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Arcane Legends Game Review
1 Arcane Weapon - Play on Armor Games - Play Free Games 66%
2 Arcane Weapon– Best Free Game on Gamefree.LA 4%
3 Game Gutter - Arcane Weapon 66%
4 Bloodborne Arcane Build Guide 30%
5 World of Warcraft: Legion: Arcane Mage guide (7.1) 94%

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The target takes 5 damage at the end of its turn if it is not adjacent to that ally (save ends). Tue Jun 08, 2020 1: 56 pm. Great write-up here; will have to bookmark as another ref! There are many ways to play Arcane.

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Rainbow flames

So I was wondering what equipment is worth investing rainbow flames to? I have a fafnir, so I don’t wanna waste it on that, unless I had an absolab weapon or an arcane weapon (duh)
but is there any other equipment worth rainbow flaming for? Maybe PNo secondary weapon? Or any other equipment in general?
submitted by KjSchoen33 to Maplestory

Arcane Rift and Arcane Rebuke - Homebrew Spell Advice requested

Hello! First post ever. I'm a DM who usually keeps everything within source material (including Unearthed Arcana), but for my favorite class, the Eldritch Knight, I felt like there were two spells I really wanted them to have. I'm looking for feedback on balancing, wording, and anything you can find possibly wrong with the spells or how to improve them. Thank you!
Arcane Rift
*2nd-level evocation *
- **Casting Time:** 1 bonus action
- **Range:** 5 feet
- **Components:** V, S, Simple or Martial Weapon
- **Duration:** Instantaneous
Using your weapon you rip a fragile tear between the planes, creating an Arcane Rift, and wreathing your weapon in arcane force. Until the end of your next turn, any attack you make with the weapon used to cast the spell may target the Arcane Rift. Successful attacks against the Arcane Rift are projected up to 30 feet, within direct line of site of the Arcane Rift, to any target. The targeted creature sustains the effects of the attack made against the Arcane Rift as normal, as well as an additional 1d8 force damage + your spell casting modifier.
The Arcane Rift has these additional properties:
· The Arcane Rift occupies its space. Any creature of size Large or smaller attempting to pass through the rift must make a Strength check against your spell DC. On a success the creature may move through the rift as normal, otherwise the creature is unable to pass through the Arcane Rift and must move around it.
· The Arcane rift as an AC equal to 14 + the spell level used to cast it.
· Attacks projected through the Arcane Rift cannot target creatures or objects within 5 feet of itself.
**At Higher Levels ** When you cast this spell using a spell slot of 3rd level or higher, the additional damage dealt increase by 1d8 for every two slot levels above the 2nd.
What makes this spell good: Force damage, allows for a quick transition between melee and range without weapon swapping, provides a solid choice Level 2 spell pick, thematic in the sense it works like magic missile to undercut AC against highly armored targets, between the spell level limitations of EK and the lack of multi attack on Wizards this spell stays fairly balanced and non-abusable.
What makes it fair: the damage addition is not very high, the Arcane Rift cannot be moved, relies heavily on multiple stats to deal very high damage, is not a concentration spell that could be used for 10 rounds and incentivize it as a spell you cast every turn, limited range, cannot target things close to the rift.
What could break it: Spamming GWM/Sharpshooter into the Arcane Rift due to its reduced AC, but this would require multiple feat picks AND because technically the spell has a Somatic component then RAW would mean Warcaster is required for a 2HW.
Thematically I've always felt Eldritch Knight's enhanced their martial prowess with arcane spells, but their limited selection and lack of buff spells (I was hoping Arcane Weapon was getting printed in Tasha's, but it looks like that will remain in depths for absolutely no reason) made their delve into the arcane somewhat lackluster, requiring certain spell picks to be considered viable over other fighter options. I wanted to make this spell feel like the best blend of martial and arcane but in a fair spell. Second up is...
Arcane Rebuke
*1st-level abjuration*
- **Casting Time:** 1 reaction
- **Range:** Touch
- **Components:** V, a Shield
- **Duration:** Instantaneous
Using your shield as a base, you quickly conjure an arcane glyph to rebuke your attackers. Whenever a attack misses you, and you have a shield equipped, you cause the arcane glyph to explode. The attacker must make a Strength saving throw against your spell DC. The attacker suffers 2d8 force damage on a failed save, and half as much on a successful save.
**At Higher Levels ** When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for every slot levels above the 1st.
Super straight forward, but less refined I believe than the above spell. I could see potential for a wizard gaining shield proficiency and then upcasting this to insanely high damage which is why I added the save. I modeled this after Hellish Rebuke, but dipped the damage die down and kept the save.
Thanks for reading!!
submitted by Mac3Miller2 to DMAcademy