Magick
In the world of @Arcanum there are two opposing forces, those of Magick and Technology. Technology works with the laws of nature while Magick works to subvert it.
Magick works by bending or even breaking physical law, allowing an effect to occur that would otherwise be impossible. For example, when a spellcaster produces a lightning bolt, he is causing electrons to flow from one spot to another. This happens despite the fact that the electric potential of the destination may be equal or higher than the source by the use of personal fatigue or stored mana in some items. The caster through their Willpower has temporarily suppressed that law in their local environment.
Not all spells will cast successfully. There are various means of Spell Resistance that will mitigate or completely block the effects on an intended target. This applies even to "helpful" spells, such as trying to heal a companion who has a high technological Aptitude.
Magick and technology do not mix, at the most basic level. Magick works by bending physical law, allowing an effect to occur that would otherwise be impossible. For example, when a spellcaster produces a lightning bolt, he is causing (through an act of will) electrons to flow from one spot to another, despite the fact that the electric potential of the destination may be equal or higher than the source. This is in clear violation of physical law, but the caster has temporarily suppressed that law in their local environment. Thus, magic is a way to tell the universe "Do what I want!" It is very powerful but very personal.
Technology is the exact opposite. Technology relies on physical law to operate, and the use of a technological item or skill serves to reinforce the physical law on which it operates. When a technologist shoots a gun, he is relying on the chemical properties of the gunpowder to create a controlled explosion in the gun's chamber and propel the bullet forward. By using this gun repeatedly, he is actually strengthening those chemical properties, making them harder to subvert through magic.
Therefore, magick and technology oppose each other. Magick is constantly bending or suppressing physical law, while technology is reinforcing those same laws. Obviously, both cannot succeed when directed at the same physical law. Hence, there is conflict.
Magick is broken down into 16 colleges, with each college defining the type of subject matter that its spells can effect. So the @The Mental College contains spells that affect the mind, the @College of Divination spells bring information to the caster, and @The Meta College spells affect other spells. Within each college, there are five spells of varying difficulty to master, for a total of 80 spells within the game. The full list of colleges described as follows:
@College of Conveyance - Deals with motion and transportation.
@College of Divination - Concerns itself with the gathering of knowledge through magical means.
@College of Air - Holds the spells that manipulate the first elemental material, that of air and wind.
@College of Earth - Holds the spells that manipulate the second elemental material, that of earth and stone.
@College of Fire - Holds the spells that manipulate the third elemental material, that of fire and heat.
@College of Water - Holds the spells that manipulate the fourth elemental material, that of water and ice.
@College of Force - Contains spells that manipulate and direct pure energy.
@The Mental College- Contains spells that influence and control the minds of their targets.
@The Meta College - Also known as The Metaphysical College. Contains spells that affect other spells.
@The Morph College - Also known as The Morphological College. Contains spells that change the substance of the target.
@College of Nature - Contains spells that control plants, animals, and natural forces.
@Necromantic Black - Contains spells that negatively affect the life force of a creature.
@Necromantic White - Contains spells that positively affect the life force of a creature.
@College of Phantasm - Also known as The Phantasmagorical College. Contains spells that concern the control of light and illusion.
@College of Summoning - Contains spells that concern the summoning of creatures of progressive power.
@The Temporal College - Concerns spells that control the flow of time.
Speaking with the Dead
In Arcanum: Of Steamworks & Magick Obscura, the lore surrounding speaking with spirits is deeply integrated into the game's narrative and mechanics, particularly through the use of necromancy. The game allows players to resurrect deceased characters and interrogate their spirits using the spell @Conjure Spirit, a feature that is both mechanically and thematically significant. This process is not merely a gameplay trick but a core element of the game's world-building, reflecting the Victorian-era setting and its fascination with spiritualism and the supernatural. Players can use @Necromantic White and @Necromantic Black cantrip @Conjure Spirit on a corpse to summon the dead person's spirit from the afterlife, torturing them to extract information before granting them freedom, a method that is described as "quite effective". The dialogue with these spirits changes completely to reflect their undead state, adding a disturbing and immersive layer to the experience.
This mechanic is tied to the game's central conflict between magic and technology, where the ability to communicate with the dead represents a powerful magical tool that contrasts with technological advancement. The lore suggests that the spirits of the dead suffer greatly from their return to the material world, a concept that is explored in the game's deeper narrative, such as with the character @Kerghan, whose philosophy is that ending all life is the logical solution to the suffering of existence, including the torment of summoned spirits. The game's manual, written in a style reminiscent of Victorian literature, provides a pseudo-scientific explanation for the clash between magic and science, further grounding the necromantic elements within the world's lore. This integration of necromancy into the narrative role-playing is considered one of the game's most unique and ambitious features, setting it apart from other RPGs.
There are examples of being able to speak with spirits without using the @Conjure Spiritspell, such as souls that are cursed to remain in the mortal plane and not cross over into the afterlife (@The Void)