Even more than Sorcery, Arcane magic is a general purpose realm of
magic. It attempts to encompass all 'useful' spells from all realms,
and almost succeeds, with the probable exception of *Identify*. This is
the downside of Arcane magic: while Arcane does have all the necessary
'tool' spells for a dungeon delver, it has no ultra-powerful high level
spells. As a consequence, all Arcane spellbooks can be bought in town.
It should also be noted that the 'specialized' realms (i.e. other than
Arcane) usually offer the same spell at a lower level and cost. Arcane
magic is therefore perhaps not recommendable as one's only realm of
magic, but it should be a very nice addition to fill up the gaps in the
selection of tools spells in another realm.
The four magic books available to Arcane practitioners are:
Cantrips for Beginners
----------------------
Zap: lightning bolt, damage 3+(level-1/5)d3
Wizard Lock: jams one door
Detect Invisibility: detects invisible creatures on map panel
Detect Monsters: detects normal monsters.
Blink: teleport, range 10
Light Area: lights area, damage 2d(level/2), radius (plev/10)+1
Trap & Door Destruction: destroys one door or trap
Cure Light Wounds: heal 2d8, -10 to cuts
Minor Arcana
------------
Detect Doors & Traps: detects doors, traps, and stairs
Phlogiston: adds 7500 turns of light to a lantern or 2500
turns of light to a torch
Detect Treasure: detects treasure
Detect Enchantment: detects magic objects
Detect Object: detects objects
Cure Poison: sets poison counter to 0
Resist Cold: temporary cold resistance, duration 20+1d20
Resist Fire: temporary fire resistance, duration 20+1d20
Major Arcana
------------
Resist Lightning: temporary lightning resistance, duration
20+1d20
Resist Acid: temporary acid resistance, duration 20+1d20
Cure Medium Wounds: same as Life spell
Teleport: teleport, range level*5
Stone to Mud: turns one wall to a floor
Ray of Light: lights a line, damage 6d8 to light-sensitive
creatures
Satisfy Hunger: sets hunger status to Full
See Invisible: see invisible, duration 1d24+24
Manual of Mastery
-----------------
Recharging: recharges item, power (level*2)
Teleport Level: same as Sorcery spell
Identify: identifies an item
Teleport Away: same as Sorcery spell
Elemental Ball: fire, lightning, frost, or acid ball (equal
chance of each), damage 75+level, radius 2
Detection: detects traps, doors, stairs, invisible, treasure,
objects, and monsters
Word of Recall: same as Sorcery spell
Clairvoyance: lights and maps entire level, gives you ESP for
25+1d30 turns
=== Class Spell Fail Rates ===
--- MAGE ---
For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.
Arcane Mage: Level Mana Fail
Zap 1 1 20
Wizard Lock 1 1 33
Detect Invisibility 1 1 33
Detect Monsters 2 1 33
Blink 2 2 33
Light Area 4 4 40
Trap+Door Destruction 5 5 33
Cure Light Wounds 6 5 44
Detect Doors & Traps 7 6 40
Phlogiston 8 8 60
Detect Treasure 9 8 50
Detect Enchantment 9 9 50
Detect Objects 9 9 50
Cure Poison 11 10 50
Resist Cold 12 12 50
Resist Fire 13 12 50
Resist Lightning 14 12 50
Resist Acid 15 12 50
Cure Medium Wounds 16 14 33
Teleport 18 15 50
Stone to Mud 20 16 60
Ray of Light 23 18 60
Satisfy Hunger 25 20 70
See Invisible 25 20 60
Recharging 28 25 70
Teleport Level 35 35 80
Identify 38 30 60
Teleport Away 40 30 66
Elemental Ball 41 30 66
Detection 42 30 80
Word of Recall 45 50 70
Clairvoyance 49 100 80
--- PRIEST ---
For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.
Arcane Priest: Level Mana Fail
Zap 1 1 20
Wizard Lock 1 1 33
Detect Invisibility 2 1 33
Detect Monsters 2 2 33
Blink 3 3 33
Light Area 5 5 40
Trap+Door Destruction 6 6 33
Cure Light Wounds 7 6 44
Detect Doors & Traps 8 7 40
Phlogiston 9 8 60
Detect Treasure 10 9 50
Detect Enchantment 11 10 50
Detect Objects 12 11 50
Cure Poison 13 12 50
Resist Cold 14 13 50
Resist Fire 15 14 50
Resist Lightning 16 15 50
Resist Acid 17 16 50
Cure Medium Wounds 18 17 33
Teleport 19 18 50
Stone to Mud 22 20 60
Ray of Light 24 22 60
Satisfy Hunger 27 24 70
See Invisible 29 26 60
Recharging 33 30 80
Teleport Level 37 36 80
Identify 40 37 60
Teleport Away 42 38 70
Elemental Ball 44 39 66
Detection 46 40 80
Word of Recall 47 55 70
Clairvoyance 50 120 80
--- ROGUE ---
For each level beyond the minimum, the failure rate will decrease by 3%.
High INT will also decrease the failure rate, to a minimum of 5%.
Arcane Rogue: Level Mana Fail
Zap 1 1 20
Wizard Lock 1 1 33
Detect Invisibility 2 1 33
Detect Monsters 2 2 33
Blink 3 3 33
Light Area 5 5 40
Trap+Door Destruction 6 6 33
Cure Light Wounds 7 7 44
Detect Doors & Traps 8 8 40
Phlogiston 9 9 60
Detect Treasure 10 10 50
Detect Enchantment 11 11 50
Detect Objects 13 11 50
Cure Poison 14 12 50
Resist Cold 15 13 50
Resist Fire 16 14 50
Resist Lightning 17 15 50
Resist Acid 18 16 50
Cure Medium Wounds 19 17 33
Teleport 20 20 50
Stone to Mud 23 22 60
Ray of Light 25 24 60
Satisfy Hunger 28 25 70
See Invisible 30 28 60
Recharging 35 30 80
Teleport Level 39 36 80
Identify 42 37 60
Teleport Away 44 38 70
Elemental Ball 46 40 66
Detection 47 42 80
Word of Recall 48 60 70
Clairvoyance 50 125 80
--- RANGER ---
The failure rate decreases 3% for every level beyond the minimum,
to a minimum of 5%. High INT decreases the failure rate as well.
Arcane Ranger: Level Mana Fail
Zap 3 2 20
Wizard Lock 3 2 33
Detect Invisibility 4 3 33
Detect Monsters 4 3 33
Blink 5 4 33
Light Area 6 6 40
Trap+Door Destruction 7 7 33
Cure Light Wounds 8 8 44
Detect Doors & Traps 9 9 40
Phlogiston 10 10 60
Detect Treasure 11 11 50
Detect Enchantment 12 12 50
Detect Objects 14 13 50
Cure Poison 15 14 50
Resist Cold 16 15 50
Resist Fire 17 16 50
Resist Lightning 18 17 50
Resist Acid 19 18 50
Cure Medium Wounds 20 19 33
Teleport 22 20 50
Stone to Mud 25 23 60
Ray of Light 27 26 60
Satisfy Hunger 29 27 70
See Invisible 33 30 60
Recharging 38 36 80
Teleport Level 42 38 80
Identify 44 38 60
Teleport Away 46 40 70
Elemental Ball 47 42 66
Detection 48 44 80
Word of Recall 49 65 70
Clairvoyance XXXXXXXX
--- WARRIOR MAGE ---
Failure rate decreases 3% for each level beyond the minimum,
to a minimum of 5%. High INT also reduces failure rate.
Arcane Warrior Mage: Level Mana Fail
Zap 1 1 20
Wizard Lock 2 1 33
Detect Invisibility 2 2 33
Detect Monsters 3 3 33
Blink 4 4 33
Light Area 5 5 40
Trap+Door Destruction 6 6 33
Cure Light Wounds 7 7 44
Detect Doors & Traps 8 8 40
Phlogiston 9 9 60
Detect Treasure 11 10 50
Detect Enchantment 12 11 50
Detect Objects 13 12 50
Cure Poison 14 13 50
Resist Cold 15 14 50
Resist Fire 16 15 50
Resist Lightning 17 16 50
Resist Acid 18 17 50
Cure Medium Wounds 19 18 33
Teleport 20 20 50
Stone to Mud 23 22 60
Ray of Light 25 23 60
Satisfy Hunger 29 25 70
See Invisible 30 27 60
Recharging 35 30 80
Teleport Level 39 38 80
Identify 41 40 60
Teleport Away 43 42 70
Elemental Ball 45 44 66
Detection 47 45 80
Word of Recall 48 65 70
Clairvoyance 50 140 80
--- HIGH MAGE ---
For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.
Arcane High Mage: Level Mana Fail
Zap 1 1 15
Wizard Lock 1 1 23
Detect Invisibility 1 1 23
Detect Monsters 1 1 23
Blink 2 1 23
Light Area 3 2 33
Trap+Door Destruction 4 4 23
Cure Light Wounds 5 4 33
Detect Doors & Traps 6 5 30
Phlogiston 7 7 50
Detect Treasure 8 7 40
Detect Enchantment 8 8 40
Detect Objects 9 8 40
Cure Poison 10 9 40
Resist Cold 10 10 40
Resist Fire 11 10 40
Resist Lightning 12 10 40
Resist Acid 13 10 40
Cure Medium Wounds 14 11 22
Teleport 15 12 40
Stone to Mud 17 15 50
Ray of Light 20 15 50
Satisfy Hunger 20 16 60
See Invisible 22 18 50
Recharging 24 22 60
Teleport Level 30 30 70
Identify 33 28 50
Teleport Away 38 28 60
Elemental Ball 40 28 55
Detection 41 28 70
Word of Recall 43 40 60
Clairvoyance 46 80 70