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Monte
Cook's Arcana Unearthed Rules FAQ
Since
the release of Monte Cook's
Arcana Unearthed, a few questions have come up more
than once, suggesting that additional clarifications might
be helpful. This Rules FAQ is a collection of these clarifications
based on answers I've offered. Thanks to Soren K. Thustrup
for compiling this! Use the links below to jump down to
the section you need.
Races
Classes
Skills
Feats
Equipment
Spells
Playing the Game
Races
Why
does a spryte's flight maneuverability jump all the way
from average to perfect on getting their 3rd racial level?
Shouldn't there be a progression to good somewhere in there?
Perfect
allows sprytes to hover, which allows them to remain aloft
in melee. The difference between good and perfect is minimal.
Basically, the only difference between good and perfect
is that perfect is easier to play. So I used perfect maneuverability
rather than good.
Is
the level 17-18 runechild power really mind stab?
Seems a bit weak.
It should
be psychic blast.
Classes
I'm
hugely concerned that the akashic class might make it very,
very difficult for a DM to come up with puzzles or mysteries
without unfairly crippling the akashic's cool powers. Sure,
it might be argued that "not everything is accessible
to the akashic," but I don't want to be forced into
having every single mystery or puzzle involve lost civilizations
or artifacts too old for anyone to remember....
I wrote
the akashic (and the spells) with these kinds of concerns
in mind. I don't like spells and effects that ruin plots
and adventures, whether it's "ask the god a question"
or "find the path" type spells. (I've often said
that find the path could be renamed "ruin the
adventure".)
Many
people say that a good DM can get around these things, and
that's true, but one of the goals with Arcana Unearthed
is to empower the DM, not restrict. But I digress...
You'll
find that the akashic's abilities should not ruin mysteries
but enhance them. If anything, the akashic's delve into
the collective memory ability (specifically) is more limited
than the bard's bardic knowledge.
Are
there any plans to provide guidelines on how to create new
focused devotions for champions? Maybe in a web supplement?
Not
at this time. Eventually, diamondthrone.com
might consider posting such material, should you come up
with some good devotions you'd like to share.
Will
we ever see "ex-class" sections for people like
champions and oathsworn and the like?
Hmm.
Maybe.
Greenbonds
get access to all spells with a nature or positive energy
descriptor. Does that include Exotic spells too?
They
get ALL positive and plant spells, including exotic spells.
How
often can the greenbond use its spiritform ability?
1/day.
What
happens to a magister (especially a low-level magister)
who loses his staff, but has the psionic template?
Caster
level doesn't influence what spells you know or what spells
you can cast. If a magically poor area has an effect of
-1 caster level, spellcasters don't forget spells or start
knowing fewer of them: Spells just come out as less effective.
This solves at least one part of this: You can't be made
unable to cast spells simply because your caster level went
down (although going down to caster level 0 will cause a
number of spells to be quite worthless).
This
doesn't solve the second part, but because the psionic template
explicitly says to ignore focus requirements, a 1st-level
magister sans staff casts psionic spells at caster level
1. The lack of focus applies to spells and checks as they
are made, not retroactively. If I lose my staff, ongoing
spells don't shrink in duration to match my new caster level.
So,
when casting from the psionic template, you simply ignore
the question: Do I have my staff, or do I need to apply
-1 CL and x2 casting time?
If
an oathsworn were forced to take a drug of some type, what
would the effects be if he became addicted? Now, I don't
remember if the effects of drugs count as being a poison
or a disease, but if they don't, the oathsworn could be
in for some big problems relying on this drug to get through
the day....
Drugs
usually count as poisons. Also, the point of the oathsworn
isn't in finding loopholes in his requirements or specifically
following the "letter of the law" when it comes
to what he can and can't do. It's all about frame of mind
and intent.
Does
fast movement for oathsworn stack with flight speed for
flying races? What about boots or spells that increase movement?
The
intention was that it was just ground speed. A generous
DM with a spryte oathsworn could allow it to be flight speed
as well.
Is
it possible for a runethane to swap out known runes later
in her career? Let's say that at 15th level, one of her
low-level runes just doesn't make sense for her anymore.
I'd
let them use a ceremony like with swapping feats.
Is
there a particular reason why runethanes don't get Search
but magisters do? It seems incongruous to me that magisters
can find traps well, while runethanes, who have tremendous
attention to detail and potentially great skill at disarming
traps, can't search for them well.
Assigning
skills is difficult. I wanted to make sure that most classes
got some kind of interaction skill, a perception skill,
and so on. If you don't agree with my assignments, you can
always switch them around a bit.
Can runes and/or their effects be dispelled with dispel
magic, or is the erase rune class ability the only way
to remove them? Are inscribed runes no more difficult to
erase than regular runes?
Runes
are spell-like, so they are subject to dispel magic.
Is
there a range limit on erasing runes? A runethane needs
to know a rune's location, but if he knows the location
of one halfway across the planet, can he erase it?
Line
of sight seems to make sense.
Imagine
a runethane creating a rune to ward the door to his house
before embarking on an adventure. During the adventure,
that rune counts against the maximum number of runes he
can have in existence. When he creates runes, he knows that
the rune on his door exists, and that he can create fewer
runes because of it. Then a thief breaks into his house
and activates, dispels, or erases the rune on the door.
Does the runethane feel that? Does he now know that he can
now create at least one more rune? And does he automatically
know that that rune in his house has been destroyed? Same
question for the ultimate rune.
The
answer to every question is "yes."
If
a runethane wants to activate one of his touch-trigger runes,
what kind of an action does it take?
Standard.
When
using the ultimate rune to replicate the effects of a spell,
does it use the spell's casting time and does the caster
need special components listed in the spell description,
or does the spell effect just go off when the rune is touched?
No to
the casting time, but in regard to the special component,
I'd probably deal with that on a case-by-case basis as a
DM (as a general rule, probably not, but for some spells,
it might make sense).
How
often can the totem warrior ability strength of the bear
be used, and what action type does it require? What type
of action is it to activate ferocity of the bear and ferocity
of the wolverine?
All
are free actions. Strength of the bear can be used 1/day.
Is
it really a standard action for a witch to dispel his witchblade?
If he just drops it (a free action), it disappears.
It is
always a free action for a witch to dispel his witchblade.
What
are the ranges on the witchery word abilities supposed to
be?
Close
range.
Can
a multiclassed magister/mage blade use a swordstaff as his
bonded staff and his athame in one?
Yes.
A
multiclass character, mage blade 1 / magister 19, may use
his athame to cast a 9th-level complex spell with no somatic
components (thus, wearing armor and not suffering spell
failure chances), right?
No.
If the question was regarding simple spells, the answer
would be yes. Spellcasting classes stack, but magister levels
-- because only they get complex spells -- are treated a
little differently. You could play a 1st-level mage blade/19th-level
magister, wear (light) armor, and cast only simple spells,
but I'm not sure that's an optimal choice.
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Skills
No entries
yet.
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Feats
If
you were to undergo the Bond With Item ceremony, and your
chosen item were your witchbag, would you then receive a
+1 luck bonus to the save DCs for your spells, provided
you used your witchbag while casting?
What
if you bonded with your magister's staff? Technically, a
staff is a weapon; however, a magister uses it primarily
for spellcasting, as a focus component. Would the +1 apply
to spellcasting or attack rolls? A mage blade's athame would
probably only allow a +1 to attack rolls, would it be unbalancing
to allow a PC to choose between an attack bonus or a DC
bonus?
The witchbag idea isn't a bad one (it's not unbalancing
to take a feat and get +1 to save DCs). The staff thing
is stretching it, since the staff is primarily a weapon.
It wouldn't be unbalancing to allow your idea, though. It
would probably be unbalancing to allow the bonus to spells
as well as attacks.
The
usefulness of picking up an exotic spell seems to be very
dependent on the level at which you take it. Would
a character picking up an exotic spell ever consider taking
a 2nd-level exotic spell when one of 3rd level was available?
If I
understand your question, it's true that it's often unlikely
that you'd take an exotic spell of anything less than the
highest-level spell you can currently cast. So if you take
it at 3rd, you're likely to get a 2nd-level spell, but if
you take it at 6th, you'd probably go for a 3rd-level exotic
spell.
However,
that's not always the case. Most exotic spells offer functionality
that exists nowhere else in the spell list. The best low-level
AC spell, eldritch armor, is a 1st-level exotic spell.
Want a good disguise spell? Sorcerous guise is the
best one at 2nd level. You'll be happy to have either of
those spells even when you're casting 7th-level spells.
Also
note that at certain points in a character's career, he
can perform a ceremony that allows him to "switch out"
one feat for another feat. This is significant to this discussion
because since exotic spells are gained through feats, you
can switch out one exotic spell for another if you wish.
So if you took the feat at 1st level and have a 1st-level
spell, but now you're 10th level and you want a 5th-level
spell (and are willing to give up the 1st) you can switch
it.
Shouldn't
the Exotic Weapon Proficiency feat have a third option for
ranged exotic weapons? The weapon tables and template descriptions
seem to imply that they are a separate weapon type than
the melee weapons.
It's
lumped in with Agile Exotic Weapon Proficiency because there
are fewer of those than Heavy.
Attack
from within can be modified with the Modify Spell feat
to affect twice the number of creatures. If I cast the heightened
version of the spell, which causes it to affect everyone
within 5 feet of the target, would that mean that the multiple
targets would also take damage from each others' spells?
As a
general d20/D&D rule, you don't take damage more than
once from a single source (so the old "reflect the
lightning bolt so it hits the guy twice" thing
doesn't work).
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Equipment
In
the introduction section, a character's starting gold is
given as 4d4 * 10 gp, but in the equipment section it is
listed as 5d4 * 10 gp. Which is the correct value?
5d4x10
is correct.
I
noticed that light hammers were listed in the equipment
chapter, but no heavier hammers. I'm not complaining about
this, exactly, but I'm curious as to why they didn't seem
to be there. Is it for flavor, realism, or game balance
reasons?
Hmm.
Good question. It's true that I've never liked the aesthetic
of carrying around a big hammer, but they might have just
been edited from the list by mistake. It's easy enough to
bring them in from D&D.
In
the weapons table, the guisarme is not asterisked, but it
is called a reach weapon in the text. I am assuming the
asterisk is an omission.
The
guisarme should have an asterisk. That's errata.
Is
it a fair assumption that all reach weapons extend the wielder's
reach such that he can make attacks 5' farther away than
normal, but cannot attack foes with the weapon who come
within his normal reach? The
text only says that reach is extended 5', and the glaive
is the only weapon (I believe) that explicitly states that
it cannot be used against an adjacent foe. A recent discussion
on the Arcana
Unearthed Rules Forum on Monte Cook's message boards
stipulated the idea that the heavy lance can be used to
attack adjacent foes, and that seems plain silly to me.
Yes,
the 5-foot range extension means that your reach starts
5 feet farther out than normal and ends 5 feet farther out
than normal, making it impossible to attack those adjacent
to you. That should have been clearer (like it is in the
glaive description).
Both lances should have said, "treat as a weapon one
size larger if used on foot." That's errata.
Is
the omission of the "set against a charge" property
of weapons intentional? It is alluded to in the description
of the halberd, but never spelled out.
Page
153 says you can ready any piercing weapon against a charge,
so there's no special note of it on the table.
On
page 134, in Containers and Carriers, it says that the witchbag
weighs .25 lbs. On page 136, in Class Tools and Skill Kits,
it says that the witchbag weighs 3 lbs. What gives?
A full
witchbag weighs 3 lbs.
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Magic
What's
the use for schools of magic in Arcana Unearthed?
Organization
(detect magic can tell you the school, and thus a
small clue as to an item's function). Mostly, though, it's
for compatibility with d20.
How
is death magic being handled in Arcana Unearthed?
There
are no (or practically no) save or die spells in Arcana
Unearthed. However, there might very well be some corner
case of a spell that you can use that if a save is failed,
the victim ends up dying.
Can
you weave spells to create a slot higher then your highest
level?
You
can't weave anything to get a higher-level spell than you
could normally cast.
A
character with access to simple spells only (such as a mage
blade or a runethane) takes the Energy Mage or the Elemental
Mage feat. Can he cast complex spells such as energy
blast or conjure energy creature?
Yes,
but these spells will always be of the energy/elemental
type of the feat chosen.
Can
you apply the fire template to spells twice?
Nope.
Remember that there's a general (albeit mostly unwritten)
rule that says when in doubt, like effects can't stack.
You can't charm someone twice to make them doubly charmed,
for example.
Can
a spell modified with the feat Modify Spell to affect twice
the number of creatures be used with the war template to
affect even more creatures?
Spells
that can have their targets increased cannot affect areas
as such, and spells with "Area" in the spell block
can't have their targets increased.
How
does the war template work with respect to touch spells?
Usually you can only make one touch attack per round, but
the war template enables you to affect 2 to 4 targets. Do
you get multiple attacks for the round?
Used
with touch attacks, the template "charges" the
caster's hand to deliver one touch attack per round for
as many rounds as the template affords multiple targets.
What
is the tainted spell descriptor?
It is
not a spell descriptor as such. It is a specific spell term
that refers to individuals who have used a negative energy
spell within a certain time period and who, as a consequence,
have certain bonuses and penalties to specific skills. You'll
find it on 171 special descriptor rules.
On
page 172, first column, it is stated that if a caster knows
the truename of his spell's target and the spell has a somatic
component, then the target suffers a penalty to his saving
throw. Is this supposed to be a verbal component?
It is
indeed a verbal component.
I
can't see how to create the basic stat boosting items. Ability
boost and ability boost (lesser) have n/a as
the cost of making items of that type. Additionally I note
that you can't target the stat to boost with either of those
spells.
Remember
that Arcana Unearthed doesn't replace the DMG. Use
the formulas found there for stat boosting items, deflection
bonus AC items, armor bonus AC items, and all the standards
(using Craft Constant Item rather than Craft Wondrous Item).
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Spells
As
far as I can tell, the only way for a spellcaster (even
a magister) to create a new spell is to take the Unique
Spell feat at 1st level. So, individual spellcasters only
get to create ONE new spell, ever? That'll slow down magical
innovation a bit, no? Am I missing something?
You
and the DM should talk to each other about making those
kinds of decisions. So, you could do it the hard way and
take the feat, or do it another way, which could be more
difficult or easier depending on what you and your DM come
up with.
Isn't
there a magical spell for low-level characters to create
food and water?
No,
there is no such spell. (There's a high-level spell that
creates large amounts of food.) One of the underlying assumptions
for Arcana Unearthed is that there isn't a spell
to take care of every problem, particularly at low levels.
It
appears there are no land-speed movement-enhancing spells
in the core book. Is this part of the design philosophy?
And as a related question, how much impact do you think
the introduction of one would have on the flavor of the
game?
I like
making people fast because they're fast (the Fleet of Foot
feat) not because they have the right spells. Overall, there
are things--and this is certainly one of them--that I pulled
back on in regard to spells. I don't like spellcasters showing
up everyone in what is supposed to be the non-spellcaster's
expertise.
Occasionally
a nice DM (very occasionally, maybe even rarely) could include
a book about a certain exotic spell at random. This makes
it more likely some of those 0- to 5th-level exotic spells
would actually be amongst a PC's list. It wouldn't be random
treasure. There would be a reason it was there, after all.
In fact it'd probably be part of a library in a place the
PCs are raiding, or perhaps a well-guarded chest.
If I
wanted to do that, I'd make it some kind of special one-time
magic item that added an exotic spell into your repertoire
and then count it as hefty treasure. Or here's an idea.
An item that makes you switch out a specific complex spell
that you know for a specific exotic spell, so you have to
sacrifice something. That's kinda interesting.
The
template for incorporeal undead, on page 232, mentions twice
that such creatures assume the undead type, but no mention
is made of the incorporeal subtype. Should the incorporeal
subtype be applied to these creatures and if so, should
the subtype be used as written in D&D, except for the
different AC calculation in the Arcana Unearthed
template?
Yes
and yes.
Should
a weapon under the animate weapon spell be treated exactly
like it was being wielded by the caster? Attacks of opportunity
with and against? Occupy a square? Threaten adjacent? Reach?
Yes,
although I'd say reach only applies to a reach weapon.
One
of my players runs a magister character and usually readies
the conjure energy creature I spell. The question
that has come up is what is a sonic energy creature? Does
the fact that it is sonic make it invisible? Can you identify
the location of the creature by sound?
A sonic
dire rat is just like a dire rat in every way except for
the bulleted list of changes listed in the spell description:
DR, immune to sonics, it's a construct, and so on.
The
spell defensive field is given a range of personal
and a target of you, but its description implies that it
could be cast on someone else. Can defensive field
be cast on someone other than the caster?
It can't
be cast on anyone else.
Shouldn't
ride the lightning have a Reflex: Half save?
Yes.
Spell
magnet's stat block says Range: Touch, description
describes a ray effect requiring ranged touch. What's the
correct range?
Correct
range is Close (25 feet + 5 feet/2 levels).
The
spell list and the spell description differ for two spells:
Stabilize soul (list says simple, spell description
says complex) and tracer (list says complex, spell
description says simple). Which are right?
Stabilize
soul is simple, tracer is complex.
The
1st-level spell tear of pain is a curse, yet it does
not require a truename. Thus, it cannot be removed by remove
curse, which does require a truename. I guess Unbounds
shouldn't be cursed forever... So how is this supposed to
work?
Any
curse without a truename descriptor should have a duration
(1 day/level seems good here). That's too harsh for the
Unbound (although it's harsh being an Unbound anyway).
Venomblade has no listed save. Surely that's a mistake?
You
get a save versus the poison, as normal (the DC being equal
to the spell's DC). But the spell has a range of personal
and affects the caster's weapon. Neither the caster nor
the weapon gets a save.
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Playing
the Game
Are
the Arcana Unearthed classes supposed to be balanced
with the core classes if they share the same XP table, or
are the Arcana Unearthed classes only balanced with
the core classes if each uses their own XP table (Arcana
Unearthed's 1100, D&D's 1000)?
I'd
make Arcana Unearthed classes use the Arcana Unearthed
experience point table, and 3rd Edition classes their tables,
although if you don't want the hassle of having two, it's
not that big of a deal.
As playtests
have shown, the power curve for level advancement of Arcana
Unearthed is a bit steadier than in D&D. That is to
say that Arcana Unearthed classes start out around
where D&D classes do, and then through low levels get
more powerful faster than D&D classes, but then don't
skyrocket in power the way D&D classes do at the top
end (particularly spellcasters).
I guess
I could have tried to make the balance over levels follow
the D&D curve, but that curve has more to do with game
history than design intent. When starting from scratch,
it seemed the wrong thing to do.
Having
played a lot of Arcana Unearthed, I don't think that
the difference is going to actually throw anyone's game
out of whack (or I wouldn't have done it).
Does
the balance in this game assume that you will have the same
gold-piece value for equipment that D&D 3rd Edition
does?
Yes.
Do
the slightly increased XP requirements per level in Arcana
Unearthed have much effect on party wealth? If it does,
is the effect pretty consistent across the board, or does
it accelerate or decelerate as the characters increase in
level? Is the effect significant?
The effect is minimal. If you follow the charts in the DMG
regarding encounters and wealth per encounter, at about
10th level, the party will have about one level higher amount
of wealth (very roughly speaking). If you decrease the amount
of treasure you give out in any given encounter by about
10% or so, there will be no change.
Are
the NPC classes in the DMG the recommended NPC classes for
Arcana Unearthed and The Diamond Throne or
will we see alternates in The Diamond Throne?
The
DMG NPC classes are available (but I'd think twice before
using the adept in a straight Arcana Unearthed game).
For one Arcana Unearthed look at the adept NPC, see
www.diamondthrone.com.
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