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Runenmagie Runenfamilien Bestimmte Runen Runenmysterien: Arkanistenzauber Runenmysterien: Nekromanten- und Hexenmeisterzauber

Runenmysterien: Arkanisten Zauber [1]


  • Stufe 0 Zauber
    • Mal: detect magic: Detects spells and magic items within 60 ft.
    • Mal: read magic: You may read scrolls and spellbooks.
    • Mal: resistance: Subject gains +1 on saving throws.
    • Siegel: ghost sound: Creates figment sounds.
    • Siegel: silent image: Creates minor illusion of your design.
  1. Stufe 1 Zauber
    1. Mal: charm person: Makes one person your friend.
    2. Mal: comprehend languages: You understand all spoken and written languages
    3. Mal: disguise self: Changes your appearance.
    4. Mal: mana shield: You may choose to lose spell slots instead of hit points.
    5. Mal: protection from evil: +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.
    6. Mal: shadow meld: Remaining motionless near shadows, you become invisible.
    7. Glyphe: identify: Determines properties of magic item.
    8. Siegel: alarm: Wards an area for 2 hours/level.
  2. Stufe 2 Zauber
    1. Mal: detect thoughts: “listening” to surface thoughts.
    2. Mal: invisibility: Subject is invisible for 1 min./level or until it attacks.
    3. Mal: mirror image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    4. Mal: reduce person: Humanoid creature halves in size.
    5. Mal: resist energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
    6. Mal: see invisibility: Reveals invisible creatures or objects.
    7. Mal: touch if idiocy: Target takes 1d6 Int, Spt and Cha damage.
  3. Stufe 3 Zauber
    1. Mal:clairaudience/clairvoyance: You hear or see at a distance for 1 min./level.
    2. Mal: dispel magic (targeted): Cancels magical spells and effects.
    3. Mal: gaseous form: The subject and all its gear become insubstantial.
    4. Mal: hold person: Paralyzes one humanoid for 1 round/level.
    5. Mal: nondetection: Hides subject from divination, scrying.
    6. Mal: suggestion: Compels subject to follow stated course of action.
    7. Mal:tongues: You may speak any language.
    8. Glpyhe: nondetection: Hides subject from divination, scrying.
    9. Siegel: dispel magic /area): Cancels magical spells and effects.
    10. Siegel: major image: As silent image, plus sound, smell and thermal effects.
  4. Stufe 4 Zauber
    1. Mal: charm monster: Makes monster believe it is your ally.
    2. Mal: confusion: Targets behave oddly for 1 round/level.
    3. Mal: dimension door: Teleports you a short distance.
    4. Mal: dimensional anchor: Bars extradimensional movement.
    5. Mal: geas (lesser): Commands target (must be 7 HD or less).
    6. Mal: invisibility (greater): As invisibility, but subject can attack and stay invisible.
    7. Mal: locate creature: Indicates direction to familiar creature.
    8. Mal: resilient sphere: Globe of force traps a target creature without harm.
    9. Mal: stoneskin: Subject gains DR 10/adamantine.
    10. Siegel: detect scrying: You become aware of scrying attempts.
    11. Siegel: globe of invulnerability (lesser): Stops 1st- through 3rd-level spell effects.
    12. Siegel: phantasmal killer: Fearsome illusion kills target or deals 3d6 damage.
    13. Siegel: redue person (mass): Reduces several creatures.
    14. Siegel: solid fog: Heavy fog obscures sight and prevents movement.
  5. Stufe 5 Zauber
    1. Mal: break enchantment: Frees subjects from enchantments, alterations, curses and petrifi cation.
    2. Mal: dismissal: Forces a creature to return to native plane.
    3. Mal: dominate person: Controls humanoid telepathically.
    4. Mal: hold monster: As hold person, but any creature.
    5. Mal: sending: Transmits a short message over a great distance.
    6. Mal: telepathic bond: Allows allies to communicate through mental link.
    7. Glyphe: passwall: Creates a passage through wooden or stone walls.
    8. Siegel: persisten image: As major image, but no concentration required.
    9. Siegel: wall of force: Creates an invisible wall of force.
  6. Stufe 6 Zauber
    1. Mal: dispel magic(greater)(targeted): As dispel magic, but +20 on check.
    2. Mal: geas/quest: As lesser geas, plus it affects any creature.
    3. Mal: true seeing: Lets you see all things as they really are.
    4. Glyphe: legend lore: Lets you learn tales about a person, place or thing.
    5. Siegel: antimagic field: Negates magic within 10 ft.
    6. Siegel: dispel magic(greater)(area): As dispel magic, but +20 on check.
    7. Siegel: suggestion (mass): As suggestion, plus one subject/ level.
  7. Stufe 7 Zauber
    1. Mal: insanity: Maddens the target permanently.
    2. Mal: scrying (greater): As scrying, but faster and longer.
    3. Mal: spell turning: Refl ects 1d4+6 spell levels back at caster
    4. Siegel: banishment: Banishes 2 HD/level of extraplanar creatures.
    5. Siegel: hold person (mass): As hold person, but all within 30 ft.
    6. Siegel: invisibility (mass): As invisibility, but affects all in range.
    7. Siegel: plane shift: As many as 8 subjects travel to another plane.
  8. Stufe 8 Zauber
    1. Mal: demand: As sending, plus you can send suggestion.
    2. Mal: discern location: Reveals exact location of creature or object.
    3. Mal: protection from spell: Confers +8 resistance bonus.
    4. Siegel: telekinetic sphere: As resilient sphere, but you move sphere telekinetically.


  • Arcanist spells not on the above lists cannot be cast as runes. Spells from other path lists cannot be turned into runes, either.

Anmerkungen Bearbeiten

  1. More Magic & Mayhem, S. 7

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