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Arcanum: Best Spells & Colleges


Arcanum Best Spells & Colleges



Arcanum: Of Steamworks and Magick Obscura features a complex magic system comprised of 16 spell colleges and 80 spells in total. The best spells in Arcanum are Unlocking Cantrip, Teleportation, Stun, Disintegrate and Harm.

Willpower governs whether or not we can learn a spell. Spells cost fatigue points when cast, which pool-size is modified by Willpower and Constitution. 

For Arcanum Best Build, I would avoid Air, Earth and Water colleges. Force and Fire are the best spell colleges in Arcanum for direct damage. I also recommend the Harm spell of Necromantic Black.

Unlike Arcanum technologists, mages have an easy time in Arcanum. It is much easier to play mages than technologists. My Arcanum walkthrough goes into detail on how to play mages.

As it pertains to "Thank god I have this!" the best spell is Teleportation.

The Best Arcanum Race for Mage builds is Elf, and the Best Arcanum background for Mage builds is Only Child.

Consult Arcanum Best Armor and Arcane Platemail for examples of how the stats of magickal items scale based on our magickal aptitude. The Dark Helm buffs MA by 20 points. But not just that, the effect stacks each time it is equipped.

Note that the repeated casting of spells (spamming in realtime) is limited only by the amount of fatigue restore potions we have stacked into our inventory, which are readily available in large quantities. We can also quaff the fatigue slower.

cf. Arcanum Followers glitch (Dominate Will + Reflection Shield).


College of Air Arcanum


The College of Air holds the spells that manipulate the first elemental material, that of air and wind.

Vitality of Air



Raises the Constitution of the target creature.

Poison Vapors



Creates a large cloud of caustic gas centered on the target tile.

Call Winds



Creates a gust of wind, centered on the caster and blowing away in all directions.

Body of Air



Transforms the target's body into air, making him translucent, immaterial and capable of floating.

Call Air Elemental



Summons an Air Elemental, who will appear in the target tile and immediately attack the caster's enemies.

College of Conveyance Arcanum


The college of Conveyance holds spells that deal with motion and transportation.

Disarm



The target's weapon is knocked out of its hand, if it fails to save.

Unlocking Cantrip



The target is unlocked (but not opened).

Great spell. Picking locks sucks.

Unseen Force



The target is pushed back several squares, directly away from the caster.

Spatial Distortion



The caster is magickally transported to any empty tile of his choosing. Can only "dimension door" to a tile that can be physically walked to. Cannot go through walls.

Teleportation



The spell allows the caster and his group to teleport to a known location.

Not castable in combat, but this is a powerful spell that can take us to any marked overworld location in Arcanum (Arcanum map), even if we haven't yet been there. Saves on backtracking, too. Massively.

College of Divination Arcanum


The college of Divination concerns itself with the gathering of knowledge through magickal means.

Sense Alignment



Reveals the alignment of all creatures in the vicinity of the caster.

See Contents



Reveals the contents of a container.

Read Aura



Reveals the underlying attributes of the target creature.

Sense Hidden



Reveals all invisible creatures and objects as well as traps and trapped objects in the vicinity.

Divine Magick



Determines all of the magickal properties of one item in the caster's inventory.

College of Earth Arcanum


The College of Earth holds the spells that manipulate the second elemental material, that of earth and stone.

Strength of Earth



Raises the Strength of the target creature.

Stone Throw



Creates a stone missile that unerringly travels from the caster to the target.

Wall of Stone



Creates a block of stone in the empty tile indicated by the caster.

Body of Stone



Transforms the target into stone. He gains damage resistance and extra damage but Speed is reduced.

Call Earth Elemental



Summons an Earth Elemental, who will appear in the target tile and immediately attack the caster's enemies.

College of Fire Arcanum


The College of Fire holds the spells that manipulate the third elemental material, that of fire and heat.

Agility of Fire



Raises the Dexterity of the target creature. Note that this spell stacks with itself.

Wall of Fire



Creates a wall of fire across the specified empty tile.

Fireflash



Creates a ball of superheated plasma, which streaks to the specified tile and explodes.



Body of Fire



Immolates the target creature, who gains fire resistance and extra fire damage with any unarmed attack.

Call Fire Elemental



Summons a Fire Elemental, who will appear in the target tile and immediately attack the caster's enemies.

College of Force Arcanum


The College of Force contains spells that manipulate and direct pure energy.

Shield of Protection



Creates a deflective energy screen about the target, increasing its armor class and resistances.

Jolt



Causes a surge of electricity to flow into all creatures within very close range.

Wall of Force



Creates a shimmering wall of force in the specified empty square.

Bolt of Lightning



Creates a bolt of lightning from the caster to the target creature.

Disintegrate



Eliminates the binding force between atoms, dispersing the target as constituent particles.



Insta-slays and target loses items, but most enemies don't have useful items, anyway.

Mental College Arcanum


The Mental College contains spells that influence and control the minds of their targets.

Charm



Causes the target to be friendly towards the caster, if a save is not made.

Stun



Will stun the target for a few seconds, if a save is not made.

Stun is an amazing spell. Can Stun epic-level undead such as Stringy Pete.

Drain Will



Causes the target creature's willpower to drop by half for - hours, if a saving throw is not made.

Nightmare



Causes all creatures within the vicinity of the caster to save or flee in terror.

Dominate Will



Places the mind of the target under the control of the caster, unless a saving throw is made.

Meta College Arcanum


The Meta College contains spells that affect other spells.

Resist Magick



The target gains magick resistance.

Disperse Magick



Cancels existing spell effects on the target.

Dweomer Shield



Prevents magick from operating on the target.

Bonds of Magick



Prevents the target creature from casting any spells.

Reflection Shield



The caster is surrounded by a barrier which causes any spell to be reflected back to its caster, at additional cost.


Morph College Arcanum


The Morph College contains spells that change the substance of the target.

Hardened Hands



Makes the hands of the target creature do more damage.

Weaken



Weakens the substance of the target, reducing its damage resistance for the duration of the spell.

Shrink



Reduces a creature to half its size.

Flesh to Stone



Converts flesh to stone temporarily.

Polymorph



Transforms the target creature into a sheep for as long as the spell is maintained.

College of Nature Arcanum


The College of Nature contains spells that control plants, animals, and natural forces.

Charm Beast



Causes every animal in the vicinity to gain a Good reaction to the player.

Entangle



Imbues a patch of vegetation with motion preventing the target creature from walking.

Control Beast



Places the mind of the animal under the control of the caster, unless a saving throw is made.

Succour Beast



Summons an animal, which will appear in the target tile and immediately attack the caster's enemies.

Regenerate



Greatly increase the heal rate of the caster and all followers.

Black Necromantic College Arcanum


The Black Necromantic College contains spells that negatively affect the life force of a creature.

Harm



Causes damage to the target creature.


Conjure Spirit



Allows the caster to speak with the spirit of the target corpse upon which it is cast.

Summon Undead



Summons an undead champion that will attack everything.

Create Undead



Animates the target corpse, which will follow the caster.

Quench Life



Kills the target creature, unless it successfully saves.

White Necromantic College Arcanum


The White Necromantic College contains spells that positively affect the life force of a creature. (Virgil studies this college.)

Minor Healing



Heals a small number of hit points of damage to the target.

Halt Poison



Reduces the Poison Factor of the target.

Major Healing



Heals a large number of hit points of damage to the target.

Sanctuary



Protects the caster from Undead.

Resurrect



Returns the target creature to life, with full hit points and a poison level of zero.

College of Phantasm Arcanum


The College of Phantasm contains spells that concern the control of light and illusion.

Illuminate



Raises the light level in an area surrounding the target creature.

Flash



Temporarily blinds the target.

Blur Sight



Makes the caster harder to see and to be hit.

Phantasmal Fiend



Creates the illusion of a Greater Demon.

Invisibility



The target becomes invisible except when attacking.

College of Summoning Arcanum


The College of Summoning contains spells that concern the summoning of creatures of progressive power.

Plague of Insects



Summons a swarm of insects, which surrounds and slows the target creature.

Orcish Champion



Summons an orcish grunt (not a champion) into the specified empty square.

Guardian Ogre



Summons an ogre destroyer into the specified empty square.

Hellgate



Summons a demon into the specified empty square.

Familiar



Summons a Familiar Blood Claw for the caster.

Temporal College Arcanum


The Temporal College concerns spells that control the flow of time.

Magelock



Locks any portal. The door or window cannot be lockpicked.

Congeal Time



Halves the Speed of all creatures in the vicinity of the caster who fail their saving throw.

Hasten



Doubles the target creature's Speed.

Stasis



Paralyzes the target creature, unless it makes its saving throw.

Tempus Fugit



This powerful spell speeds the caster and his entire group, while slowing down every other creature in the world.

College of Water Arcanum


The College of Water holds the spells that manipulate the fourth elemental material, that of water and ice.

Purity of Water



Raises the Beauty of the target creature.

Call Fog



Creates a billowing mist, centered on the target tile.

Squall of Ice



Creates a storm of ice and sleet centered on the target tile.

Body of Water



Liquefies the target creature, making him translucent and capable of water movement.

Call Water Elemental



Summons a Water Elemental, who will appear in the target tile and immediately attack the caster's enemies.


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