
  4. unseen force has an 80% chance to fail to push the creature at all

Here's a simple example of rolling for a saving throw where the target has no magic resistance:

  1. a spell resisted by CN-5 is cast upon a creature with 8 CN
  2. the creature's CN is reduced by 5 for purposes of deciding a saving throw and is now 3
  3. the game rolls for a number between 1 to 20 — if the number result is 3 or less, the spell is resisted

And here's a complex example with magic resistance as part of the equation:

  1. a spell resisted by CN-5 is cast upon a creature with 12 CN and 10% magic resistance
  2. the creature's CN is reduced by 5 for purposes of deciding a saving throw and is now 7
  3. the creature's CN is further reduced by 1 due to its magic resistance and is now 6
  4. the game rolls for a number between 1 to 20 — if the number result is 6 or less, the spell is resisted

Cut spells Edit

The following spells were cut from the game (as referenced in arcanum3.dat/rules/SpellList.mes):

  • Shadow Shift
    • College: Conveyance
    • Effect: looks like it was meant to be a primitive version of Spatial Distortion, it was apparently meant to teleport the player to a random tile in a radius of 5 or less
  • Sense Aura
    • College: Divination
    • Effect: unknown
  • Wind Walk
    • College: Air Elemental
    • Effect: some kind of floating spell, maybe
  • Merge with Stone
    • College: Earth Elemental
    • Effect: passing through walls, maybe
  • Repel Flames
    • College: Fire Elemental
    • Effect: bonus of 50% to Fire Resistance on selected critter
  • Water Walk
    • College: Water Elemental
    • Effect: walking on water... Thanatos is only a step away, after all
  • Stone to Flesh
    • College: Morph
    • Effect: somehow different from Flesh to Stone, probably
  • Poison
    • College: Black Necromantic
    • Effect: poisons target
  • Full Healing
    • College: White Necromantic
    • Effect: all HP restored
  • Enshroud
    • College: Phantasm
    • Effect: possibly a primitive version of Invisibility
  • Whisper to Shadows
    • College: Summoning
    • Effect: unknown

Trivia Edit

  • Some of the colleges of Magick have extended names in the official Arcanum manual: Meta is refered to as Metaphysical, Morph is refered to as Morphological, Phantasm is refered to as Phantasmagorical.

See also Edit

  • Scrolls - for info about single-use consumable items which cast a specific spell when used
  • Tulla - for details about the mage city and instructions on mastering a college of Magick
  • Books - for lore about Magick
  • SpellList.mes - for technical information about spells (and items, and other)