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