Arcanum 1780: A New World
Grimoire
The Grimoire A to H
Important note: All the spells allowed in the campaign will be noted below, on this page. If you want to be able to use a spell of your own devising, make sure it is approved and on this page before the session begins!
A useful app for designing new rituals, the Ritual Path Magic Designer, is here.
Abbreviations:
Thaumaturgy: Ritual Path Magic – (TRPM)
Pyramid 3/48 Article “Magical Tradecraft” – (MT)
Pyramid 3/56 Article “The Old Ways” – (TOW)
The following rituals are available to PCs.
Air Jet (TRPM p39)
Alertness (TRPM p39)
Amplify Injury (TRPM p39)
Animal Call (TOW p29)
Assassin’s Blessing (MT p5)
Babble On (TRPM p39)
Bag of Bones (TRPM p39)
Bane Blade (MT p5)
Bewitched Basketry (TOW p29)
Black Bag (MT p5)
Bless (TOW p29)
Body Of Shadow (TRPM p39)
Burn Notice (MT p5)
Chill (TRPM p40)
Cleanse Disease (TRPM p40)
Code-Breaker (MT p6)
Conjure Credentials (TRPM p40)
Conjure Eavesdropper (MT p6)
Counterproductivity Curse (TRPM p40)
Cover Identity (MT p6)
Create Pocket Dimension (TRPM p40)
Cure Disease (TRPM p41)
Curse (TOW p29)
Dead-Letter Box (MT p6)
Death Touch (TRPM p41)
Death Vision (TRPM p41)
Destruction (TRPM p41)
Detect Secret Doors (TRPM p41)
Diagnose (TRPM p41)
Diamond Mind (TRPM p41)
Dowse (TOW p29)
Dreamcatcher (TRPM p41)
Dull (Sense) (TRPM p42)
Duplicate Object (TRPM p42)
Eye in the Sky (MT p6)
False Bottom (MT p7)
False Flag (MT p7)
False Memory (TRPM p42)
Feral Rage (TRPM p42)
Fighting Irons (TRPM p42)
Find Direction (TOW p30)
Find Shelter (TOW p30)
Fireball (TRPM p42)
Fire Conjuring (TOW p30)
Filling Fruit (TOW p30)
Forger’s Blessing (MT p7)
Fortunate Fields (TOW p30)
Ghost Shirt (TRPM p43)
Gift of Gab (TRPM p43)
Glamor Glamour (TRPM p43)
Hall of Records (TRPM p44)
Halt (TRPM p44)
Harvesting Hands (TOW p30)
Haste (TRPM p44)
Hidden Housekeeper (TRPM p44)
Hinder (TRPM p44)
Honeypot (MT p7)
Hunger (TRPM p44)
Hunter’s Benediction (TOW p31)
Hush (TRPM p44)
Summoning/Creating Rituals
Summoned/Created beings are created using the Spell Modifier Summoned using the chart below.
Spell Modifier – Summoned | ||||||
Power | Additional Energy | |||||
25% | +4 | |||||
50% | +8 | |||||
75% | +12 | |||||
100% | +20 | |||||
150% | +40 | |||||
+50% | +20 |
Clay Golem
Spell Effects: Greater Create Matter + Lesser Create Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).
This ritual awakens a clay Golem. It lasts until destroyed or for a whole month, but may be maintained as per wards. You may only have one golem (including variations) active at one time.
Typical Casting: Greater Create Matter (6) + Lesser Create Mind (6) + Duration, One Month (11) + Subject Weight, {Varies} (v); Summoned Creature Modifier (various).
Energy Varies depending on both the power of the Golem and the power of the Caster. A 30 pound, 38pt Golem would cost a 150 caster 84 (28*3) Energy.
Other Golems will have their Energy raised by various added traits – such as increased DR for a Marble Golem, Weakness Fire and DR: Ablative for a Wood Golem and Body of Metal Meta-Trait for an Iron Golem.
Homunculus
Spell Effects: Greater Create Body + Lesser Create Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).
Typical Casting: Greater Create Body (6) + Lesser Create Mind (6) + Duration, One Month (11). 69 Energy (23*3) Energy.
Raise Skeleton
Spell Effects: Greater Create Undead.
Inherent Modifiers: None.
Greater Effects: 1 (x3).
This ritual creates a skeletal minion from the relatively intact bones of a nearby body.
Typical Casting: Greater Create Undead (6) + Duration, Until Destroyed or one month (11) + Subject Weight, 30 lbs (1). 54 energy (18×3).
Create Witch-Ghost
Spell Effects: Greater Create Undead.
Inherent Modifiers: Altered Traits, Innate Attack
Greater Effects: 1 (x3).
As for Raise Skeleton, but adds one of the following innate attacks:
Witch-Ghost – Abilites | ||||||
Roll 2d | Result | |||||
1-4, 1-6 | Toxic Attack 2d (Cyclic, 10-second, 5 cycles, Resistible, +125%; Resistible, HT-1, +25%) 16 | |||||
5, 1-6 | Fatigue Attack 1d (Freezing, +20%; Side Effect, Slow Move, 0.6, +30%) 15 | |||||
6, 1-3 | Burning Attack 1d+2 (Surge, Arcing, +100%) 17 | |||||
6, 1-4 | Burning Attack 1d+3 (Cosmic, Higher Incendiary Level, +50%; Incendiary 2, +20%) 15 |
Typical Casting: Greater Create Undead (6) + Altered Traits, Specific Random Package (16)* + Duration, Until Destroyed or the caster enters sanctified land (14) + Subject Weight, 1,000 lbs (4). 72 energy (24×3).
*Cost was derived from the average cost of all abilities.
Summon Demon
Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads
Inherent Modifiers: Summoned.
Greater Effects: 0 (x1).
This spell conjures a demon to do the caster’s bidding for the next day. The Energy for the Typical Casting below assumes summoning a demon of equal power to the caster – the power of the demon relative to the caster will change the cost of the spell. Take heed that this version of the spell does not include a pentagram or a reason to force the demon to enter a pact with the caster, it only compels him to show up to unwillingly to a location!
Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 100% of total (20). 37 energy (37×1).
Summon Elemental
Spell Effects: Greater Create Spirit + Lesser Strengthen Matter* + Lesser Create Mind
Inherent Modifiers: Summoned.
Greater Effects: 1 (x3).
This spell conjures an elemental servant to follow the orders of caster for a day. The Energy for the Typical Casting, below, assumes an Elemental built on 25% of the Caster’s power – the power of the elemental relative to the caster will change the cost of the spell.
Typical Casting: Greater Create Spirit (6) + Lesser Strengthen Matter* (3) + Lesser Create Mind (6) + Duration: 1 Day (7) + Summoned: 25% of Caster (4). 78 Energy (26*3).
*Note that some Elementals (notably Fire and Lightning) will use Strengthen Energy rather than Strengthen Matter.
Summon Imp
Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads
Inherent Modifiers: Summoned.
Greater Effects: 0 (x1).
This spell conjures a minor devil, an imp to do the caster’s bidding for the next day.
Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 25% of total (4). 21 energy (21×1).
Summon Imp Horde
Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads
Inherent Modifiers: Summoned, Group.
Greater Effects: 0 (x1).
This spell conjures a gaggle of a minor devils, six imps to do the caster’s bidding for the next day.
Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 25% of total, Group, 6-10 (24). 41 energy (41×1).