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  1. Arcanum: Of Steamworks and Magick Obscura
  2. Lore

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.