Arcanist: Advanced Class
The Arcanist is the Mage’s mage. Although many believe that their power comes from somewhere other and that the Arcanist draws strength from the mad darkness between the stars, others see their long hours of study and progress in their never ending quest to master the arcane arts. Arcanists specialize in two kinds of Spells: those that enhance the already potent arsenal of the Mage; and the Arcane Toolbox, a sequence of Spells to handle all the other trials and tribulations that so often confront adventurers. Arcanists are known for their studies, diving into all sorts of Lore from the mundane to the forbidden, and for their repertoire of useful powers, capable of making them master of any situation, peaceful or not. In addition to these strengths, Arcanists are well known for their aptitude with rituals and scrolls, further increasing their utility.
Class Level | Cantrips | Spell Known | Spell Preparations | Spell Slots | Class Bonuses |
1 | +1 | +1 | +1 | 0/0/1/0 | Learned Scholar, Field Study |
2 | 0 | +1 | +1 | 0/0/1/0 | Arcane Toolbox |
3 | 0 | +1 | +0 | 0/1/1/0 | Replicate Enhancement |
4 | +1 | +1 | +1 | 0/1/2/0 | - |
5 | 0 | +1 | +1 | 0/1/2/0 | Extended Capacity: Adept, Spirit of Power |
"I conjure words of arcane might, from studied tomes in candlelight,
I draw my strength from sky and land. Gather now within my hand.
From planes beyond, my power's Source, By Word and Will I give it force.
My Word as law, my Will supreme, I fuse the strength of truth and dream…"
The Arcanist is an Arcane caster and spell slots granted by this class are Arcane Spell Slots.
Requirement: Arcanist Level 1
Incantation: "I pierce the veil of obscurity and command: reveal your inner workings to me."
Call: “Discern by Arcane to [Item]: Reveal your Secrets.”
Target: Non-Relic Item Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Discern
By using this Power on an item, the Arcanist may learn all of the magical properties of an item. Although it is easy for anyone to determine if an item is magical or special in nature and read the information card to discover obvious properties, this Power will allow the player to look at the folded information card (even if they normally wouldn’t meet the requirements on the outside) to know its exact properties. Note: If the card says “Relic” on the public portion, this spell has no effect.
Requirement: Arcanist Level 1
The Arcanist gains three Lores of their choice from the following list:
Requirement: Arcanist Level 2
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Arcanist is a master of special spells and utility magics, allowing them to perform amazing feats that other casters can only dream of. The Arcanist can bookcast a number of Spells with the [Arcane Tool] tag between Long Rests without exhausting Spell-Slots equal to their Arcanist class-level. In addition, the Arcanist may add any Arcanist Spell listed as an [Arcane Tool] to their Spellbook without impacting the number of Spells they may have or add to their Spellbook (i.e. these Arcane Tools are “free” to put in their Spellbook).
Requirement: Arcanist Level 3
Incantation: None
Call: None
Target: None Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
When casting a prepared, non-damaging touch spell, the number of targets is increased by one. The spell must have a Target of Individual, Shield, or Armor and the Delivery must be Touch (Packet-casts given as Touch Delivery are not affected by this Power). If the Arcanist has the Replicate Enhancement Archetype power from the Mage Base Class, this Power adds one additional target to that Power instead (normally bringing the total targets to 3).
Extended Capacity: Adept [Innate]
Requirement: Arcanist Level 5
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Arcanist gains the Extended Capacity: Adept skill. This Power will not break the normal limit of three instances of Extended Capacity: Adept. If the character already has three Ranks of that Skill when this Power is gained, instead the Arcanist is refunded 3 CP that they may use as they wish.
Requirement: Arcanist Level 5
Incantation: “I call upon the universe to invest me with the Spirit of Power.”
Call: None
Target: Self Duration: Long Rest
Delivery: None Refresh: Event
Accent: None Effect: None
The Arcanist calls on all the powers of the universe to truly live in power for a short time. Until they complete their next Long Rest, they may cast Novice and Adept Arcane Tool Spells without expending Spell-Slots and they need only use “Powercast [Name of Spell]” as the Incantation.
Requirement: Arcanist Level 1
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Delivery
At-will, the Arcanist can deliver their Touch spells with a Packet Delivery. The caster must hold a spell-ball while performing the incantation, and it counts as charging a spell-ball. When the spell is Called, the caster must add “to Willing” into the qualifier for the spell.
Requirement: Arcanist Level 2, Novice Enchanter
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
The Arcanist may cast scrolls by reading the incantation aloud once.
Requirement: Arcanist Level 3
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Dark Territory
While the Arcanist is a Primary Ritualist in an Arcane Ritual, they may add or remove Dark Territory from the final tally up to half their Arcanist class-level, rounded down. Thus, a fifth level Arcanist could add or remove up to two Dark Territory.
Note: You will need to notify your Marshal at the time you use this power.
Requirement: Arcanist Level 3
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Grant Dark Territory
While the Arcanist is a Primary Ritualist in an Enchanting Ritual, they may add or remove Dark Territory from the final tally up to half their Arcanist class-level, rounded down. Thus, a fifth level Arcanist could add or remove up to two Dark Territory.
Note: You will need to notify your Marshal at the time you use this power.
Incantation: “I conjure words…”
Incantation: "... for a bolt of light.”
Call: “1 [Radiance/Force]”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Packet) Refresh: Immediate
Accent: Radiance/Force Effect: None
This minor cantrip charges a packet of materia causing one damage by either Force or Radiance Accent, chosen by the caster at the time of casting. If the Arcanist has the Empowered Mage Bolt Mage Class Power, they may also alter the Accent to [Acid/Flame/Ice/Lightning]
Incantation: "... for knowledge arcane.”
Call: “[Name or Description] Discern by Mind: [Question]”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Immediate
Accent: Mind Effect: Discern
This power taps into a deeper understanding of the leylines of magic. When cast, the Arcanist may use each of these Discerns once against any valid target before a Long Rest. If the Discern is Prevented (“Counter”, “No Effect”), the specific Discern Prevented regains its charge, and may be used against another valid target.
Incantation: "... to wrap you in bonds of force.”
Call: “Quick Bind by Force”
Target: Individual Duration: Quick 100
Delivery: Packet (Spell-Ball) Refresh: Focus Quick 100
Accent: Force Effect: Bind
The Arcanist conjures bands of force to entrap their foe, binding them for a short time.
Sure Spell [Cantrip]
Incant: "... to cast with surety.”
Call: None
Target: Packet, Self Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Refresh
The character can cast this special cantrip and then cast a Packet-delivered spell in order to make sure its Packets are not wasted. After casting the cantrip, the caster should call “Sure Spell” before the Incantation of a Packet-delivered spell and should call it again for each Packet that misses (since some spells charge multiple balls).
If all the Packets charged by the spell miss, the caster can immediately call “Refresh” to refresh the spell-slot that was exhausted to use the spell. A spell that has been modified (by class skills or other cantrips, for example) will not Refresh the other Powers used on that packet, just the spell-slot itself. Packets that are Prevented do not count as missing. This cantrip cannot be used on any spell that already has the Refresh Effect.
Incantation:
"I conjure words of arcane might, from studied tomes in candlelight…"
Incantation: "... to invoke an arcane barrage."
Call: "Wounding 1 by Arcane"
Target: Self Duration: Short Rest
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Arcane Effect: Wounding
After this spell is cast, the caster gains the ability to charge a spell-ball with power by simply holding it and calling "Spell-ball Charged!" Each spell-ball charged in this way will do “Wounding 1 by Arcane” when it strikes. Only one spell-ball can be charged at a time, and Arcane Barrage ends if the caster completes a Short Rest or casts another spell. Up to 5 spell-balls may be charged with each casting.
If this spell is cast with an Adept spell-slot, the caster may charge up to 6 spell-balls with “Wounding 2 by Arcane.”
Incantation: "... to know what is unknown."
Call: None
Target: One information card Duration: Instantaneous
Delivery: None Refresh: Spell
Accent: None Effect: None
Upon completion of the Incantation, the Arcanist can read, in full, one information card that they can reach, inside and out, even if they do not fulfill the requirements to do so. If it is a trap card or other card that details consequences on the inside, the Arcanist does not take those consequences. This does not save the Arcanist from the consequences of any hazards between them and the card. On “Blue Cards”, i.e. information cards detailing events or locations out in the world, the detailed events or actions on the back do not occur, the Arcanist just gets some insight into what they would be.
If this Spell is cast with an Adept Spell-Slot, it will instead allow the character to learn information based on the player’s vision and will even allow the character to temporarily move one replaceable barrier in order to see better. If the character were in a maze that had been marked out with tape on the ground, Arcane Sight would let the characters “see” through the walls. If the maze were made out of hung cloth walls, the player could even move a sheet slightly to see through it to the other side, allowing the Arcanist character to “see” through the wall.
Incantation: "...to restore this item’s strength."
Call: "Rebuild and Mend 5."
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Spell
Accent: None Effect: Rebuild, Mend
This spell will restore a shattered item to usefulness and, in the case of Armor and Shields, will restore its strength as well.
Incantation: "... to grant the blessed return of materia."
Call: "Short Grant: Arcane Reload", Explanation
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant Power
This Spell can only be cast out of combat and the Power that it Grants will only be usable until the target completes a Short Rest.
Arcane Reload [Utility] Incantation: None Call: “Insubstantial to self”, “Dispel Insubstantial to self” Target: Self Duration: Special Delivery: None Refresh: None Accent: None Effect: Grant Insubstantial, Cure Insubstantial The character can only use this ability after moving off to a location removed from combat. They then go insubstantial and can return to the battle and collect Packets (of any kind). Once they have collected a maximum of six, they must return to their original location and Cure their insubstantial Condition by calling "Cure Insubstantial". While insubstantial the character can do nothing besides collect Packets of materia and return. Note: the character need not be able to use materia in order to go collect it. |
Incantation: "...to keep you safe in sleep."
Call: "Grant Protect vs. Deathblow. Instruction: The Protect goes down if you get out of bed or your bed is moved.”
Target: Individual Duration: Special
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant
This Spell can only be cast on an Individual in or on a bed, cot, hammock, or other piece of equipment meant specifically for sleep. The Spell lasts until used, until the character leaves the bed, or until the bed moves from its current location. If Bookcast, Good Night does not exhaust a Spell-Slot, however, this spell may only be bookcast this way a number of times equal to twice the Arcanists’ class-level per Long Rest.
Incantation: "... to raise you from the depths."
Call: “Instruction: Float up to me at walking speed if you wish” or “It Can Be Seen that I am rising up to you”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Focus Quick 100
Accent: None Effect: Special
This spell can be cast for one of two effects but can only be cast while out of combat as it requires some explanation. The first is that it can cause another individual to rise up to be the same altitude as the Arcanist. This is often used to get people out of holes or pits, or to help people up to other heights.
Note: This spell will fail if the other player cannot physically get to where the Arcanist is and it cannot be used to pull another character down, nor will it free the other from bonds, or other things that might hold the character down. It can only lift one individual and will fail the moment a second individual is lifted.
The second usage is to allow the Arcanist to rise to the altitude of another character. This is often used to get the Arcanist themself out of pits or chasms. In either case, the spell ends when both characters are at the same level. The rise is gentle and takes place about the same speed as a player can walk.
Incantation: "... to bind the bricks and build the walls."
Call: “Instruction: Show me the correct placement of [this tile/specific piece of the mini-game]”
Target: One construction mini-game Duration: Instantaneous
Delivery: None Refresh: Spell
Accent: None Effect: None
While performing a mini-game for the purposes of constructing a building, the Arcanist can ask Staff for the correct placement of one tile (or for one other specific piece of the game if a different game is used) upon completion of the Incantation. This Spell will only be effective once on any given building/mini-game.
Incantation:
"I conjure words of arcane might, from studied tomes in candlelight,
I draw my strength from sky and land. Gather now within my hand…"
Incantation: "... the power to inscribe an arcane circle.”
Call: None
Target: Self Duration: Short Rest, Special
Delivery: None Refresh: Spell
Accent: None Effect: Immunity
This spell must be cast while inside a white cord, rope, or the like that is no longer than 20 feet long that has been laid down to make a continuous shape (usually a circle). At the completion of the Incantation, the lain rope cannot be purposefully moved by anyone other than the caster, and anyone who attempts to do so should be informed by use of “Instruction: You may not move the rope.” or similar. This does not prevent people from crossing the threshold of the cord, rope, or the like.
Should the rope be moved purposefully by the caster, the spell ends. As long as the caster is completely inside the circle, they have immunity to all Effects and Damage.
If the caster uses a Power on anyone who has both feet outside the Circle, causes damage to another creature, the caster steps out of the Circle, or the Caster completes a Short Rest the immunity granted by the Circle is removed. In addition, they must pick up the circle and end the spell. The Circle can be Dispelled by Dispel Magic and similar magic.
Note: The caster may only have one Circle active at any given time, regardless of origin.
Incantation: "... to stem the tide."
Call: "Quick Imprison by Arcane"
Target: Individual Duration: Quick 100
Delivery: Packet (Spell-Ball) Refresh: Spell
Accent: Arcane Effect: Imprison
When this spell is cast, Stem the Tide charges three spell-balls with Quick Imprison by Arcane.
Incantation: "...to teach you the ways of this weapon.”
Call: “Long Grant [Weapon Type] Proficiency”
Target: Other Individual Duration: Long Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant
This Spell transfers the knowledge of a weapon’s use into the mind of the target individual. The caster must be able to both touch the intended weapon and the target individual of the spell. Until that individual completes a Long Rest, they will be able to use weapons of that type as if they were proficient.
Note: A spellcaster cannot target themselves with this spell. This spell may be used only once per Target per Long Rest.
Incantation: "...to show you the paths of lore.”
Call: “Short Grant [Lore] Skill.”
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant
The recipient of this Spell acts as if they had the named Lore Skill until they complete a Short Rest. The Lore Skill named must be among those listed below (except with Staff permission) and in the absence of necessity, the character will not suddenly be flooded with information. Instead, when the character comes to some situation requiring that Lore (an encounter, mod, “blue card” or the like) they will have access to anything gated by the need for that Lore.
The available Lore Skills are:
Note: This spell may be used only once per Target per Long Rest.
Incantation: "...to myself the locus be."
Call: Explanation
Target: Self Duration: Long Rest
Delivery: None Refresh: Spell
Accent: None Effect: None
This Spell can only be cast outside of combat while touching an Arcane Locus. Until the Arcanist completes a Long Rest, they are treated as an Arcane Locus for the purposes of recharging Spell-Slots (their own or up to three others’).
Incantation: "... to make my bolts fly true."
Call: Special
Target: Self Duration: Long Rest
Delivery: None Refresh: Spell
Accent: None Effect: None
After this spell is cast, the next Packet Spell you cast that charges only one Packet requires no materia and has its Delivery changed to Verbal. The Call for the Spell will be the target’s [Name or Description], plus the normal Call for the Spell. This spell ends if the Arcanist completes a Long Rest.
Incantation: "... to be not here."
Call: Special
Target: Self Duration: Instantaneous
Delivery: None Refresh: Spell
Accent: None Effect: None
Upon the completion of the Incantation, the Arcanist can take up to three steps (not hops, nor leaps) which may take them through walls or other barriers that are passable and visible to the player. This will ignore any hazards or hindrances that do not hinder the Arcanist’s player. When the Arcanist arrives, they take a Quick Drain Effect.
For Example: the character might move through a wall of pure lightning that is marked on the floor with flagging tape. Or the Arcanist might travel over a massive, spike filled pit that is represented by a large black mat.
Incantation: "... to summon an unseen servant."
Call: None
Target: Self Duration: Special
Delivery: None Refresh: Spell
Accent: None Effect: None
This Spell lasts until the Arcanist has completed one Tinkering or Alchemical task (i.e. fully used one schematic or recipe). The Arcanist must have all the ingredients at hand, but can then sit back for at least one turn of the hourglass and watch an unseen servant perform all the actions. The player need not role-play any of the actions normally associated with the schematic or recipe. If the plan has timers in it, those timers must be used (i.e. if the plan requires a turn of the hourglass for this part, and two turns for that part, the Unseen Servant will take at least three turns of the hourglass to complete the task. If the plan calls for 8 hours of cooling, 8 hours is still required). If no timers exist in the plan at all, one turn of the hourglass is still required.
Incantation:
"I conjure words of arcane might, from studied tomes in candlelight,
I draw my strength from sky and land. Gather now within my hand.
From planes beyond, my power's Source, By Word and Will I give it force..."
Incantation: "... to protect you from the sound of magic."
Call: "Grant Protect vs Verbal or Voice"
Target: Individual Duration: Event
Delivery: Touch Refresh: Spell
Accent: None Effect: Grant Protection
The Arcanist creates a barrier around the touched target, giving that person a Protect which can be used either against a Verbal or Voice delivered attack.
The Arcanist may spend a spike to choose an additional target.
Incantation: "...to conjure arcane shards."
Call: "Wounding 2 by Arcane"
Target: Individual Duration: Short Rest, Instantaneous
Delivery: Packet (Spell-Packet) Refresh: Spell
Accent: Arcane Effect: Wounding
The Arcanist gains the power to launch shards of raw magic. Upon completing this spell, the caster gains a pool of twenty (20) arcane shards. Each one will do 2 points of Wounding damage by Arcane and is held within a spell-packet which must be charged with the words "Arcane Shard."
This spell ends if the Arcanist completes a Short Rest or is rendered Helpless.
Incantation: "...to conjure bonds to stem the tide."
Call: "Quick Root by Arcane", "Quick Bind by Arcane"
Target: Individual Duration: Short Rest, Quick 100
Delivery: Packet (Spell-Packet) Refresh: Spell
Accent: Arcane Effect: Root, Bind
The Arcanist gains the power to restrain the movements of those that would cause them ill. Upon completing this spell, the caster gains a pool of 10 Azure Bonds. Each one will do Quick Root by Arcane and is held within a spell-packet which must be charged with the words "Azure Bonds."
In addition, the Arcanist may expend a Spike to alter one of these Calls to “Quick Bind by Arcane.”
Finally, the Arcanist may Sacrifice a Novice spell-slot to refresh two azure bonds.
This spell ends when the Arcanist completes a Short Rest or is rendered Helpless.
Incantation: "... to summon the balefire."
Call: "[Name or Description] X Arcane", "[Name or Description] Deathblow by Arcane"
Target: Individual Duration: Long Rest, Instantaneous
Delivery: Verbal Refresh: Spell
Accent: Arcane Effect: None
The Balefire is a pool of energy that allows the Arcanist to craft blasts of pure magical energy. At any time before completing a Long Rest, the Arcanist can release this magical fire. The Balefire Pool begins with ten points which may be released in any increment up to the Arcanist’s class-level to cause damage, one-for-one with the call "[Name or Description] X Arcane."
If a Balefire strike appears to take down a foe (i.e. the creature appears to become Helpless or otherwise obviously defeated), the Arcanist adds three points to their Balefire Pool.
Lastly, 1 point of Balefire can be expended to Call "[Name or Description] Deathblow by Arcane." This never adds additional points to the Balefire.
For Example: The Arcanist Tristan blasts a Chaos Bear with "Chaos Bear, 4 Arcane" and that creature drops. Tristan would then have 9 more points (rather than 6) of Balefire left to do damage with. He then turns to the evil Arcanist apparently in charge of the Chaos Animals and releases a "Mage in Black, 4 Arcane" at that target, who calls "Protect!" Tristan would then have 5 points of Balefire left to use. Tristan tries again, using his last 5 points on the mage, who falls, leaving Tristan with 3 more points and no enemies left to fire at.
Incantation: "... to return the immortal from whence they came."
Call: "[Name or Description] Death to Fae by Arcane"
Target: Individual Fae Duration: Instantaneous
Delivery: Verbal Refresh: Spell
Accent: Arcane Effect: Death
When this spell is cast, Banish allows the Arcanist to designate a single fae spirit to be returned to their origin. This forced removal of the fae spirit rips it from the physical form it inhabits, killing its mortal embodiment.
Incantation: "...to save this soul."
Call: Explanation
Target: Individual, Item Duration: Event, Until Used
Delivery: Touch Refresh: Spell
Accent: None Effect: None
This Spell can only be cast outside of combat. It is cast on a living character (with the Living Type) who must be holding an item of special beauty, worth, or meaning which measures at least 8 inches in one dimension. The recipient of the Spell, if they take Spirit Form and would normally go to the Spirit Well, may instead go to the item and, upon touching it, will immediately gain corporeal form, alive again with 1 Life Point, and destroying the item irrevocably.
However, a character who is under the effects of this Spell is immune to “Grant Life” and “Shatter Spirit” as their soul is not contained within their body. If the Spirit cannot find the item, they must go and resurrect normally at the Spirit Well.
Note: The item used must have an item card with it denoting that this spell was cast upon it. Item cards can be found at Crafting Stations and from Staff.
Incantation: "... to silence the bold."
Call: "[Name or Description] Silence and Root by Arcane"
Target: Individual Duration: Permanent
Delivery: Verbal Refresh: Spell
Accent: Arcane Effect: Silence, Root
For most common spellcasters, the ropes of the arcane flow from the world into the body. Arcanists know how to pluck those ropes of magic away from their adversaries… and tie them to the floor with them. By expending a Spike, the target is affected by both Silence and Root by Arcane as their ability to cast spells is snatched away from them.
Incantation: "... to bind you and keep you."
Call: "[Name or Description] Quick Imprison by Arcane"
Target: Individual Duration: Quick 100
Delivery: Verbal Refresh: Spell
Accent: Arcane Effect: Prison, Obey
This Spell is designed to lock a creature in place for a moment while a special trap can be built which will allow the Arcanist to hold and question the creature. This spell can only be cast either while out of combat or if the target is already standing in an area with a boundary marked out by a white cord, rope or the like that is no longer than 10 feet long and forms a continuous shape around the target.
After the first Imprison is cast, the Arcanist may put down a white boundary (with the same properties as outlined above) around the target. Once this is completed, if the creature is within the shape, the Arcanist may call:
“Imprison to Impirsoned” and “Instruction to Imprisoned: Do not leave the white boundary. Do not touch or move the white boundary. Do not use Powers or cause damage while inside the white boundary. You may move and speak while Imprisoned. These instructions and the Prison Effect will end when the boundary is not contiguous or when I say ‘binding down.’” (or similar phrasing) to the bound creature.
While the creature is inside the boundary, the Arcanist may Sacrifice a Life Point to use “[Name or Description] Obey to Imprisoned: Answer my next question truthfully.” on the creature. They may do this a number of times equal to Arcanist’s class-level. They may do this even when drained.
While the boundary is up, the Arcanist is inherently drained and tainted but may call “binding down” at any time (or open the boundary) to end the Spell.
The Arcanist must remain standing and remain within three or so paces of the boundary for the duration. If the Arcanist stops standing (barring medical necessity), goes further away that three paces, completes a Short Rest, or takes damage or Effects, they must call “binding down” and make sure the target knows.
Wall of Force [Greater] [Arcane Tool]
Incantation: "... to erect a wall of force."
Call: "Instruction: You may not cross the line, nor attack through it. It is destroyed by Dispel Magic.", "Instruction: Do not move the rope."
Target: Special Duration: Permanent
Delivery: Touch Refresh: Spell
Accent: None Effect: None
Using a white cord, rope or the like that is no longer than 10 feet long, the Arcanist can build an invisible wall of force. To cast the wall, there must be two obvious anchor points for each end that the rope can touch. These anchor points need not be walls, but they must be something obvious, visible and practically unmovable (i.e. two boots will not work, two stumps will) - another Wall of Force is not an acceptable anchor.
The wall must be basically straight between the two anchors, although the rope can be folded on itself if the anchor points are closer to each other than the length of the rope. Once the rope is laid, and then the Spell is cast (in that order), the caster must remain within easy communication distance of the wall. It is their responsibility to use "Instruction: You may not cross the line, nor attack through it." and "Instruction: Do not move the rope." as necessary (if it helps communicate, “By My Voice” can be added).
If an individual gets across the rope without knowing that it is impenetrable, they have penetrated the wall. If the Wall is cast out of combat, the Arcanist can put an info card with the wall to give the instructions, but the card must be easily visible and preferably lit.
The card must mention that the Wall is destroyed by Dispel Magic. If a card is left, the Arcanist can leave the immediate area of the Wall. The Wall can only be taken down by the Arcanist removing the rope and the card (if there is one) or by being Dispelled. Until the Wall is taken down, the Arcanist may not refresh the Spell-Slot that was used to cast it.
Note: Any level of Disjunction or similar Ritual Magic will also destroy the wall.