Arcanomancy Spell Book - Apprentice

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Arcanomancy – Defensive


Game Information: all slots INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).
1) Velthune’s Dismissal

Power: Compound Power (Defensive)
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -3
Energy (END): 7

Game Information: (Total: 34 Active Cost, 5 Real Cost) Deflection, Constant (1/2) (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (All attacks which are successfully deflected are redirected at the staff – the staff will take damage from all attacks (even non-body ones); -2), OAF Expendable (Expensive to make; Oak Staff with ornately carved and inlaid iron, silver and gold symbols in it (7 PD/ED, 4 BODY) ; -1 1/4), INT Minimum (14-18) (-3/4), Only Works Against Magic Spells and Powers (-1/2), Costs END To Maintain (Full END Cost; -1/2), Extra Time (Full Phase, -1/2), Conditional Power Power does not work if caster can not perceive the attack (-1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4) (Real Cost: 3) plus 2 with Deflection (4 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (All attacks which are successfully deflected are redirected at the staff – the staff will take damage from all attacks (even non-body ones); -2), OAF Expendable (Expensive to make; Oak Staff with ornately carved and inlaid iron, silver and gold symbols in it (7 PD/ED, 4 BODY) ; -1 1/4), INT Minimum (14-18) (-3/4), Costs Endurance (-1/2), Extra Time (Full Phase, -1/2), Conditional Power Power does not work if caster can not perceive the attack (-1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4) (Real Cost: 1). Cost: 5 points


2) Velthune’s Grounding

Power: Damage Negation, Physical DCs: 2, Energy DCs: 2, Mental DCs: 2(Defensive)
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -3
Energy (END): 6
Game Information: Damage Negation only vs. Magic (-2 DCs Physical, -2 DCs Energy, -2 DCs Mental) (30 Active Points); OAF Expendable (Difficult to obtain new Focus; tiny shield made of vellum or parchment cut from in a book; -1 1/4), INT Minimum (14-18) (-3/4), Costs Endurance (-1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 6 points


3) Velthune’s Shield

Power: Resistant Protection (Defensive)
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -3
Energy (END): 3
Game Information: Resistant Protection (5 PD/5 ED/5 Mental Defense/5 Power Defense) (30 Active Points); INT Minimum (14-18) (-3/4), Conditional Power Power Only Works vs. Magic (-1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Costs Half Endurance (-1/4), Incantations (-1/4). Cost: 8 points


4) Velthune’s Wall

Power: Barrier, Dismissable(Defensive)
Target: Area
Duration: Instant
Range: See text
Magic Roll Penalty: -5
Energy (END): 10
Game Information: Barrier 5 PD/5 ED/5 Mental Defense/5 Power Defense, 0 BODY (up to 10m long, 3m tall, and 1/2m thick), Dismissable (49 Active Points); INT Minimum (14-18) (-3/4), Conditional Power Power Only Works vs Magic (-1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), 1/4 Limited Range (-1/4), Incantations (-1/4). Cost: 13 points



Arcanomancy – Offensive



Game Information: all slots INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).

1) Sicard’s Anti-Magic

Power: Drain (Magic)
Target: Target’s DCV
Duration: Instant
Range: See text
Magic Roll Penalty: -4
Energy (END): 8

Game Information: Supress Magic 4d6 (40 Active Points); OAF Expendable (Difficult to obtain new Focus; tiny gold gate; -1 1/4), INT Minimum (14-18) (-3/4), Costs Endurance (to maintain; -1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Limited Range (100m; -1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 8 points


2) Sicard’s Anti-Magic Sphere

Power: Drain (Magic)
Target: Area
Duration: Instant
Range: See text
Magic Roll Penalty: -6
Energy (END): 12
Game Information: Supress Magic 4d6, Area Of Effect (8m Radius; 1/2) (60 Active Points); OAF Expendable (Difficult to obtain new Focus; tiny gold gate; -1 1/4), INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Limited Range (100m; -1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 13 points


3) Seran Augmentation

Power: Aid
Target: Target’s DCV
Duration: Instant
Range: None
Magic Roll Penalty: -3
Energy (END): 10
Game Information: Aid 3d6, any one Magic spell or power at a time (1/2) (27 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; tiny magnifying lense; -1 1/2), INT Minimum (14-18) (-3/4), Requires A Roll (Magic roll; -1/2), Increased Endurance Cost (x2 END; -1/2), Gestures (-1/4), Incantations (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4). Cost: 5 points


4) Seran Arcane Theft

Power: Compound Power
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -3
Energy (END): 12
Game Information: (Total: 30 Active Cost, 5 Real Cost) Drain BODY 1d6, Any Magic (1/2) (15 Active Points); OAF Expendable (Difficult to obtain new Focus; small silver lock pick; -1 1/4), INT Minimum (14-18) (-3/4), Increased Endurance Cost (x2 END; -1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Unified Power (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4) (Real Cost: 2) plus Aid (standard effect, same as Drain roll) Magic 1d6, Any Magic (1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; 1) (15 Active Points); OAF Expendable (Difficult to obtain new Focus; small silver lock pick; -1 1/4), Only to Aid Self (-1), INT Minimum (14-18) (-3/4), Linked (Drain; -1/2), Increased Endurance Cost (x2 END; -1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Unified Power (-1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4) (Real Cost: 2). Cost: 5 points


5) Luctus’ Weaken Magic

Power: Drain (Magic)
Target: Target’s DCV
Duration: Instant
Range: See text
Magic Roll Penalty: -4
Energy (END): 18
Game Information: Drain Magic 3d6, any one magic spell or power at a time (1/2) (45 Active Points); OAF Expendable (Difficult to obtain new Focus; a fragment from a tiny gold crown that’s been broken to bits; -1 1/4), INT Minimum (14-18) (-3/4), Increased Endurance Cost (x2 END; -1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Limited Range (100m; -1/4), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 8 points



Arcanomancy – Sensory



Game Information: all slots INT Minimum (14-18) (-3/4), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4).

1) Luctus’ Perception

Power: Detect A Class Of Things, Discriminatory, Analyze
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: 2
Energy (END): 4

Game Information: Detect Magic 14 (no Sense Group), Discriminatory, Analyze (18 Active Points); INT Minimum (14-18) (-3/4), Costs Endurance (-1/2), Extra Time (Full Phase, -1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 4 points


2) Sense of Past Magic

Power: Clairsentience Mental Group, Discriminatory, Detect, Retrocognition
Target: Area
Duration: Constant
Range: None
Magic Roll Penalty: -5
Energy (END): 20
Game Information: Retrocognitive Clairsentience (Mental Group And Detect), Discriminatory (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (Copper Dividing Rod; -1), Concentration (0 Target’s DCV; Character is totally unaware of nearby events; -3/4), INT Minimum (14-18) (-3/4), No Range (-1/2), Time Modifiers -2 per 100 years in the past (-1/2), Vague and Unclear (-1/2), Increased Endurance Cost (x2 END; -1/2), Requires Sorcery Roll (Skill roll; -1/2), Gestures (Requires both hands; -1/2), Must Meditate 1 hour per day Power does not work in Uncommon Circumstances (-1/4), Incantations (-1/4). Cost: 6 points

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Arcanomancy Spell Book - Apprentice

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