Arcane Magic, also called Eldritch Power or Outside Energy, is the art of drawing on forces beyond the divine. Unlike holy magic, it is not gifted by gods or faith, but seized through ritual, study, and raw will. Practitioners invoke sigils, incantations, and complex formulae to shape the chaotic currents of reality itself.
This power is ancient and perilous, granted to few. Some unlock it only after years of rigorous study, while others are born with an innate spark, their bloodlines tied to forces older than memory. Entire families may carry a legacy of arcane potential, their descendants marked by strange talents or affinities.
Yet Arcane Magic is notoriously dangerous and unstable. It may twist, rebound, or corrupt those who wield it, leaving many broken or consumed by their own hunger for power. Some who embrace it drift inevitably toward chaos or darker paths, seeking strength at any cost.
Because of its risks, Arcane Magic is feared and mistrusted in many lands. Some kingdoms impose harsh restrictions, while others outlaw its practice entirely. Those who dare to wield it often live in secrecy, or under constant watch, ever aware that the same energies that empower them could destroy them.
Arcane magic is fueled by a caster’s connection to the raw forces of the universe. Mana represents the personal reservoir of magical energy a spellcaster can draw upon. This power may come from within, shaped by bloodline or training, or from external sources such as ley lines, ancient sites, or enchanted relics.
Mana Pool: An arcane caster’s Mana Pool is determined by their normal spells per day, including bonus slots gained from high ability scores. The total number of spell levels available becomes the caster’s pool of Mana.
Casting: Arcane casters spend Mana to either prepare spells in advance (for prepared casters) or to cast spontaneously (for spontaneous casters). The cost is equal to the spell’s level. For example, a 3rd-level spell costs 3 Mana to cast.
Arcane Magic is often dangerous and unpredictable, with the potential to have unintended consequences or even backfire on the user. Those who do manage to wield this power are often corrupted by it and are either torn apart by its effects or turn to chaos and evil in search of greater power.
For every caster level of Arcane Magic gained after first level, characters must make a WIL save or have their alignment shifted toward Chaotic Evil by one step.
Steps are moved either Right or Down, never Diagonally.
When a characters alignment is shifted as a result of a failed WIL save they can choose which way it shifts, either toward Chaos or Evil. If a shift is possible it must be made, for example if a character has already reached Chaotic they must choose to shift toward evil if possible. Once a Character has reached Chaotic Evil they are no longer required to roll a WIL Save each new level gained.
The Save for each level is equal to 10 +1 for every Caster Level of Arcane caster they already possess.
Classes that do not allow for level 9 spells such as Ranger which has a max spell level of 4, only adds +1 for every two Caster levels gained.
Classes that do not gain Arcane Spells until later levels do not start making Saves until they gain access to Arcane Magic.
*Example at level 4 a Ranger gains access to Arcane Magic so their Save would be DC/10, 10+0(1/2 Existing Arcane Caster Levels).
*Example at level 2 a Sorcerer's WIL save would be DC/11, 10+1(Existing Arcane Caster Levels)
On a successful Save there is no change to the individuals Alignment.
Characters in the Chaotic Alignment Range gain access to Chaos Magic
Characters in the Evil Alignment Range gain access to Blood Magic.
Chaotic Evil Characters have access to both Blood Magic, and Chaos Magic.
The Arcane Purification ritual is a complex and costly endeavor aimed at cleansing an individual of the corrupting effects caused by arcane magic. The individual undergoing the ritual must make a series of challenging Will saves, with the DC determined by the Game Master based on the campaign's context and the potency of the corruption. Success in the saves results in the removal of one or more steps of arcane corruption, while failure may have unforeseen consequences.
All Arcane Casters who reach a caster level of 5 or higher extend their maximum age by twice their race’s base maximum age. This extension to maximum age applies only to Arcane Casters and does not affect the natural aging process of non-casters. While this extends the maximum length of their natural lives, it does not alter when a character reaches middle age or the ability score changes associated with aging. These milestones occur as normal. Once a caster reaches caster level 5, their lifespan is prolonged, allowing them to live well beyond the normal limits of their race, though the extension is not infinite.
An Arcane Spellcaster may choose to cast spells beyond the limits of their normal Mana Pool. When doing so, they immediately take burn damage equal to twice the spell level of the spell cast. This damage cannot be negated or reduced in any way, and cannot be healed by any means until the caster takes an 8-hour rest.
Healing Rate for Burn Damage: Burn damage sustained by a character heals at a rate equal to their Hit Dice (HD) per day, provided the character takes at least 8 hours of rest. This healing occurs after a full rest period and is applied once per day. For example, a character with 5 Hit Dice would heal 5 points of burn damage after a full 8-hour rest.
Spell Preparation: Casters who prepare spells must still cast spells from the spells they have prepared that day.
Restrictions: Mana Burn can only be taken to cast spells and abilities that utilize your primary Mana Pool.