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Magick is broken down into 16 Spell Colleges. Each college has 5 spells, defining the type of subject matter that these spells can effect. Many spells can be cast using scrolls or items rather than having to be learned. Higher tier spells of a college can only be learned when the lower tier spells of that college below it have been learned. Higher tier spells are also subject to Character Experience Level and Willpower (WP).

Conveyance[]

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. The spell cannot be resisted.
  • Unlocking Cantrip
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • Unlocking Cantrip opens the locks on doors and containers. Note that any Traps on a locked item are unaffected by this spell, and that Magickally Held items must instead be opened with the 2nd level Meta spell Disperse Magick.
  • Unseen Force
    • Minimum requirements: Level 5, WP 12
    • Energy: 15
    • This spell pushes the target five tiles away from the caster, and can cause minor damage. Living beings, corpses, and objects weighing less than 5 stone can be pushed, but not stationary objects or containers.
  • Spatial Distortion
    • Minimum requirements: Level 10, WP 15
    • Energy: 25
    • The caster instantly moves to a tile of their choosing. The destination cannot be more than 8 tiles away, must be in their direct line of sight, and free of any intervening obstructions.
  • Teleportation
    • Minimum requirements: Level 15, WP 18
    • Energy: 50
    • The caster and their companions can teleport to most (but not all) of the marked locations on the World Map.

Divination[]

2Divination
  • Sense Alignment
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • This spell shows the general alignment of a creature with a picture.
  • 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.
  • Sense Hidden
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (5/10 sec)
    • Allows the player character and their followers to see all traps.
  • 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[]

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.
  • 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 away all nearby creatures and dealing damage if they hit a nearby object or wall.
  • 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.
  • Call Air Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • Summons an Air Elemental to do the caster's bidding.

Earth[]

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.
  • Stone Throw
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • Resisted by: Constitution -5
    • This spell creates a homing stone projectile that inflicts physical damage on the target, including living and inanimate objects.
  • Wall of Stone
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (1/10 seconds)
    • Creates a temporary wall of stone on targeted area while maintain.
  • Body of Stone
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (2/10 seconds)
    • The spell turns the body of a target into stone.
  • Call Earth Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • Summons a Earth Elemental to do the caster's bidding.

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.
  • 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.
  • Fireflash
    • Minimum requirements: Level 5, WP 12
    • Energy: 15
    • Resisted by: Constitution -5
    • Creates a classic fireball damaging every creature and their equipment located within two steps from the target (aside from the caster and their party) . Damage is 15-45 FD, but a successful saving throw reduces damage by half.
  • Body of Fire
    • Minimum requirements: Level 10, WP 15
    • Energy: 25 (10/10 seconds)
    • Turns the body of a target into fire and flames.
  • Call Fire Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • Summons a Fire Elemental to do the caster's bidding.

Water[]

6Water
  • Purity of Water
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: Yes
    • Target gains +4 Beauty and any associate reaction modifiers that would come with that, regardless of its or the caster's Magickal Aptitude.
  • Call Fog
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (1/10 seconds)
    • This spell creates a billowing mist centered on the target tile, reducing a creature's chance to hit.
  • 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)
    • Turns the body of a target into liquid water.
  • Call Water Elemental
    • Minimum requirements: Level 15, WP 18
    • Energy: 50 (5/10 seconds)
    • Summons a Water Elemental to do the caster's bidding.

Force[]

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 by 10, and also up to 50% boost to damage, fire and electrical resistance.
  • 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 completely destroys the target and any inventory that it was carrying. If the target is a creature, then it is killed and cannot be resurrected.

Mental[]

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 modifier to the caster.
  • Stun
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • Resisted by: Willpower -5
    • This spell will stun the target which then cannot move or attack for a few seconds.
  • 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.
  • 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 flee in terror. Those resisting the spell will turn hostile.
  • 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 with the basic dialogue tree. A successful save or cancelling the spell will cause the target to turn hostile.

Meta[]

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, negates the Magelock spell, and dispels summoned creatures.
  • 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 causes any spell to be reflected back to its caster, at additional cost.

Morph[]

10Morph
  • Hardened Hands
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • Stackable: No
    • This spell makes the target creature do +2 more melee damage regardless of Aptitude when the weapon slot is empty.
  • 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 by reducing its Strength and damage resistance for the duration of the spell.
  • 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.
  • 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[]

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.
  • 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.
  • Control Beast
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (2/10 seconds)
    • Resisted by: Willpower -5
    • This spell places 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 to do the caster's bidding. The type of creature scales with MA.
  • 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[]

12Necromanticblack
  • Harm
    • Minimum requirements: Level 1, WP 6
    • Energy: 5
    • This spell causes damage to the target creature. The damage dealt scales with the caster's Magickal Aptitude.
  • 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. Some corpses can provide information necessary to the main quest and some side quests.
  • Summon Undead
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (2/10 seconds)
    • This spell summons an undead monster to do the caster's bidding. The type of undead scales with 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.

Necromantic White[]

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.
  • 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[]

14phantasm
  • Illuminate
    • Minimum requirements: Level 1, WP 6
    • Energy: 3 (1/10 seconds)
    • Stackable: No
    • This spell increases the light around the target, and reduces skill light penalties.
  • Flash
    • Minimum requirements: Level 1, WP 9
    • Energy: 10
    • This spell lowers the "to hit" percentage of the target by -30%.
  • Blur Sight
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (2/10 seconds)
    • Stackable: No
    • This spell increases the caster's Armor Class by +60 (to a maximum of 95).
  • Phantasmal Fiend
    • Minimum requirements: Level 10, WP 15
    • Energy: 20 (4/10 seconds)
    • Resisted by: Willpower -5
    • This spell summons a version of a Greater Demon to do the caster's bidding.
  • Invisibility
    • Minimum requirements: Level 15, WP 18
    • Energy: 30 (6/10 seconds)
    • The target becomes invisible except when attacking.

Summoning[]

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.
  • Orcish Champion
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (2/10 seconds)
    • This spell summons an orc fighter to do the caster's bidding.
  • Guardian Ogre
    • Minimum requirements: Level 5, WP 12
    • Energy: 15 (3/10 seconds)
    • This spell summons a powerful ogre to do the caster's bidding.
  • Hellgate
    • Minimum requirements: Level 10, WP 15
    • Energy: 30 (6/10 seconds)
    • This spell summons a demon to do the caster's bidding.
  • Familiar
    • Minimum requirements: Level 15, WP 18
    • Energy: 60
    • This spell summons a familiar for the caster to do the caster's bidding. The type of Familiar scales with the caster's Magickal Aptitude.

Temporal[]

16Temporal
  • Magelock
    • Minimum requirements: Level 1, WP 6
    • Energy: 5 (1/10 seconds)
    • This spell blocks any portal or container, rendering keys, lock picks, and the Unlocking Cantrip spell useless.
  • Congeal Time
    • Minimum requirements: Level 1, WP 9
    • Energy: 10 (2/10 seconds)
    • Stackable: No
    • Resisted by: Willpower -5
    • This spell halves the base 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 base 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
    • This spell adds +10 to the base speed of 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.

Note[]

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

See also[]

  • Magick - for info about the mechanics of spells, and magick in general
  • 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
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