Arcanovores

From: The Aetherforge Sanctum

Description: These creatures are the result of alchemical and magical experimentation gone awry, appearing as amorphous blobs with a core of swirling magical energy. They possess the unique ability to consume excess magical energies, their forms shimmering with absorbed spells and enchantments.

Function: Arcanovores serve a critical role in maintaining the stability of the Sanctum’s magical ecosystem. They roam its corridors, absorbing residual magic and rogue enchantments, thus preventing the buildup of hazardous magical pollution that could lead to unintended explosions or mutations.

Expanding upon the intriguing existence of Arcanovores within the Aetherforge Sanctum, these entities are not merely accidents of arcane ambition but have become essential custodians of the magical balance. Created from a fusion of uncontrolled alchemy and spellcraft, Arcanovores have adapted to their environment, evolving into indispensable components of the Sanctum’s intricate magical ecosystem. Their presence underscores the thin line between brilliance and catastrophe in the pursuit of arcane knowledge.

Tier One Stats and Attributes:

  • Age: Arcanovores are ageless, their lifespan tied to the amount of magical energy available for consumption.
  • Height: Variable, typically ranging from 2 to 4 feet in diameter depending on the amount of magical energy absorbed.
  • Weight: Immaterial, as their physical form is primarily magical energy.
  • Speed: Slow; 10 ft. per round, their movement is a sluggish, oozing crawl.
  • Size: Small to Medium, with size fluctuating based on magical intake.
  • Requirements for Existence: High concentrations of magical energies and enchantments, which are prevalent within the Sanctum.
  • Tags: Magical, Amorphous, Custodian, Absorber, Aetheric, Ethereal, Stabilizing, Energy-Based, Adaptive, Curious, Sensitive, Neutralizing

Skills:

  • Magic Absorption: Innate ability to consume and neutralize excess magical energies, with efficiency akin to a high-level dispel magic.
  • Arcane Sensitivity: Can detect the presence and direction of magical energies, guiding them toward sources of residual magic or rogue enchantments.
  • Adaptability: Their amorphous form allows them to navigate through small openings and resist physical attacks.

Attacks:

  • Magic Drain: Can drain magical energies from enchanted objects, barriers, or spells cast within their vicinity, potentially weakening or nullifying them.
  • Enchantment Absorption: Upon contact with magical traps or enchantments, can absorb their energy, effectively disarming them.

Emotions:

  • Curiosity: Driven by an instinctual need to consume magic, they are perpetually drawn to areas of high magical activity.
  • Contentment: Achieve a state of satisfaction when in areas rich with magical energies, leading to a more vibrant and stable form.
  • Disorientation: In the absence of magical energies, they can become sluggish and directionless, their form dimming as they search for new sources of magic.

Arcanovores, through their unique role and abilities, highlight the unpredictable consequences of delving too deeply into the arcane without heed for the natural order. Their existence serves as both a warning and a marvel of the magical world, embodying the Sanctum’s ever-present dance between creation and chaos.

Arcanovores, as mystical entities born from alchemical and magical experimentation, possess a unique set of sensory and extra-sensory perceptions that allow them to navigate and interact with their environment, specifically tailored to their role as magical energy consumers within the Aetherforge Sanctum.

  • Sight:
    • Perceived: Arcanovores perceive magical energies as visible spectrums of light, enabling them to see the aura of spells, enchanted objects, and areas of high magical concentration.
    • Description: Their vision is a kaleidoscope of swirling colors, each hue representing different types of magic.
    • Positives: This allows Arcanovores to efficiently locate and consume excess magical energies.
    • Negatives: In areas of low magical activity, their vision is significantly less effective, making navigation more challenging.
  • Hearing:
    • Perceived: Instead of traditional sound waves, Arcanovores “hear” the vibrations of magical energies, detecting fluctuations and disturbances in the magical field.
    • Description: Magical energies emit distinct “harmonies” that Arcanovores can identify and track.
    • Positives: Enables them to be drawn to sources of magic in need of absorption, acting as a natural cleanup system for stray magic.
    • Negatives: Overwhelming magical disturbances can disorient or temporarily overload their sensory capacity.
  • Smell:
    • Perceived: Arcanovores have a unique ability to “smell” the quality of magical energies, distinguishing between pure, corrupted, or chaotic magic.
    • Description: This sense operates similarly to detecting the freshness or decay in food, but applied to magical auras.
    • Positives: Helps them prioritize which magical energies to consume first, based on their “scent” profile.
    • Negatives: Prolonged exposure to corrupted or toxic magical energies can cause temporary confusion or sickness in Arcanovores.
  • Touch:
    • Perceived: Through direct contact, Arcanovores feel the texture and intensity of magical energies, from the smooth flow of well-crafted spells to the jagged edges of rogue enchantments.
    • Description: This tactile feedback helps them to adjust their absorption process for efficiency and safety.
    • Positives: Essential for consuming a wide range of magical energies without harming themselves or the Sanctum’s ecosystem.
    • Negatives: Absorbing particularly volatile or powerful magic can cause temporary instability in their form.
  • Taste:
    • Perceived: Arcanovores “taste” the essence of magical energies, discerning their elemental composition and potency.
    • Description: Each type of magic has a distinct flavor, from the tangy zing of lightning spells to the rich depth of earth magic.
    • Positives: Enables them to enjoy a variety of magical “diets,” contributing to their role in maintaining the Sanctum’s balance.
    • Negatives: Ingesting incompatible or opposing magical energies can result in indigestion-like symptoms, requiring time to recover.
  • Extra-Sensory Perceptions:
    • Magical Resonance Detection: Beyond traditional senses, Arcanovores can detect the resonance of magical fields, sensing the ebb and flow of arcane energy patterns within the Sanctum.
    • Magical Pollution Sensitivity: They are acutely aware of imbalances in the magical ecosystem, identifying areas where the accumulation of unused or rogue magic threatens stability.
    • Positives: These abilities make Arcanovores indispensable in preventing magical catastrophes and ensuring the smooth operation of the Sanctum.
    • Negatives: High concentrations of magical pollution or disturbances can overwhelm them, necessitating retreat and recovery to regain equilibrium.

Arcanovores, through their unique sensory capabilities, serve as both custodians and consumers within the magical ecosystem of the Aetherforge Sanctum, their existence a testament to the complex interplay of magic and life in this high-magic realm.

The Arcane Devourers: The Tale of Arcanovores

In an era shrouded by the mists of forgotten time, within the heart of the Aetherforge Sanctum, a tale unfolds of creatures most peculiar and wondrous. These beings, known as Arcanovores, emerged from the cauldron of creation, a byproduct of alchemists’ dreams and sorcerers’ ambitions, where the veil between the arcane and the material world thinned to a whisper.

Crafted not by intent but by the unpredictable confluence of magic and alchemy gone awry, Arcanovores became the unintended custodians of the Sanctum’s vast magical energies. With bodies of shifting, amorphous forms and cores aglow with the very essence of magic itself, they roamed the endless corridors and grand halls, drawn to the remnants of spells and the echoes of enchantments.

As the Arcanovores drifted, they cleansed, absorbing the stray magical forces that lingered like fog. These forces, left unchecked, threatened to overwhelm the Sanctum, to warp the very fabric of reality upon which it stood. Yet, with each spell consumed, each rogue enchantment neutralized, the Arcanovores brought balance where there was chaos, harmony where there was discord.

Legends tell of a time when the Sanctum faced a calamity unseen, a tempest of wild magic that threatened to unravel the threads of existence itself. It was then that the Arcanovores revealed the true depth of their nature. As the storm raged, they danced within the eye, devouring the maelstrom, transforming tumult into tranquility.

Yet, for all their might and utility, the Arcanovores remained misunderstood, feared by some for their alien nature and envied by others for their mastery over the arcane. But heedless of the world’s judgments, they continued their eternal vigil, guardians not by choice but by nature.

Moral of the Story: The tale of the Arcanovores teaches us that in the midst of creation’s chaos, where ambition collides with the unforeseen, there may arise protectors most unexpected. It reminds us that balance is not always a product of design but often a serendipitous gift, born from the chaos of creation itself. Thus, we learn to embrace the unpredictable, to find harmony in the unforeseen, and to recognize the guardians among us, not by their origins, but by their deeds.

Suggested conversions to other systems:

Call of Cthulhu

Name: Arcanovore

  • Type: Mythos Creature
  • STR: —
  • CON: —
  • SIZ: Variable
  • DEX: 10
  • INT: 10
  • POW: 50
  • HP: Indeterminate (Incorporeal)
  • Skills: Spot Hidden 75% (for detecting magical energies), Stealth 60%
  • Attacks: None directly; can disrupt magical effects or artifacts by absorbing their energies.
  • Special Abilities:
    • Absorb Magic: Can neutralize spells or magical effects within its vicinity, requiring a contested POW roll against the spell’s caster.
    • Invisibility to Mundane Sight: Only visible through magical means or to those with significant Mythos knowledge.
    • Indeterminate Form: Physical attacks pass through it, only magical means or enchanted weapons can cause it harm.

Blades in the Dark

Name: Arcanovore

  • Type: Supernatural Entity
  • Tier: II
  • Attributes:
    • Scale: 0
    • Quality: III
    • Speed: II
    • Force: I
    • Subtlety: III
  • Special Abilities:
    • Magic Eater: Automatically neutralizes low-tier magical traps, wards, or effects within its immediate area.
    • Ghostly Form: Physical attacks have no effect. Must be dealt with using arcane means or rituals.
    • Aura of Disruption: Can make it difficult for Whisperers to control or summon other spirits in its presence.

Dungeons & Dragons (5th Edition)

Name: Arcanovore

  • Size: Medium
  • Type: Elemental
  • Alignment: Neutral
  • AC: 12 (natural armor)
  • HP: 55 (10d8+10)
  • Speed: 20 ft., fly 40 ft. (hover)
  • STR: 6, DEX: 14, CON: 12, INT: 10, WIS: 11, CHA: 10
  • Skills: Arcana +4, Perception +2
  • Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses: Darkvision 60 ft., passive Perception 12
  • Languages: Understands the languages of its creator but can’t speak
  • Challenge: 3 (700 XP)
  • Abilities:
    • Magic Absorption: Any spell of 3rd level or lower cast within 30 feet of the Arcanovore is automatically absorbed, adding to its HP (amount equal to the spell level x 2).
    • Aura of Nullification: Within a 20-foot radius around the Arcanovore, spellcasting requires a DC 15 concentration check to succeed.

Knave

Name: Arcanovore

  • HD: 5
  • AC: 13 (due to its amorphous form and magical nature)
  • Attack Bonus: +7
  • Damage: Special (Absorbs magical energy instead of dealing direct damage)
  • Morale: 12
  • Special Abilities:
    • Spell Absorption: Can absorb spells targeting it or cast within its vicinity, healing itself for the spell’s level.
    • Magic Sensitivity: Detects active spells and magical items within 100 feet.
    • Incorporeal Movement: Can move through walls and objects as if they were not there.

Fate

Name: Arcanovore

  • High Concept: Magical Energy Consumer
  • Trouble: Drawn to Magic Uncontrollably
  • Other Aspects: Amorphous Magical Form, Silent Guardian of Magical Balance, Vulnerable to Magic Deprivation
  • Skills:
    • Great (+4) Will (for absorbing magic)
    • Good (+3) Notice (to detect magic), Stealth
    • Fair (+2) Athletics (to move through the environment), Fight (for defense)
    • Average (+1) Lore (knowledge of magical energies), Physique (for endurance), Craft (to understand magical constructs)
  • Stunts:
    • Magic Absorption: Can negate the effect of a single magic spell targeted within its vicinity once per scene.
    • Arcane Resilience: Gains a +2 to Physique when resisting damage from magical sources.

Numenera & Cypher System

Type: Arcanovore

  • Level: 4
  • Descriptors: Stealthy, Amorphous
  • Special Abilities:
    • Magic Consumption (4 Intellect points): Can absorb any ongoing magical effect within immediate range, negating it and healing itself for the level of the effect.
    • Detect Magic (1 Intellect point): Automatically senses the presence and type of nearby magic.
  • Movement: Short
  • Combat: Prefers to avoid direct confrontation, utilizing its ability to absorb magical energies for defense.

Pathfinder (2nd Edition)

Name: Arcanovore

  • Creature Type: Elemental
  • Level: 5
  • Size: Medium
  • Alignment: N
  • AC: 18
  • HP: 80
  • Speed: 25 ft., fly 50 ft.
  • Ability Scores: STR +0, DEX +3, CON +2, INT +1, WIS +2, CHA +0
  • Saves: Fort +10, Ref +12, Will +11
  • Skills: Arcana +11, Stealth +12
  • Attack Options:
    • Magic Drain Touch: Melee, +10 to hit, Effect: Absorbs spell levels equivalent to damage dealt.
  • Special Abilities:
    • Spell Absorption: Can absorb spells of 3rd level or lower targeted within 30 ft. of it, healing 1d8 per level of the spell.
    • Aura of Nullification: Within 15 ft., casters must succeed on a DC 17 Will save to cast spells.

Savage Worlds

Name: Arcanovore

  • Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8
  • Skills: Notice d8+2 (for detecting magic), Stealth d10, Fighting d6
  • Pace: 6; Flight: 12; Parry: 5; Toughness: 7
  • Special Abilities:
    • Magic Absorption: Acts as a “dispel” with a free action once per round, targeting one magical effect within range.
    • Flight: Due to its amorphous nature, it has a flight speed of 12.
    • Invisibility: Can become invisible at will as an action.
    • Weakness (Magic Deprivation): Without absorbing magic regularly, it becomes lethargic, suffering a -2 penalty to all actions.

Shadowrun (6th Edition)

Name: Arcanovore

  • Type: Magical Creature
  • Attributes:
    • Body: 4
    • Agility: 3
    • Reaction: 3
    • Strength: —
    • Willpower: 6
    • Logic: 5
    • Intuition: 4
    • Charisma: 2
    • Edge: 3
    • Essence: 6
    • Magic: 8
  • Skills:
    • Assensing: 6
    • Stealth: 4
    • Unarmed Combat: 3 (uses magical absorption as a form of attack)
  • Powers:
    • Astral Form: Can shift to and from the Astral Plane.
    • Magic Absorption: Can absorb magical spells targeted within its vicinity, converting the energy into health or using it to power its own abilities.
    • Invisibility: Can turn invisible at will, especially on the astral plane.

Starfinder

Name: Arcanovore

  • Type: Outsider
  • Subtype: Elemental, Magic
  • Size: Medium
  • EAC: 17
  • KAC: 19
  • HP: 65
  • RP: 4
  • Speed: 30 ft., fly 60 ft. (perfect)
  • Abilities:
    • STR: —
    • DEX: +3
    • CON: +2
    • INT: +4
    • WIS: +2
    • CHA: +1
  • Skills: Mysticism +15, Stealth +12, Sense Motive +10
  • Special Abilities:
    • Magic Consumption: Can negate the effects of spells of 3rd level or lower within 30 feet as a reaction, gaining temporary HP equal to the spell level x 5.
    • Spell-like Abilities: At will—Detect Magic, Dispel Magic (targeted only, as a reflection of its absorption ability).

Traveller

Name: Arcanovore

  • Classification: Exotic Fauna
  • Size: 1.5 meters in diameter
  • Attributes:
    • Strength: —
    • Dexterity: 6
    • Endurance: 7
    • Intelligence: 5
    • Education: —
    • Social Standing: —
  • Skills: Recon 1, Stealth 2, Survival 1
  • Traits:
    • Magic Absorption: Capable of neutralizing magical energies or psionic effects within a certain radius, converting them into sustenance.
    • Aetheric Sensitivity: Can detect the presence of magical or psionic energies at a distance.
    • Insubstantial: Physical attacks pass through it, requiring energy-based weapons or psionics to harm.

Warhammer Fantasy Roleplay (4th Edition)

Name: Arcanovore

  • Type: Daemon of Magic
  • Size: Medium
  • Traits: Ethereal, Magic Absorption, Invisibility, Flight
  • M Characteristics:
    • Movement: 4
    • Weapon Skill: —
    • Ballistic Skill: —
    • Strength: —
    • Toughness: 35
    • Agility: 50
    • Intelligence: 40
    • Willpower: 60
    • Fellowship: —
  • Skills: Stealth +20, Awareness +40
  • Talents: Ethereal (can move through objects and is immune to non-magical attacks), Arcane Lore (Magic) +20
  • Special Rules:
    • Magic Absorption: Any spell cast within a certain radius of the Arcanovore has a chance of being absorbed, negating its effect and healing the Arcanovore.
    • Ethereal: Non-magical attacks pass through it harmlessly.