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It's well known that energy can be neither created nor destroyed, but only changed from one form to another. Although wizards don't really like to think about it much, it's generally understood that every fireball they throw channels some small portion of fire out of the vast elemental void, and as energy is lost in that translation the multiverse is a little poorer for it. Arcanodynamics is the study of the nature of magical energy exchange, and teaches techniques which can convert energy between forms. It is the root of nearly all sustainable gramarie, as it allows for self-powered machines and circuits which can run on things other than bolts of magic and intangibles such as hope or dreams.

Arcanodynamics requires the use of advanced mathematical formulae and referral to complex enthalpy tables to calculate the rates of energy transferrals. Such material is often collected and bound into thermodynamic reference tomes. A reference like this counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Use Magic Device check made to prepare an arcanodynamic principle. Maxwell's Skull is a powerful magical artifact said to house the spirit of a demon knowledgable in all aspects of energy change and transfer.

Key Skill: Use Magic Device


ARCD 101: Intro to Arcanodynamics
Grade: Baccalaureate
Prerequisite: None
Target: 1 cubic foot of silver or wood
Preparation Time: 1 hour

This principle transforms a raw material into an arcanodynamic transformer. For a true energy conversion, you will need two arcanodynamic transformers which are touching, one designated as input, and one designated as output. As part of this principle, you make a Use Magic Device skill check to transform a volume of nonmagical material into either an input or output transformer; this decision cannot be changed later. An input transformer emits a field, a bubble with radius of up to 5ft. which absorbs a particular kind of energy in the area. If connected to an output transformer, the energy is transformed and emitted as a different kind of energy.

An input transformer's bubble (or 'net') radius depends on how many times you prepare the principle, as normal for bubbles. For an output transformer to alter the energy absorbed, the output principle must have been prepared at least as many times as the input principle. An input transformer without an output transformer dissipates the energy absorbed into the aether, which can be useful for less complicated problems. All energy is measured in ebbs, which is a generic unit of supernatural power. A transformed can only ever channel a number of ebbs in a given round equal to the Use Magic Device check. If the energy that could be absorbed exceeds this limit, the excess is not absorbed. Transformations which provide a rate at which energy is transformed is typically by round unless specified otherwise.

When you prepare this principle, you decide the way an input transformer will absorb energy, or you decide the way an output transformer will distribute energy. Different materials are keyed to different kinds of energy, and yes, you can mix an input and output transformer of the same material. If for any reason a single effect would be caught by two different nets at the same time, the net which was most recently set up in the area takes precedence. If it's still unclear for some reason, flip a coin.

Anyone touching a transformer can turn the input or output effect on and off with a standard action, suppressing the bubble field. These are also logical decisions that can be made in a circuit connected to the transformer.

This particular principle allows you to use silver and wood for arcanodynamics.
 

  • Silver: A silver transformer channels vital energy by creating a field that drains health or by transforming energy into pure life force.

    • Input: Vital input slowly drains health from all living creatures in the net. This deals 1 point of damage every round to every living creature inside the area. For every 6 points of damage inflicted in this way, the transformer converts the energy into a single ebb of energy. Additionally, healing effects which are used by creatures inside the area or used on creatures inside the area face a special kind of spell resistance (magnitude 5 + 5 for every ARCD principle you knew when creating the transformer). Failure indicates that all of the health that would have been granted is converted into ebbs following the normal rate. Creatures in all cases must be at least Tiny-sized in order to provide any energy from their drained vitality.

    • Output: Vital output transforms other forms of energy back into health. This targets a single living creature inside the net (either the closest to the transformer, or a specific creature may be selected as a logical decision), who regains 1d6 hit points for every ebb transformed. This is not specifically positive energy damage, so it does not damage the undead.

  • Wood: A wooden transformer channels puissance, which is a gramaric charge. Please note that this is a fairly complicated ability which is primarily used in conjunction with the discipline of heuristicism. This also deals in manipulating raw puissance, and the ebbs generated or absorbed with this kind of net are actual ebbs which can be used in a circuit. This should not be confused with most nets which simply use ebbs as a unit to represent the magnitude of the energy being moved around.

    • Input: Puissance input absorbs a gramaric charge which enters the net. This can be primarily used to interrupt or redirect a circuit created with a principle of heuristicism. If a circuit is running through the net and gramaric energy flows along it, the energy is absorbed into the transformer instead. This generates a number of ebbs for the transformer equal to one less than the number of ebbs absorbed.

    • Output: Puissance output releases a raw gramaric charge to power some component or another. The transformer must be hooked up to a circuit to use this option, as it simply releases the energy into it. This option releases a number of ebbs equal to one less than the number of ebbs transformed.




ARCD 176: Disturbing Kinematics [Specialist]
Grade: Baccalaureate
Prerequisite: Use Magic Device 4 ranks
Target: 1 cubic foot of iron or leather
Preparation Time: 1 hour

This principle works like ARCD 101, except that it allows you to use leather and iron for your arcanodynamics in addition to any other materials you know.
 

  • Leather: A leather transformer channels wind energy by absorbing the momentum of air, or by creating some itself.

    • Input: Wind input dampens strong winds in the area. This effect isn't sufficient to stop someone from breathing, for example, but large volumes of air passing quickly through the area are dampened. To determine the magnitude of the reduction, first determine the 'Effective Push' (EP) stored in the wind. First, find the cross-sectional area in square feet of the projection of the net which the wind is striking. In most cases, for wind striking an entire spherical bubble, this is the area of the circle. Next, find the wind's speed, usually listed in miles per hour. Multiply these two values together to determine the EP of the wind. The wind must have an EP of at least 5 in order for it to be damped. The speed of the wind is reduced by up to 50 miles per hour, and this generates a number of ebbs equal to 1 ebb for every 1,000 EP absorbed. Multiple leather input nets can cover the same area, potentially reducing further the speed of very strong winds. If the wind was specifically targeted at you (such as a gust of wind spell) targets behind you are shielded from the effect. For more atmospheric winds, you offer no protection to those outside the bubble.

    • Output: Wind output creates 250 EP of wind for every ebb transformed. This can be directed in any direction you like, just like a spell (for reference, a typical gust of wind carries approximately 1,250 EP). You can choose the cross-sectional area of the wind released; decreasing this increases the speed of the wind. Winds released which are at least 25 square feet in cross-section are treated as area effects which cannot be avoided, only weathered like normal wind. Wind gusts below that cross-sectional size are treated as projectiles which must be aimed with a ranged touch attack. Wind blasts lose 5 miles per hour of speed for every 10ft. the travel away from the transformer.

  • Iron: An iron transformer channels spin energy by increasing or decreasing angular momentum.

    • Input: Spin input robs spinning objects and creatures of their angular momentum, making it impossible for them to turn. Any rotating object, such as a top, a gyroscope, or a carousel, brought into the area of the net is immediately halted, and cannot be started spinning again while it remains in the area. Similarly, creatures inside of the area cannot make changes to their direction; they must continue to travel in the same direction while they remain in the field. If someone ends their turn inside the net's area, they are allowed a Balance check against the Use Magic Device check of the net in order to make corrections to their path before they begin their next turn. Physical projectiles that pass through the area lose their spin, becoming less accurate and taking a -4 penalty to hit. This net is usually used for its side-effects, and is difficult to actually generate power with, but in the case of a very large object or creature (at least Medium size) which is spinning such at a sustained rate of at least 10 revolutions per minute (RPM), it generates a number of ebbs equal to its space in squares, multiplied by its rotational speed in RPM, divided by 10 as it is halted.

    • Output: Spin output sets an object or creature inside of the net to rotating about any axis which passes through their center of gravity that you like (chosen as a logical decision). The object gains rotational velocity in RPM equal to the number of ebbs converted, multiplied by 5, and divided by its space in squares. This is typically a trip attempt against a creature, against a DC of half the Use Magic Device check of the transformer. If the object is already spinning in the opposite direction, it instead slows down by that amount.




ARCD 204: Nonlinear Waves
Grade: Magisterial
Prerequisite: ARCD 101, Use Magic Device 8 ranks
Target: 1 cubic foot of crystal or gold
Preparation Time: 1 hour

This principle works like ARCD 101, except that it allows you to use crystal and gold for your arcanodynamics in addition to any other materials you know.
 

  • Crystal: A crystal transformer channels sonic energy by absorbing or creating vibrations.

    • Input: Sonic input absorbs sound and resonance within the net. This creates a silence effect inside the net. Any sound which is negated is transformed into energy. Regular noise from four creatures is transformed into one ebb per round. Sonic effects are also transformed. For every 6 sonic damage negated, one ebb is generated.

    • Output: Sonic output releases, appropriately enough, sound. This can either be in the form of controlled sound or as a sonic blast. Controlled sound generates a create sound effect, with a manifester level equal to the number of ebbs transformed. The sound created is specified when the transformer is first prepared, but can also be altered by anyone holding the transformer. Alternatively, if a sonic blast is created, it takes the form of a cone of sonic damage. The cone is aimed in a predetermined direction, but can be turned by anyone holding the transformer. It has a cone size of 10ft. per ebb and deals 1d6 sonic damage per ebb transformed. The cone offers a Fortitude save for half damage against a DC of the Use Magic Device check.

  • Gold: A golden transformer channels luminous energy by absorbing or emitting light.

    • Input: Luminous input transforms ambient light into energy, creating a field of darkness inside the net. It generates energy every turn based on the ambient light. Full daylight generates 3 ebbs per round, normal light generates 2 ebbs per round, and shadowy illumination generates 1 ebb per round. Alternatively, any effect which specifies bright or searing light dealing damage, such as searing light which passes through the net is negated, and transformed into 1 ebb per caster level (or per 8 points of damage, if not a magical effect).

    • Output: Luminous output generates illumination within the bubble. The level of the illumination depends on the amount of energy transformed. If 2 ebbs are transformed, shadowy illumination is generated. If 3 ebbs are transformed, normal light is generated. If 4 ebbs are transformed, full daylight (including all benefits related to daylight, such as its effects on vampires) is generated. A specific level of radiance can be set when the transformer is first prepared, and the level can be modulated by anyone holding the transformer. Excess energy is transformed into a bolt of searing light, which can be released in a predetermined direction or aimed by anyone holding or directing the transformer (or as a logical decision). The bolt of light deals 1d8 damage per ebb, and works as a ranged touch attack with a maximum range of 100ft. per ebb.




ARCD 230: Interpretive Charges [Specialist]
Grade: Magisterial
Prerequisite: ARCD 101, Use Magic Device 8 ranks
Target: 1 cubic foot of copper or tin
Preparation Time: 1 hour

This principle works like ARCD 101, except that it allows you to use copper and tin for your arcanodynamics in addition to any other materials you know.
 

  • Copper: A copper transformer channels electric energy by generating or dissipating loose electrons at a molecular level.

    • Input: Electric input absorbs electric damage. Any effect that deals electric damage which either targets something inside the net or which passes through the net is absorbed. 1 ebb is generated for every 6 electricity damage negated. Specifically magnetic effects that target any metal inside the net are negated as well (including from mundane magnets or a repel metal or stone effect). For every 100 lb. of metal which is prevented from moving due to a magnetic effect, 1 ebb is generated, to a maximum of 10 ebbs every round.

    • Output: Electric output releases an electric current. This can take the form of a generic bolt of lightning or a sustained charge. Bolts of lightning released deal 1d6 electricity damage per ebb transformed, and take the form of a line with 20ft. of length per ebb. By default bolts of lightning target the nearest metal object within range but outside of the net, but they can be aimed by anyone holding the transformer. Alternatively, a sustained current is transferred into conductive metal touching the transformer, and creates an electric potential of 1 volt per ebb transformed. The form of transformer to be used is determined when the transformer is first prepared.

  • Tin: A tin transformer channels acidic energy by generating or dissipating protons at a molecular level.

    • Input: Acid input neutralizes acidic media that enter the net. Every pint of acid neutralized like this generates 1 ebb. Neutralized acid is considered to have all of its original properties, except it deals no acid damage. This neutralizes loose acids, but not acid which is required for life, such as stomach acid while it is still in the stomach. Pure acid damage is also absorbed; any effect which deals acid damage against a target inside the net or which passes through the net is absorbed, generating 1 ebb for every 6 acid damage negated.

    • Output: Acid output transforms a liquid into an acid. It targets a reservoir of liquid with a volume of at least 1 pint which is within the net; by default the closest such body to the transformer is targetted. The reservoir becomes acidic, and is treated as a body of acid from a flask of acid. Every pint of liquid is equivalent to a single acid flask; excess ebbs increase the acid damage, at a rate of 1 ebb for every 1d6 extra acid damage for every pint. For example, if the transformer targets a 3-pint container of water, 12 ebbs transformed would create the equivalent of 3 acid flasks worth of acid which each deal 4d6 acid damage (or 4 damage to creatures within 5ft. of a hit). Anyone controlling the transformer can choose which reservoir within the net to target. The target liquid retains all of its original properties, it just also deals acid damage as a splash weapon.




ARCD 350: Unlikely Thermodynamics
Grade: Doctorate
Prerequisite: Any three ARCD principles, Use Magic Device 15 ranks
Target: 1 cubic foot of ice or mercury
Preparation Time: 1 hour

This principle works like ARCD 101, except that it allows you to use mercury and ice for your arcanodynamics in addition to any other materials you know. These uses very much oppose one another, and a lot of the time anything you could do with one can be done with a clever application of the other.
 

  • Ice: A transformer made of ice channels fire by absorbing or emitting heat. Note that solid ice is required; if the transformer melts, it's effectively destroyed.

    • Input: Heat input creates a field of room temperature (20 degrees Centigrade), unless the ambient temperature is less than that, in which case the net maintains the ambient temperature instead. If the ambient temperature is greater than the temperature in the net, the extra heat is absorbed into the net, at a rate of 1 ebb generated for every 10 degrees Centigrade greater than the temperature in the net. Fire damage is also transformed; any effect which deals fire damage against something within the net or which passes through the net is absorbed, at a rate of 1 ebb generated for every 6 fire damage.

    • Output: Heat output warms the area of the net by 5 degrees Centigrade for every ebb transformed. Alternatively, the temperature can be fixed to a specific point warmer than the ambient temperature, in which case the excess energy is transformed into a bolt of flame. A specific temperature difference can be chosen when the transformer is first prepared, or selected by anyone holding the transformer. Extra energy becomes a line of fire, with a size of 20ft. per ebb. This is aimed in either a predetermined direction or aimed as chosen by someone holding the transformer. The fire bolt deals 1d6 fire damage per ebb used in it, with a Reflex save (DC equal to the Use Magic Device check) for half damage. Note that the specific temperature selected can actually just be 'ambient temperature', in which case all of the energy absorbed is channeled into the fire bolt.

  • Mercury: A transformer made of mercury channels cold energy by directly controlling molecular motion. Note that solid mercury is required, and if the transformer melts, it's effectively destroyed.

    • Input: Cold input creates a field of room temperature (20 degrees Centigrade), unless the ambient temperature is greater than that, in which case the net mainains the ambient temperature instead. If the ambient temperature is lower than the temperature in the net, the extra cold is absorbed into the net, at a rate of 1 ebb generated for every 10 degrees Centigrade lower than the temperature in the net. Cold damage is also transformed; any effect which deals cold damage against something within the net or which passes through the net is absorbed, at a rate of 1 ebb generated for every 6 cold damage.

    • Output: Cold output chills the area of the net by 5 degrees Centigrade for every ebb transformed. Alternatively, the temperature can be fixed to a specific point colder than the ambient temperature, in which case the excess energy is transformed into a cone of cold. A specific temperature difference can be chosen when the transformer is first prepared, or selected by anyone holding the transformer. The ambient temperature can never fall below -273.15 degrees Centigrade. Extra energy becomes a cone of cold, with a size of 10ft. per ebb. This is aimed in either a predetermined direction or aimed as chosen by someone holding the transformer. The cone deals 1d6 cold damage per ebb used in it, with a Fortitude save (DC equal to the Use Magic Device check) for half damage. Note that the specific temperature selected can actually just be 'ambient temperature', in which case all of the energy absorbed is channeled into the fire bolt.



ARCD 365: Unsubstantiated Light [Specialist]
Grade: Doctorate
Prerequisite: Any four ARCD principles, Use Magic Device 15 ranks
Target: 1 cubic foot of lead or platinum
Preparation Time: 1 hour

This principle works like ARCD 101, except that it allows you to use lead and platinum for your arcanodynamics in addition to any other materials you know.

  • Lead: A leaden transformer channels nuclear energy by capturing and controlling the energy contained within radiomantic materials.

    • Input: Radiomantic input absorbs the negative levels that a radiomantic element normally gives off (typically sunmetal, as described in alchemetrics). Every cubic foot of radiomantic material that is inside the net produces 10 ebbs every round. A single cubic foot of radiomantic material can provide up to 10 minutes of energy before it becomes inert. While it is within a lead input net, radiomantic material can be handled safely and cannot explode.

    • Output: Radiomantic output deals negative levels to everyone in the area at a rate of 1 per round. The DC to remove them is 25. Every negative level given out requires 5 ebbs; the field starts by targeting the lowest Hit Die creature in the area, and working its way up from there. Excess ebbs are transformed into 1d6 hellfire damage each that is dealt as a lump sum to every creature inside of the net (Fortitude save against the Use Magic Device check for half damage).

  • Platinum: A platinum transformer channels faith by refracting the prayers of the faithful and interceding in the flow of the divine.

    • Input: Prayer input creates a field where prayers do not reach their target deity. This blocks the ability for a deity to hear or acknowledge the prayers of their followers. Even a salient divine ability such as True Knowledge is unable to penetrate the divine firewall established in the area. This field absorbs prayers and chants of faith, as well as attempts to regain divine spells. Particular spells which specifically request a boon from a patron deity, such as a miracle spell or a commune spell are similarly absorbed. Every round, a single devout being inside the area praying generates 1 ebb of puissance; this petitioner must be truly of the faith, and not merely going through the motions. Churches that can afford them regularly use platinum transformers to test their congregation's faithfulness (and who says science and religion can't get along?). If a divine spellcaster attempts to regain their spells while in a platinum inpur field, they fail to regain any spell slots, and 1 ebb is generated for every spell level that they would have regained. A specific spell that requests intercession which is cast in the field similarly fails, and also produces 1 ebb per spell level.

    • Output: Prayer output transforms energy into prayers which are sent to a particular pantheon or deity. A platinum transformer can be prepared to specifically target one patron, or it can be built more generally, in which case the target deity or pantheon can be changed as a logical decision for the transformer. Prayers take many forms, but in general this consists of a message effect, sent directly to the patron (or to their agents, depending on how that deity deals with prayers). The message can contain a number of words equal to the amount of puissance put out in ebbs. This is often a convenient way of providing gods with raw power, as many of them can make use of puissance themselves; typically the target deity generates 1 ebb for every five words in the message. If at least 3 ebbs are transmitted in this way, a consecrate effect occurs in the output net for a good-aligned deity, and a desecrate effect occurs for an evil deity. Prayers sent to neutral deities can generate either kind of field, as chosen with a logical decision. The effect lasts for 1 hour per word transmitted. If at least 15 ebbs are sent to a deity using this kind of tranformer, a temporary hallow or unhallow effect occurs, as appropriate, for the same amount of time (no material component required). If at least 100 ebbs are transformed into prayer, a miracle is generated in the area (effective caster level equal to half the Use Magic Device check). The exact details of the miracle vary, and can be chosen as a logical decision, but are limited to any of the effects which do not require an XP expenditure.

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