QUEST – The Arcane Assortment

September 13, 2017

Magic is weird. I’ve already gone over how disorienting it is in the entire history of D&D, how it doesn’t make much sense, how the spells are traditionally rooted in some kind of random assortment of what “feels” right and trying to adjust how powerful a wizard is compared to their compatriots – usually hazarding on making the wizard extremely powerful after a few levels. So first I had to deconstruct that mess before I could get around to Arcanist job descriptions.

But get around to it I am!

So, we know that each Arcanist type will have access to new spell-pieces for making new spells. There’ll also be a list of example spells that show what that kind of Arcanist can do with the pieces they have. Arcanists will be, most likely, the most complex classes to play and have the most flexibility to them. This basically means that the Arcanist player is one who likes to do homework for their hobby. Everyone else will be more about an order of opperations question; when do I do things to get the thing done that I want done. How they do those things is different but it’s the same general idea. Arcanists, though, need to come to the table with these little proofs using weird logic gates that, when finished, we call spells.

So who weaves spells?


The first is the Mage. This is your classic magical character that weaves spells from willpower and arcane knowledge. The Mage is geared toward ranged attack spells and utility magic. The Mages are masters of fireballs and flight, of tremors and teleporting, of scourge and scrying. The Mage wields the power of the universe to bring wreck and ruin on their opponents through their own guile and study, evocating with words and finger patterns to pull their will into being. This is your traditional Wizard-type character.


The second is the Theurge. This one is a little weirder. Not every Arcanist finds the power within themselves to weave magic, whether it’s from their bloodline or the sheer force of their will. Some must reach out to powers beyond the realm of mortals and either ask, deal, or beg for power. Theurges are those that make these deals with devils for power, and the spell-forms they have access to are wildly different from those of the Mages, even though their spells may be very simimlar. This is because unlike the Mage, who studies spell forms related to those they’ve always worked with and go toward more specialized adaptations of them, the Theurge is gifted with spell forms from their Patron and those spell forms are only those related to the Patron in question. A demon may gift fire, destruction, and teleportation related abilities while a being from beyond the stars may grant scrying, deconstruction, and ethereal powers. Not every Theurge must sell their soul, though, some are merely masters of dealing with the Otherworlds and have adapted their magic through knowledge gleaned in their dealings.


The last is the master of the mechanical, the perveyor of the potion, the technician of the talisman. These are the Alchemists. They don’t only deal in liquids and creams the way their real world namesakes did, but any magical material. Some are smiths that forge mystic swords, some are companions to Engineers who create exploding ammo for seige engines or cannon for ships, some are patrons of priests who need amulets for the living or the dead. The one thing that unites them is that the Alchemist can imbue magic into objects and has decided to specialize in that combining. In this way they can be both more and less flexible than their cousins, the Mage and Theurge, so long as they plan things out well enough in advance. Incidentally, as masters of imbuing objects with magic, there is a small school of Alchemists who have recently taken up the name Surgeon who are learning the mystic arts of healing in a way much unlike Accolytes, literally stitching the injured back together and using arcane magic to rebuild bodies and minds.


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