AG-Arcane

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The Arcanist Class[edit | edit source]

Arcanist Class (Major Class)[edit | edit source]

Arcane Magic was created to surpass Truespeech Magic, Spiritualism Magic and Deep Magic.
Arcanists are those who can wield such powerful and convenient magics. As such, those with the Arcanist Class are often called “Arcanists”, those who learn and use Arcane Magic.
Since it was inherited and studied by the Blue Bloods, it can only be learned by people of the noble or warrior casts, unless there is a special reason.

This type of magic was created with the idea of giving easy access to powerful magic, which is why it has many effects such as direct attack, recovery, and protection.

When you learn arcane magic, you will be able to read Arcana (if you are a character from the Durandal period, you have already learned it).


Arcanists are proficient in:

  • Spellcasting checks for Arcane Magic
  • Calculated Damage (as part of Magic Power)

When dealing damage with the Arcanist Class, the magic power itself is used for the calculated damage.

Arcane Magic[edit | edit source]

Arcane magic can be used and practiced by learning the Arcanist Class. As a school magic, it's spells have a very clear purpose and the circumstances in which they can be used are very obvious, making them suitable for straightforward applications, including combat. Arcane spells are not learned in the same way as other spells. At 1st level, you learn one from the list of available arcane spells.

Understanding the conditions for the use of Arcane Magic[edit | edit source]

Restrictions on Equipment[edit | edit source]

To cast a spell, you must hold the grimoire in one hand and trace the spell on the open page with your finger. The grimoire is treated as an adventurer class item (See LL) under Usage: 1H. The grimoire also serves as the "Magical Implement" for true speech magic, spiritualism magic, and deep magic, so if you have mastered those skills, you can use those spells with the grimoire. In addition, the use of arcane magic is restricted by armor, just like other Magicians. Therefore, if you are equipped with heavy armor, you will receive a penalty modifier to spellcasting checks.

Armor Penalty to Spellcasting Checks
Armor Equipped Classes Penalty Modifier
Hard Leather Sorcerer, Conjurer, Arcanist -2
Any Metal Armor Sorcerer, Conjurer, Fairy Tamer, Arcanist -4

Learning Arcane Magic and Preparing the Grimoire[edit | edit source]

Unlike other magic types, you will not automatically learn all spells of any given level. Instead, as you advance in level, you will choose a spell from the list and learn it. As a result, the number of arcane spells an Arcanist can cast is equal to his class level. When you learn an arcane spell, you write it down in your grimoire. To cast a spell, open the page, trace the words with your finger, and speak. The words in the grimoire are written in dark or secret script so that only the arcanist who wrote them can decipher them, so the arcanist cannot use another person's grimoire to cast a spell.

Spell Chanting[edit | edit source]

In arcane magic, the name of the spell is the last verse of the incantation. Although arcane magic normally requires the chanting of a lengthy incantation, you can substitute this with the act of tracing the words with your finger and vocalizing the last verse to cast the spell easily and accurately.

Additional Combat Feats for the Arcanist Class[edit | edit source]

With the introduction of the Arcanist Class, the following combat feats will be added. None of them are automatically acquired, but must be acquired as a normal combat feat. All of them are passive feats, and thus do not need to be declared. If you learn "MP Save/**", you can choose the Arcanist Class to reduce their MP cost by 1 point.

Passive Combat Feats List[edit | edit source]

Grimoire Proficiency
Prerequisites: None Class: Arcanist
Description: Able to use A rank grimoires.
Effect: Allows the use of A-rank grimoires, which are required for the use of arcane magic.


Grimoire Proficiency II
Prerequisites: Grimoire Proficiency Class: Arcanist
Description: Able to use S rank grimoires.
Effect: Allows the use of S-rank grimoires, which are required for the use of arcane magic.


Grimoire Mastery
Prerequisites: Grimoire Proficiency S, Arcanist level 11 or higher Class: Arcanist
Description: Able to use SS rank grimoires.
Effect: Allows the use of SS-rank grimoires, which are required for the use of arcane magic.


Additional items[edit | edit source]

Category "Grimoire"[edit | edit source]

Along with the Arcanist Class, this book adds items of the category "Grimoire". A grimoire is necessary for the use of arcane magic, as is a magic implement for true word magic and spirit magic. However, all grimoires by themselves fulfill the requirements for all magic implements for arcane magic, true speech magic, spiritualism magic, and deep magic. All grimoires are treated as "Stance: 1H". There are no restrictions on the purchase or use of B-rank Initiates Grimoire; Grimoires of A-rank and higher, like other weapons, each have their own special rank effects, which can be obtained by learning the combat feats "Grimoire Proficiency" and "Grimoire Mastery".

List of Grimoires[edit | edit source]

B-Rank Grimoires

Initiates Grimoire Base Price 100
App. Large book with leather cover. Min. STR 1
Effect Required for the use of arcane magic.


A-Rank Grimoires

Teacher’s Grimoire Base Price 1000
App. A book with a wooden cover and a leather band. Min. STR 8
Effect Rank Effect:

Can be used as a “Shield” with Evasion: - / Defense:+2


Scholar’s Grimoire Base Price 2000
App. A heavy book with a metal reinforced cover. Min. STR 10
Effect Rank Effect:

Can be used as a Grimoire category melee weapon (Bludgeoning) with
Accuracy:+1 / Power: 20 / Crit Rate: 12.


Grimoire of Unity Base Price 4000
App. A heavy book with a metal reinforced cover. Min. STR 1
Effect Rank Effect:

When equipped, using arcane magic will restore 3 HP at the end of your turn.


S-Rank Grimoires

Grimoire of Wisdom Base Price 5000
App. A sturdy book with a cover made of metal plates. Min. STR 14
Effect Rank Effect:

Can be used as a “Shield” with Evasion: - / Defense:+3


Grimoire of Reason Base Price 10000
App. Smooth leather-bound book. Min. STR 1
Effect Rank Effect:

Reduces MP consumption by 1 point when using arcane magic. This effect does not reduce MP consumption below "0". When doubling the MP consumption of a spell such as "Metamagic/Target", the MP consumption is multiplied by the reduction of 1 point.


Grimoire of Truth Base Price 22000
App. A book decorated with animal leather and countless fangs. Min. STR 15
Effect Rank Effect:

Can be used as a Grimoire category melee weapon (Bludgeoning) with
Accuracy:+2 / Power: 30 / Crit Rate: 12.


SS-Rank Grimoires

Grimoire of Wisdom Base Price 90000
App. A book made from the tanned hide of a mythical beast. Min. STR 10
Effect Rank Effect:

When equipped, you gain a +4 bonus to Fortitude and Willpower checks against arcane magic.


Grimoire of Fundamental Truths Base Price 120000
App. A leather-bound book with a pattern reminiscent of a creature's face. Min. STR 20
Effect Rank Effect:

Increases the amount of damage and recovery generated by the use of arcane magic by +3 according to the power table.


Arcane Spells[edit | edit source]

How to read Arcane Spells[edit | edit source]

The following is an excerpt from the general rules of "How to read magic spells" and how to read arcane spells.

1. Level: The level of the spell. A magic-using class cannot use a spell with a higher level. The icons indicate the class of the spell.
2. Name: The name of the spell. Magic with a after the name indicates it can be used as a Minor Action.
3. Common Name: The common name of the spell. The spell's nickname is used to describe its effect.
4. MP Consumption: How much MP casting the spell consumes.
5. Target/Item: The recipient of the spell cast. The target must be either within line of sight, or able to be touched, to be affected.
One Character: Affects one character.
One Character 〇: In this case, the entire character becomes the target of the spell, regardless of the number of sections.
One Character #: The entire character is affected, but MP cost is automatically multiplied by the number of sections of the target. For example, for a character with two sections, MP cost will be doubled, and for three sections, it will be tripled. This is no matter whether or not caster knows [Metamagic/Targets] combat feat. Even if the caster doesn’t know this feat, “Target: One Character #” will still cost specified multiple of MP to cast a spell, even with “Range: Touch” spells. Spells with “Target: One Character #” cannot be cast to affect only one section (even if you know [Metamagic/Targets]).
Caster: Affects the caster of the spell only.
One Object: Affects either a character or an inanimate object. Uncountable objects (such as liquids) cannot be targeted.
One Spell: Affects one spell.
〇m Radius/ᐃ: All characters within an area with a radius of m from a center point chosen by the caster will be targeted. ᐃ indicates the maximum number of targets. If there are more people in the area, select up to ᐃ targets at random.
Any Point: Targets one specific point within the range.
The following are items required for the casting of certain Artificer spells. These must be either worn or held in order to function.
Small: Requires a Small Magisphere.
Medium: Requires a Medium Magisphere.
Large: Requires a Large Magisphere.
№: Number of bullets required.
6. Range/Area: Shows both the maximum range of the spell, as well as the area it affects.
Self: Either affects only the caster of the spell, or is an area centered on the caster.
Touch: Requires the caster to touch the subject, no attack roll required. In the case of Truespeech or Spiritualism spells, may be delivered through a Magical Implement.
〇m: Affects everything within the range. Spells with no area are denoted with a "-".
Infinite: The spell can affect the target regardless of distance or line of sight.
Shot: The spell flies in a straight line, from the caster to the target. If there is an obstacle in the way, the spell will hit the obstacle instead. Spells with this area are subject to misfiring.
Target: The spell affects the chosen character, object, or location. If the spell has a range, it will affect everything in that range from the chosen point.
Line: The spell streaks in a line directed by the caster, possibly hitting everything between the caster and target.
Breakthrough: The spell will fly in a straight line, from the caster to the target, up to the caster's Full Move distance. Any other targets in the line will be affected by the spell as well.
7. Duration: The length of time the spell is active.
Instant: The spell goes off instantaneously.
* Seconds/Rounds/Minutes/Hours/Days: The spell's effect lasts for * time, then ends. The caster may use a Minor Action to end any lasting spell prematurely.
Permanent: The spell lasts forever, and may not be ended early.
8. Resistance: This details if a spell forces a Willpower save by the target, and if it does, what the effect of a successful save is.
-: The spell doesn't require a Willpower save. However, the target can refuse the spell, in which case the spell ends.
Half: The spell deals half damage (rounded up), and cannot critical.
Neg: The spell resolves without effect.
Can't: The spell cannot be resisted, and always works.
Temp: Even if the spell is resisted, it will still affect the target for 1 round (10 seconds).
9. Attribute: Spells that damage others or affect others can have attributes. This may increase or decrease damage, depending upon the weaknesses or resistances of the target. If there is no attribute, this section is removed from the spell description.
Energy: Pure magical energy.
Bludgeoning: Attacks with blunt pressure.
Slashing: Creates a blade of slicing energy.
Thunder: Electrically charged attacks.
Fire: Burns with intense fire or heat. Dwarves are immune to damage from this attribute.
Wind: Pressurized air creates wind blades or tornadoes.
Earth: Crushing stones grind away.
Water/Ice: Can either be flowing water, or crushing ice.
Poison: Liquids or gases that have adverse effects on living organisms. No effect on objects without a normal body, Undead, or Constructs.
Disease: Creates or affects vile bacteria or spores.
Curse: Lays a foul curse upon the target.
Psychic: Affects MP, or is a mental effect.
10. Overview: A quick blurb of text, describing the spell in a short sentence or two.
11. Effect: The full details of the effects of the spell. Unless stated otherwise, the critical threshold of damaging spells is ⑩, and recovery spells cannot critical. When Magic Power is referenced, it is based off of the class of the spell, and uses that class's levels along with the characters Intelligence modifier.

List of Arcane Spells[edit | edit source]

1st Level Arcanist Required[edit | edit source]

Arc 1 Acus=Malitiae ☆ Common Name Needle of Malice 3MP
Target One Character Range/Area 10m/Shot Duration Instant Resist Can't
Deals 2 points of damage to one target. Type Curse
Effect: Stares at the target and deals a small amount of damage.

Deals 2 points of cursed magic damage to the target. This spell can only be cast once per round.


Arc 1 Welm=Rejectus Common Name Barrier of Rejection 6MP
Target One Character Range/Area 30m/Target Duration 3 Minutes (18 Rounds) Resist -
Creates a magical barrier that stops damage. Type -
Effect: Creates a magical barrier around the target that blocks damage to the target. If the target is subjected to physical or magical damage, the applied damage is reduced by "magic power". The target of this spell can choose whether or not to use this effect each time it takes damage.

This effect is lost after one use (once the target has been dealt damage, regardless of whether or not it has lost HP, etc.).


Arc 1 Corpus=Reparare Common Name Physick Restore 5MP
Target One Character Range/Area 30m/Target Duration Instant Resist -
Restores the target's HP by Power 20 + magic power. Type -
Effect: Revitalizes the target's life force and restores HP.

This spell does not crit, however, this effect can also be used to restore the HP of characters classified as "undead" or "magical creatures".


Arc 1 Nebra=Venedamus Common Name Venomous Miasma 8MP
Target 3m Radius/5 Range/Area 30m/Target Duration Instant Resist Half
Power 10 poison damage. Type Poison
Effect: Creates a poisonous mist around the indicated point.

The target takes Power 10 + Magic Power poison damage.


Arc 1 Lancare=Ruinas Common Name Spear of Ruin 6MP
Target One Character Range/Area 30m/Shot Duration Instant Resist Half
Deals Power 20 energy damage to one target. Type Energy
Effect: Creates a magic spear in the palm of your hand and throws it at the target.

Deal Power 20+ magic power of energy damage to the target.


4th Level Arcanist Required[edit | edit source]

Arc 4 Aktio=Exokisumus Common Name Auto Esuna 6MP
Target Caster Range/Area Self/- Duration Instant Resist None
Dispels one unwanted effect at Magic Power +4 Type -
Effect: The user selects one unwanted effect that he or she is continuously affected by, then compares their arcanist magic power with that of the unwanted effect. If the result is in the arcanists favor, the effect is removed.

The arcanist gains a +4 bonus when making this check. This spell can only be cast once per round.


Arc 4 Adicio=Elementum Common Name Enkindled Element 5MP
Target Caster Range/Area Self/- Duration 10 Seconds (1 Round) Resist None
Add attributes to spells. Type -
Effect: Adds any one of Fire, Water/Ice, Earth, Wind, or Lightning to the attribute of an arcane spell that deals physical or magical damage casted by the arcanist as a major action. The cast spell is treated as an effect of the original with the added attribute.


Arc 4 Pulkeritoud Common Name Glamour 4MP
Target Caster Range/Area Self/- Duration 1 Hour Resist None
Impression and Investigation +2 Type -
Effect: Magically refracts the gaze directed at the arcanist, making them appear more beautiful.

You also gain a +2 bonus to Impression and Investigation checks. You cannot use this spell to make yourself look like someone else. In addition, you may add a +2 (or more) bonus modifier to any other skill check related to negotiations, at the GMs discretion.


Arc 4 Magica=Auguetas Common Name Emboldened Spells 6MP
Target Caster Range/Area Self/- Duration 10 Seconds (1 Round) Resist None
Arcane Magic +1 Type -
Effect: Increases the arcanist's arcane magic power by +1.

This effect ends after the arcanists next successful arcane magic spellcasting check.


Arc 4 Lux = Trikience Common Name Piercing Ray 9MP
Target Any Point Range/Area 50m/Line Duration Instant Resist Half
Deals power 30 + magic power damage to targets in range. Type Energy
Effect: The caster attacks with a beam of light extending in a straight line from the palm of the hand.

It deals Power 30 + Magic Power energy magic damage to targets within range.


7th Level Arcanist Required[edit | edit source]

Arc 7 Atmos=Iraptio Common Name Atmosphere Ignition 12MP
Target Radius 4m/10 Range/Area 30m/Target Duration Instant Resist Half
Deals power 40 + magic power to targets within range. Type Bludgeoning
Effect: Deals 40 + magic power of bludgeoning damage to the target within range.


Arc 7 Magna=Saltous Common Name Giant Leap 5MP
Target Self Range/Area Self/- Duration 3 Minutes (18 Rounds) Resist -
You jump up to 10m. Type -
Effect: The user's own leg strength is magically enhanced, giving him or her an incredible leaping ability.

During the duration of the spell, the user can leap up to 5 meters in height and 10 meters in length. When landing a leap with this effect, the user will not be harmed or tripped. Also, in combat, you can leave a melee situation without the need to declare a disengagement. Movement under the effect of this spell is treated as a "Full movement".


Arc 7 Momento=Reparare Common Name Quick Restore 7MP
Target One Character Range/Area 10m/Target Duration Instant Resist -
Restores the target's HP by Power 50 (power only). Type -
Effect: A simple healing spell that immediately restores the target.

restores the target's HP by Power 50 (power only). Note that this effect does not take the magic power of the caster into account. This spell does not crit, and this effect can also restore the HP of "Undead" or "Construct" characters. This spell can only be cast once per round on the same target.


Arc 7 Lancare=Dam Natrius Common Name Spear of Disaster 10MP
Target One Character Range/Area 50m/Shot Duration Instant Resist Half
Deals Power 50 energy damage to one target. Type Energy
Effect: Creates a powerful magic spear and throws it to attack.

It deals Power 50+ magic power of energy magic damage to the target.


Arc 7 Renato=Inceptum Common Name Grand Revival 10MP
Target One Character Range/Area 30m/Target Duration Instant Resist -
Awakens the target and restores Power 40 + magic power. Type -
Effect: This spell removes the effect of sleep, unconsciousness, or psychic effect on the target.

If the target's HP is 0 or less, it will be restored to 1 point. If the sleep, unconsciousness, or psychic effect has a Target Number, the spell check result must be compared with the Target Number. A character awakened by this spell can act immediately but will remain in the same position if they fell prone. Additionally, the target's HP will be restored to Power 40 + Magic Power, regardless of whether the character is awakened or not. If the target's HP is zero or less, it will first be restored to 1 point and then further restored by the spell. This spell cannot be critical, but it can restore the HP of Undead or Construct characters.


10th Level Arcanist Required[edit | edit source]

Arc 10 Kerelitas=Walatous Common Name Arcane Flight 20MP
Target One Character # Range/Area Touch/- Duration 1 Hour Resist -
Allows you to fly with 100 movement. Type -
Effect: Allows you to fly at high speed using magic power.

You can fly with 100 movement. Also, the target gains a +1 bonus to melee accuracy and evasion during the duration of the effect, similar to the "〇 Flight" unique skill.


Arc 10 Defensio=Perfectus Common Name Faultless Defense 20MP
Target One Character 〇 or Object Range/Area 50m/Target Duration 3 Minutes (18 Rounds) Resist -
Protects the target with a wall of magical energy. Type -
Effect: Creates a magical cocoon that blocks out the surrounding environment.

The cocoon will not be destroyed by physical or magical damage. It makes the target invisible to others for the duration of the effect, and it automatically succeeds in fortitude and willpower checks. When cast on an object, the object must fit into a cylinder with a radius of 1 meter and a height of 2 meters. The character or object under the effect of this spell will not be able to move at will and will be unable to perform any actions. The cocoon loses its effect if it is released by a spell or other means.


Arc 10 Denebras=Cayence=Luminous Common Name Punishing Ray 14MP
Target Any Point Range/Area 50m/Line Duration Instant Resist Half
Power 60 + Magic Power Type Energy
Effect: Deals Power 60 + Magic Power energy magic damage to characters within range.


Arc 10 Mors=Excessus Common Name Death Trance 20MP
Target One Character 〇 Range/Area 30m/Target Duration 1 Day Resist -
The user does not die if he or she fails the death check. The user's maximum HP and MP are limitless. Type Curse
Effect: The target does not die during the duration of the effect, even if it fails the death check, and will not gain any "soul scars". The target remains unconscious.

After failing the death check, the target's maximum HP and MP are reduced by 10 points for the duration of the spell. This is cumulative for all death check attempts (minimum 0). If their maximum HP value reaches 0 during this spell duration, the target dies immediately and they gain 5 soulscars. If the effect of this spell is lost in any way other than the elapse of its duration, the reduction in maximum HP and MP becomes permanent. This spell has no effect on "Undead" and "Constructs".


13th Level Arcanist Required[edit | edit source]

Arc 13 Spatium=Teleportus Common Name Phase Shift 25MP
Target Radius 10m/All Range/Area Self/- Duration Instant Resist -
Transports all characters and objects around the arcanist. Type -
Effect: Instantly moves characters and objects within a 10 meter radius of the arcanist to any point within the caster's field of vision, or to a location the arcanist has been to before. Any obstacles in the way, such as walls, can be ignored, but the spell will not work unless there is a 10m radius of the space to be moved to.

Any non-fixed object that exists within the area of effect can be transferred, even if the sorcerer does not touch it directly. If the caster has mastered the "magic control" combat feat, it is possible to exclude characters and objects in the area (but not the caster). It is ultimately up to the GM to decide whether soil on ground or water can be teleported.


Arc 13 Mors=Tempestus Common Name Death Flare 30MP
Target Radius 6m/20 Range/Area 100m/Target Duration Instant Resist Half
Power 80 + Magic Power, -20 penalty to death check. Type Curse
Effect: The arcanist's powerful will becomes a deadly tempest that strikes at the target.

Deal power 80 + magic power of curse damage to the target. If the target's HP is reduced to 0 or less by this spell, the target suffers a -20 penalty to its death check.


Arc 13 Lancare=Ferio Deus Common Name Spear of Godslaying 18MP
Target One Character Range/Area 100m/Shot Duration Instant Resist Half
Power 100 + Magic Power Type Energy
Effect: Deals Power 100 + Magic Power of energy magic damage to the target.