Skill Rate: Fast
Uses: Arcana has a variety of techniques that are critical to any
character who wishes to be a spellcaster of maximum potential, and a
few techniques (such as Magical Sense) that could be valuable to
At its most basic, Arcana can be used to simply figure out if you know
something related to magic or the supernatural, including magical
creatures. This check cannot be retried without either the Science:
Research or the Humanities: Research technique until you place another
rank in Arcana - you either know something, or you don't. Making a
knowledge check is a 0SA. See the table: Knowledge DCs to find out the
DC for this check.
Unless otherwise specified, all techniques in Arcana are supernatural.
: With this technique, you know how to create powerful magical circles.
A magic circle can take many forms, from elaborate runes to mystic
pentagrams, but at its heart, a circle needs just that â a simple
circle drawn on the ground. The circle can be drawn out of anything,
such as chalk, paint, a felt pen, or a line drawn in sand. The circle
keeps magic and magical creatures out. If someone tries to cast a spell
across the circle (either from outside in or inside out), he must make
a Magic Power check opposed by your Arcana check. If a magical creature
(such as a demon) tries to cross, you must make an Arcana check against
its Will. If you succeed, it canét cross and canét make another attempt
for at least one day. Further, it canét attempt to break the circle
(such as by rubbing out a line) at all. If a non-magical creature with
supernatural powers (such as a wizard or vampire) crosses, make the
same check. If you succeed, it can cross the circle but loses access to
its supernatural abilities until it leaves. Anything that breaks the
circle, even a hair laid across it, negates its effect completely.
Depending on how big the circle is and the methods used, it takes a
different amount of time to draw. However, for a 1m diameter circle, it
should take about six seconds using a conventional drawing utensil such
as a piece of chalk.
Advanced Circle Magic:
[Requires Circle Magic]
You can attempt to make particularly elaborate magic circles for greater
effect. This takes about an hour for a 1m circle, and longer for larger
ones or if youére using unusual methods. The advanced circles might be
decorated with mystic runes and arcane sigils, depending on your
characterés style. They function as normal ones (see above) except that
you get a +3 bonus on Arcana checks to keep magic and magical creatures
Artifice Technique Tree:
You can create magic scrolls
You can create magical potions.
[Requires 10 ranks in Arcana]
You can enchant weapons and armour
[requires 1 rank in Magic Power]
You may link with one or more other characters, all of whom must have
this technique. One character leads the linked group, the rest follow.
Following requires 3 second concentration. Following characters may not
cast spells, although they are free to move, attack, and otherwise act
normally - although all members of a linked group must remain in an
adjacent cluster (typically arranged in a circle). The leading
character gains a +1 bonus to the Magic Power skill and maximum spell
power rating per follower. The number of casters that can link together
is limited by the Magic Power of the
Lowest Follower Magic Power
Maximum Number of Followers
The leader of the linked group can pass control to another as a 4SA,
assuming both are willing. The new leader may not cast a spell this
round if the old leader did on his turn. A character can only be in one
linked group at a time.
This technique also allows a character to use mana wells. See Chapter 9
for more information on mana wells.
: You cast a spell on an Anchor Point. The spell remains until it is
triggered. You may set your own trigger conditions, which can be as
complicated as you like. A common use is to anchor traps to a
Threshold. Ex: "Anyone (or anything) who tries to open this door
without wearing this talisman becomes the target of the spell." Common
Anchor Points: Thresholds of households, Wards, silver objects.
With this technique, you may attempt to make it harder to detect your
spellcasting. Using Muffle Casting adds 1 second to the casting time of
a spell, but the DC to detect it with Magical Sense (or a similar
ability) is equal to an Arcana check result minus the spell's power
: You gain Magical Sense as an additional sense. This allows you to
notice magic being cast. The DC to detect magic being cast is equal to
six minus the Power rating of the spell, so more powerful spells are
easier to detect. The DC increases by one for every 10m away it was
cast. This sense cannot penetrate unbroken walls of lead, Cold Iron, or
magic circles. It is transmitted along silver like spells are. Magical
sense functions even if the user is blind or deaf. A character with
Magical Sense immediately knows if an item is magical just by touching
it (though not necessarily what it does without an Arcana check) and if
another creature is a spellcaster just by touching him or her.
[Requires Rapid Fire, 5 ranks in Arcana]
If you use both your hands for casting a spell, you can cast it as if
you had added the Rapid Fire metamagic to it. If you have added Rapid
Fire, you can cast it as if you added it again. Both hands must be free
(or holding the required magic focus) to use this technique.
Warlock Specialized Tree:
You may add the
metamagic to spells for +0 power instead of +1 power.
[Requires Warlock Neophyte, Mad Casting, 3 ranks in Arcana]
When you add the
metamagic, you swap your Magic Skill for Magic Power for all purposes,
not just for attack rolls.
[Requires Warlock Apprentice, 10 ranks in Arcana]
You gain access to the Warlock secret seed:
Wizard Specialized Tree:
You learn the ways of the Wizard. If you take a technique in this tree,
you may not take a technique in any other Specialized casting tree.
All of your spells must share the same Focus, or else you lose all
benefits of Wizard Specialized tree. You can replace the Focus if it is
if it is merely lost â you must find it. However, you can learn two
[Requires Wizard Neophyte, five ranks in Arcana]
Increase the maximum spell complexity by one point for spells that use
your Wizard's Focus as a Focus.
[Requires Wizard Apprentice, ten ranks in Arcana]
You gain access to the Wizard secret seed: Reflect.
[Requires Full Wizard, 15 ranks in Arcana]
You can memorize three new spells.
[Requires Expert Wizard, 20 ranks in Arcana]
Once per round, you can reroll a Magic Skill check.
Witch Specialized Tree:
If you take a technique in this tree, you may not take a technique in
any other Specialized casting tree.
For you, the Curse spell seed has 0 base power and complexity. However,
you may not cast spells while inside a mortal humanoid's current
residence without permission. Once you have gotten permission from
someone who is allowed to give it to enter once, however, you can enter
and cast spells freely thereafter.
[Requires Witch Neophyte, 3 ranks in Arcana]
[Requires Witch Apprentice, 10 ranks in Arcana]
You gain access to the Witch secret spell seed: Hex
Theurge Specialized Tree:
1 rank in Faith]
You cannot cast spells while touching iron or steel, or when your Faith
abilities are denied to you. However, you may use one half of your
Faith bonus (rounded down) instead of your Magic Skill for checks such
as attack rolls when casting spells.
[Requires Apprentice Theurge, 10 ranks in Arcana]
You gain access to the Theurge secret spell seed: Solar Ray
[Requires Full Theurge, 15 ranks in Arcana]
The light that shines from you casting through silver is bright yellow
and counts as natural sunlight.
Mystic Specialized Tree:
You cannot cast spells unless you are blind, or wearing some sort of
blindfold that completely prevents you from seeing.
[Requires Mystic Neophyte, 3 ranks in Arcana]
[Requires Mystic Apprentice, 10 ranks in Arcana]
You gain access to the Mystic Secret Spell seed: Divination.
Necromancer Specialized Tree:
Conjurer Specialized Tree: