Arcana
The Arcana measures your ability to recall lore and interact with spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes as well as the various histories involved.
Examples
- Strength (Arcana).
- Dexterity (Arcana). Dexterity is used to utilize precise movements and somatic gestures, such as correctly drawing runes or following intricate leylines.
- Constitution (Arcana).
- Intelligence (Arcana). Intelligence is used to recall knowledge about various arcane topics, such as identifying spells or magic items, or referencing the history of a magic institution.
- Wisdom (Arcana).
- Charisma (Arcana). Charisma is used when interfacing with others that have an interest in arcane topics, particularly when attempting to gain favor with them.
Arcana Actions
Create Spell | Intelligence [Trained]
You attempt to create a new arcane spell or modify an existing one through intensive work and study. The rules for this action can be found on the Spell Creation and Modification page.
Identify Spell | Intelligence [Untrained]
You attempt to identify a spell being cast by an arcane spellcaster you can see based on a combination of visual and verbal cues as well as the flux of the weave itself. The DC of the check to identify such a spell is 15 + the level of the spell being cast
. Your Passive Intelligence (Arcana) determines the level of spell you can passively identify without making a check, otherwise a check can be attempted as a Reaction. If the caster uses the same spell list as you, you have Advantage on the check.