Sphere of Arcane

The parallels between the power of the Prime, once wielded with such disregard by our people, and the energy contained in blood are obvious. I have not come before this conclave to suggest otherwise. I come to you with a warning – do not let our people walk this path again! We drew too deeply once before and became the doom of the world. Put these wilders down now before they destroy what remains of our people.

– Keeper Solennus, speaking at the Conclave of Steel, 1057 Sundering.

Arcane magic is different to the magic of the Pillars, in that it is fueled by the essence of the adept – usually by the primal energies contained in blood. Since the essence of all three Pillars flows through all living things, blood has quintessential qualities and is as close to touching the Prime as can still be had. Many Elves have taken up its use for this reason alone. The initial mastery of Arcane magic focuses on the power of the adept’s own blood. Many who seek an easy road to power fall victim to their own base urges at this level, or draw too deeply and perish.

The Arcane Sphere is threaded with themes of anger, hate, jealousy, desperation and the premise that Elves are superior to other races. It was developed as a means of freeing a humbled and shattered race from their own doom, by any means necessary. The Wilders see it as a means of rising above the carrion comfort of the Afflicted, a way to cast off the shackles of history. Humans often view this magic as an easy means to power.

The Sphere is comprised of five groups of spell affinities:

  • The Lore of Leverage focuses on ways to influence the blood of others and is primarily social in nature.
  • The Lore of Quickening improves the Adept’s own abilities, making them stronger and faster.
  • The Lore of Reprisal encompasses spellsof violence and direct action.
  • The Lore of Perception improves a character’s mental and intuitive abilities, including powersthat delve straight to the motivations of others.
  • The Lore of Essence focuses on mastery of the Umbra.



10 Responses to “Sphere of Arcane”

  1. Is the Arcane sphere solely for elves? Can humans and/or dwarves us it?


  2. Arcane was developed by the Elves, which is part of the reason they have an affinity for it, but can also be used by humans.

    Dwarves are excluded from the Arcane sphere – this is because they, as a race, never had an attachment to the Prime force.

  3. Next question…

    Can you learn the Arcane sphere in addition to one of the three pillars (Chaos, Order & Creation), or are they mutually exclusive?


  4. Arcane is open – the same as Battle and Subtlety – and can be learned in combination with a Pillar.

  5. Astral Projection

    What does the “… with a DIFF 3 PER + Channel roll.” mean?


  6. RE: Astral Projection

    Roll PER + Channel against a difficulty of 3. (3 or more successes required).

  7. Haze.

    I would suggest you incorporate a range into this feat. Say 10m per dot? Outside of the range the person interacting with the character is not affected…

    Just a thought…


  8. Re: Haze

    I’m not sure it would be required at this stage. There are practical limits on out-of-combat interaction already in place – most interactions occurring within 10-20m anyway – and combat interactions are neccesarily short ranged. The only real exception would be some casters and archers.

    If I am noticing some abuse of the Feat involving range I will consider it, but it would be x distance/dot of Channel (same mecahnic as used for range calculations in other Feats).

  9. Haze.

    The more I look at this feat the more I feel it is over powered in comparison to similar feats (i.e. Blade Wall and Evasion). For a start you can extend its duration to a scene. In comparison Blade Wall lasts for an action and Evasion for 1 tick. With Haze you are not restricted to the types of action you can perform, like Blade Wall is tied to a guard action. Also Haze can be applied to both parry and dodge DV’s. In comparison Blade Wall only affects parry and Evasion only buffs dodge.

    My second point is that I think we need to be careful with high DV’s. When you have a high DV and a reasonable soak (i.e. a reinforced buff jacket) it has a significant impact upon the ability to deal damage to a character/NPC. An example of this was our last encounter in the Haven court house. 3 player characters were engaging a NPC elf with Haze up and a reinforced buff jacket and they could not do anything to the NPC. This is fine if you want combat to be one of attrition, but not so good if you want to resolve a combat session in one evening. One point of extra DV needs a 2.5 dice increase in the attack pool for status quo to be maintained.

    So my thoughts are:
    1. Make Haze only buff parry DV.
    2. That we remove the ability for Haze to be extend for a scene. Tie its duration to the length of the action being undertaken by its caster.
    3. If removing the scene duration does not quite work with the feel of this feat then change it from an automatic +ranks to DV to a contested roll (e.g. Man + Haze vs target Wits).
    4. Expand the types of actions you can tie Blade Wall to (e.g. Miscellaneous & Move). You may even allow it during an attack action, but make it that whatever you add to your DV is also added to your opponents DV (for your to hit purposes) reflecting a much more cautious attack.
    5. Expand Evasion from “An adept may use Evasion a number of times in a tick equal to Ranks” to “An adept may use Evasion a number of times in their current action equal to Ranks”.

    What do you think?


  10. Replying now by way of writing a post.

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