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View Full Version : Military Issue Spellbooks [3.P]



Anderlith
2012-11-25, 07:35 PM
Hi playground, I thought I'd toss out this idea I had & see what your guys' opinion of it was.

Wizards/Magus/Hellknight Signifiers (any caster that is part of a military) use spellbooks like any other civilian type. But I was thinking about running a mildly militaristic campaign. The party being a well rounded bunch of soldiers that do "special forces" type missions (a small highly trained squad doing unconventional high-risk missions that the normal army can't do) While most members of the party won't have to worry about a bunch of alternating requisition gear (i.e; enchants on gear may change; a frost weapon may be exchanged for flaming weapon depending on the enemies resistances) I was thinking that a wizard would have an issued spellbook in which are several mission applicable spells. The wizard wouldn't have any real spellbook to call their own, maybe a small pocket journal with a couple favorites that the Quartermaster turns a blind eye to as long as it doesn't the hinder results.

Now I know this stomps on player freedom, but with a willing player (& me granting him the use of a few personal spells written down in a book in his rucksack) is this an interesting enough idea? Or is this a bit too much railroading? The NPC Quartermaster will issue gear according to reconnaissance, not necessarily what is best, so I might be crippling the wizard in a few ways.

Gildedragon
2012-11-25, 08:03 PM
I think it's a really interesting idea. Allow the wizard to read any spellbook they have clearance to read, not requiring any Decipher Script check.
the spellbook being something sturdier, and waterproof.

Allow the wizard to have his spells as something discrete, like trinkets as the alternate spellbook rules.

Gavinfoxx
2012-11-25, 08:41 PM
So... how good are you at choosing spells?

How good is the player?

These things make a difference.

http://www.minmaxboards.com/index.php?topic=1570
http://www.minmaxboards.com/index.php?topic=2716
https://docs.google.com/document/edit?id=1xjPIOH8F8a0l74BdDF7Q23nCfZ-YX68Xr6JmmtznMw4&pli=1
https://docs.google.com/document/d/13IZTV59ItNsK63RHQo2XGkjMKiU8LfRu5PCaE3R5lco/edit?pli=1

Read those, and maybe keep it low level, and you might be good??

holywhippet
2012-11-25, 09:09 PM
The problem with doing it that way is that you are clamping down on class features for just one class. What if another player took a sorcerer? They don't need a spell book so they'd be better off than the wizard most likely.

I'd either let the wizard have their personal spell book which they'd only have spells for that they'd learned via levelling up. Don't let them buy or find any scrolls as loot.

Have it laid out though that they get army issued spell book upgrades as they level up - so their starting spell book might have magic missile, sleep and identify for example. When they get a promotion they swap to a new spell book with different spells.

Alternately you could issue some scrolls with each mission that the player can either scribe, cast or otherwise dispose of at their leisure.

Another option would be to offer a number of tactical spell book selections before their each mission. Each book would have a preset list of spells each mostly focused on particular methods of operation. So you might have a spell book with mostly attack spells for a brute force approach or a spell book with spells like invisibility, charm person and alter self for infiltration type tactics. The spell book would need to be given back after each mission although the wizard might have time to scribe a spell or two across.

Gavinfoxx
2012-11-25, 09:59 PM
Personally, if I found a DM clamping down on my spell access, and I didn't know if he was good at choosing spells?

I'd make an Easy Bake Wizard and be done with it...

"Easy Bake No "Worries" Wizard

Ingredients:
1 Gray Elf (SRD, MM1) (1 Fire Elf can be substituted as well. SRD)
1 Wizard Class (PHB, SRD)
1 Elf Wizard Racial Substitution Level (Races of the Wild)
1 Eidetic Spellcaster Alternative Class Feature (Dragon Magazine #357 -- the core of the build!)
1 Spontaneous Divination Alternative Class Feature (Complete Champion, be sure to check out the errata online!)
1 Collegiate Wizard Feat (Complete Arcane)
1 Aerenal Arcanist feat (Player's Guide to Eberron, optional)
1 Eschew Materials feat (PHB, SRD)
1 Domain Wizard variant, Transmutation or Conjuration domain (SRD, Unearthed Arcana, optional)
Flaws, to taste (SRD, Unearthed Arcana, optional, but necessary if you want all those feats by level 3)

Mix in bowl, and be sure to top with any one of these feats:
Acidic Splatter, Winter's Blast, or Fiery Burst (all from Complete Mage)

Note: if it doesn't turn out right, you picked bad spells. Be sure to look at the various wizard handbooks for how to pick solid, powerful, versatile spells."

Anderlith
2012-11-25, 10:50 PM
The player would get a different spellbook for different missions. All the players would be getting specialized gear, as long as it played to their strengths. (I wouldn't give a Fighter with WF Longsword a Greataxe, I'd give him a Longsword)
I'm probably the best magic user player in the group. I know which spells are good for what, so they shouldn't be getting bad spells.

They would also get different wands, scrolls, wondrous items, potions, etc. on a case by case basis.

Emperor Tippy
2012-11-25, 11:06 PM
And what stops the wizard from buying his own book (or even some spare sheets of paper) and just copying down the spells that he wants while he is on the mission?

The officers are going to turn a blind eye to it after the first time the wizard pulls out a helpful spell that wasn't in the issued book.

Spuddles
2012-11-25, 11:08 PM
The player would get a different spellbook for different missions. All the players would be getting specialized gear, as long as it played to their strengths. (I wouldn't give a Fighter with WF Longsword a Greataxe, I'd give him a Longsword)
I'm probably the best magic user player in the group. I know which spells are good for what, so they shouldn't be getting bad spells.

They would also get different wands, scrolls, wondrous items, potions, etc. on a case by case basis.

Why not give them access to an armory and have them get to spend requisition points on items?

I mean it makes sense to give a bunch of low level grunts mediocre kit, but not special forces. They should be given a degree of customization not afforded to the lower ranks. Unless you wanted to simulate military bureaucracy. That sounds like a blast!

Aron Times
2012-11-25, 11:11 PM
The default warmage fluff is that of a trained military spellcaster. Because of their narrow focus, they can spontaneously cast a large number of similar blaster spells. They're similar to the Asha'man from the Wheel of Time in that blasting is virtually all they're taught.

Anderlith
2012-11-25, 11:27 PM
And what stops the wizard from buying his own book (or even some spare sheets of paper) and just copying down the spells that he wants while he is on the mission?

The officers are going to turn a blind eye to it after the first time the wizard pulls out a helpful spell that wasn't in the issued book.

What stops a soldier from creating his own high explosives? Or getting his own M-4? The guys he works for would not like that. They are part of the military. They have rules.

Now I already said that the quartermaster might turn a blind eye if it's one or two personal spells, especially if it turned out to be useful in a pinch, but if he starts making his own book, or performs badly because of his spell choices... head will roll.

Anderlith
2012-11-25, 11:32 PM
Why not give them access to an armory and have them get to spend requisition points on items?

I mean it makes sense to give a bunch of low level grunts mediocre kit, but not special forces. They should be given a degree of customization not afforded to the lower ranks. Unless you wanted to simulate military bureaucracy. That sounds like a blast!

It is to simulate government bureaucracy! :P but I'd be willing to do somekind of subsystem with points, if I found an appropriate mechanic

Emperor Tippy
2012-11-26, 12:02 AM
What stops a soldier from creating his own high explosives? Or getting his own M-4? The guys he works for would not like that. They are part of the military. They have rules.
You haven't ever been involved with the military, have you? Non standard equipment (and non standard uses for equipment) is pretty much standard in the US military. It's technically against the rules but the higher ups almost always ignore it simply because the non standard equipment is useful.


Now I already said that the quartermaster might turn a blind eye if it's one or two personal spells, especially if it turned out to be useful in a pinch, but if he starts making his own book, or performs badly because of his spell choices... head will roll.
The Quartermaster is not deployed into the field. The wizards lieutenant is the one who would have to enforce the "no copying the spell book" rule and he would cease to do that about 20 seconds after the first time one of the wizards "illegal" spells is helpful. Wizards also have Int as their primary stat, they are almost always smarter than the people making the general decisions; give them the mission brief and they will customize their spell selection to fit it and their squad with far more success than the "by the book" approach.

Gildedragon
2012-11-26, 01:46 AM
In thinking about this
Holy Whippet's idea of giving them standard-issue scrolls is not bad

I was thinking placing a restriction on to what types of spells would be acceptable to research would be interesting for flavor. But ultimately, your average D&D party is already a highly trained special forces unit. Rather you could flavor it by giving civilian NPC's very different spells; virtually no combat ones but more practical things. Either by making ritual type casting the commonest form of magic or some-such.
Changing cheap material components into focuses is something else that could be done.

Feat availability might be another route.
Invisible spell strikes me as the sort of thing you want spec-ops to have, or still spell.
Actually allow Wizards to learn stilled (or other metamagic-ed) versions of the spell as spells of the modified level.

Feat availability might be another route.
Invisible spell strikes me as the sort of thing you want spec-ops to have, or still spell.
Actually allow Wizards to learn stilled (or other metamagic-ed) versions of the spell as spells of the modified level.
For Example:

Army Fireball
Sorc/Wizard 4
As fireball, but stilled and invisible

sabelo2000
2012-11-26, 02:05 AM
I think Holywhippet touched on the self-limiting balance to this little system. By issuing mission-specific spellbooks you can grant your wizard access to virtually every spell in the game, for free; BUT he can only retain those spells if he has [I]the time and resources[I] to copy them. If I read correctly, transcribing a spell takes the better part of a day's work. Since obviously there is a mission to accomplish (otherwise the spellbook wouldn't be issued) the team cannot simply waste a day waiting for the wizard to copy a spell. Even less so if there are several good spells the wizard would otherwise want to copy. So for the same reason James Bond doesn't take his exploding pens out and have somebody reverse-engineer them, your wizard can't copy every spellbook he's issued.

Assuming you pace your adventures so the platoon on a mission doesn't have a week of down-time, you can feel free issuing a ridiculous variety of spells without worrying about giving your wizard TOO many options, at least permanently.

As far as your "personal spell list" I think that, especially as a Spec-Ops unit, the Chain of Command should not only turn a blind eye but actually encourage each mage to have a repertoire of "utility" spells. For myself, serving in a grunt company in the Marine Corps, I can say that even lowly PFCs are allowed a certain amount of freedom as regards their gear. Do they want a 3-point or a 1-point sling? Do they want a front-grip attachment on the rifle? Do they use kevlar or leather gloves? Sure, everything as to conform to a general military standard, but the overall USMC opinion is "if it's tactical and you can carry it, you can have it."

Spuddles
2012-11-26, 02:19 AM
It is to simulate government bureaucracy! :P but I'd be willing to do somekind of subsystem with points, if I found an appropriate mechanic

Have you thought about wealth by level?

The wizard should get his own personal spellbook, with the two spells per level. I don't see anything wrong with special issue books, especially if they need certain spells.

Within the 3e paradigm, though, it may not work well. If your players discover a way to circumvent this limitation, what will you do?

I mean first, standard issue spellbooks shouldn't hamper a wizard's abilities, because then all you have done is provided an obstacle to overcome. DnD is all about getting around obstacles.

If you do intend it as an obstacle, why? What benefit do you think it will provide? And how far out of your way will you go to punish players that say "this is stupid, here's a work around," or "I have my bard friend make a dc 40 diplomacy check to the quartermaster to stop being such a jackass."

I think you would be better off with providing things as bonuses, like a staff of fire. No contemporary optimizer would buy a staff of fire, and if they got ahold of one, they would probably sell it as soon as they got to ye olde magic marte. But in the current situation, you can hand out fun, super over priced gear, and not worry about it. When a player says, "a headband +6 would be better" just say "just wait". Then when they have to face 40 frost giant's they'll thank you. Or you can just tell them that the military gets better deals on their items than the DMG suggests.

grarrrg
2012-11-26, 02:23 AM
Modular spellbooks maybe?
Think 3 Ring Binders.
Each Wizard is allowed X-many pages of 'personal' spells, and is issued a "spell packet" on a per-mission basis.
As far as leveling goes, instead of getting +2 free spells of their choice, they only get 1, which goes in the 'personal' section.
If the Wizard wants to, he can spend his OWN money/time copying from "issued spells" into the Personal section of his book.

If you do a Level 1 start, then for the first few missions the Wizard ONLY has 'issued spells' to work with.

Wizard specialties may be a minor issue, like giving an Evocation Specialist a "stealth" package.
Then again, the Evocation specialists would not be at the top of the list to be assigned to Stealth missions.

As for the Packets themselves, make sure you include a decent variety of Schools, partially for the above reasons. And certain spells should be found in almost every Packet, like Magic Missile, Light Sources, Shelter, etc...

Mystral
2012-11-26, 02:26 AM
If it simulates standard issue equipment, I'm all for it. How about making it an alternate class feature instead of just limiting your players.

Military arcana

While training and fighting in a military organisation, you have less time then the average wizard researching spells. To offset this, your organisation provides your with standard magical spells that are usefull in combat.

Every time you level up, you can write 3 spells into your spellbook instead of 2. 2 of these spells must be from the military arcana list of your army or branch of service at the time of gaining the level. You start the game with a spellbook containing all level 0 wizard spells and 6+int level 1 wizard spells. At least 4 of the level 1 wizard spells have to be from your military arcana list.


Now, depending on what the role of your wizard in the military is, he would get a different list of arcana to choose form. I'd suggest a few spells from every school. For example, here's a list of level 2 spells for a 'covert ops' wizard.

Abj: Obscure Object, Protection from Arrows
Con: Fog Cloud, Retrieve Item
Div: Detect Thoughts, See Invisibility
Enc: Bestow Weapon Proficiency, Tactical Acumen
Evo: Admonishing Ray, Shatter
Ill: Inivisibility, Misdirection
Nec: Limp Lash, Pernicious Poison
Tra: Darkvision, Spider Climb

Of course, once they leave their organisation, they learn their spells like everyone else. And if they find a spell on the battlefield, and the time to copy it into their spell book, they can.

You can still enforce regulations. For example, a lawfull good country wouldn't allow it's army wizards to use spells that create or summon undead. And in a land where guns are forbidden, Stabilize Powder would draw suspicion. But that should be role playing only.

Gildedragon
2012-11-26, 02:35 AM
If it simulates standard issue equipment, I'm all for it. How about making it an alternate class feature instead of just limiting your players.

Military arcana...
Pretty dandy idea.
It could work instead of having a specialization.

Anderlith
2012-11-26, 07:56 AM
You haven't ever been involved with the military, have you? Non standard equipment (and non standard uses for equipment) is pretty much standard in the US military. It's technically against the rules but the higher ups almost always ignore it simply because the non standard equipment is useful.


The Quartermaster is not deployed into the field. The wizards lieutenant is the one who would have to enforce the "no copying the spell book" rule and he would cease to do that about 20 seconds after the first time one of the wizards "illegal" spells is helpful. Wizards also have Int as their primary stat, they are almost always smarter than the people making the general decisions; give them the mission brief and they will customize their spell selection to fit it and their squad with far more success than the "by the book" approach.

I very well know that the Quartermaster isn't a field officer, but he's the guy with all the books. While their will be a CO party member, I want to keep interparty friction to a minimum.

Mystral
2012-11-26, 08:30 AM
Pretty dandy idea.
It could work instead of having a specialization.

You mean as in, you get an additional spell slot per level as well, but it has to be filled with spells from the list? That might work, too.

Ashtagon
2012-11-26, 08:41 AM
If you want to control spell proliferation, maybe have the military issue them with wands instead of spellbooks?

This is my wand. There are many like it, but this one is mine.

My wand is my best friend. It is my life. I must master it as I must master my life.

...

only1doug
2012-11-26, 09:15 AM
Regemented Caster ACF. A wizard taking this ACF is extensively trained in the magical language of the military unit he is serving with. This study allows him to use any spellbook issued by his military without any need to decipher it but the intensive study costs him his ability to research his own spells. At each level the wizard may choose to cease studying the military spellbooks and instead research his own spells, unfortunately the complex notation forms will quickly slip from his memory, leaving only a few spells remembered.

(if the wizard takes up researching his own spells he will lose the benefit of the military spellbooks except for the specific number of spells he should have learned as a wizard by that point, these must be chosen immeadiately at the time of the wizard choosing to abandon the ACF. The wizard may choose to learn spells from any military spellbooks he has in his possession normally (as wizard with a borrowed spellbook)).


Arcane Magical Writings (http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm#arcaneMagicalWritings)
To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in her own way. Another person’s magical writing remains incomprehensible to even the most powerful wizard until she takes time to study and decipher it.

To decipher an arcane magical writing (such as a single spell in written form in another’s spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell’s level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.

Anderlith
2012-11-26, 07:07 PM
Wow, thanks for the support & the ideas. I think only1doug's Regemented Caster ACF would be the easiest implementation. But if anyone wants to throw out some ideas let's see if we can't make a whole Archetype to use :) maybe the extra spell slot that specialization gives you is your personal spell? Should metamagic or maybe other caster is faster or easier since they've drilled on it so many times?

Kelb_Panthera
2012-11-26, 11:59 PM
Trying to limit a wizard with standard issue spell-books is doomed from go. All he's got to do is make sure he keeps a copy of a spell he wants memorized when he turns in the spell-book. He can then spend his next day of down-time scribing it into his personal spell-book with no chance of failure if he provides the 100gp/page material cost.

The rule that says you can automatically scribe any spells you currently have memorized was intended as the solution to the "oh no! a thief stole my spell-book!" problem. It rather neatly circumvents your attempt at limiting access too though.

Anderlith
2012-11-27, 12:08 AM
Trying to limit a wizard with standard issue spell-books is doomed from go. All he's got to do is make sure he keeps a copy of a spell he wants memorized when he turns in the spell-book. He can then spend his next day of down-time scribing it into his personal spell-book with no chance of failure if he provides the 100gp/page material cost.

The rule that says you can automatically scribe any spells you currently have memorized was intended as the solution to the "oh no! a thief stole my spell-book!" problem. It rather neatly circumvents your attempt at limiting access too though.

He can do that until personnel see that he has a big ol' tome tucked under his bunk & start asking questions. Spells are sensitive information.

Kelb_Panthera
2012-11-27, 12:31 AM
He can do that until personnel see that he has a big ol' tome tucked under his bunk & start asking questions. Spells are sensitive information.

That's easily avoided.

Scribe the most important ones as tattoos, put some on the bones of fallen foes, scribe some in a traditional book, put a few on the gems set in a piece of jewelry, and keep a small "architectural model" in an extradimensional storage space.

That's 5 different vectors for retaining the information. None of which would be particularly suspicious on its own. You'd only run into trouble if a CO saw you unfailingly consulting all 5 spellbooks for an hour every morning. I highly recommend taking a 2 level dip in geometer to dramatically decrease page-count for most of those to further obfuscate your spellbooks.

Though that's just the mostly mundane route anyway. A single BBB in a bag of holding or a handy haversack has you pretty much set here.

Mystral
2012-11-27, 12:47 AM
Invisibility can be cast on object, too Or you just send it to another dimension. There are dozens of ways for a low level wizard, and it just gets more ridiculous.

Gildedragon
2012-11-27, 01:12 AM
He can do that until personnel see that he has a big ol' tome tucked under his bunk & start asking questions. Spells are sensitive information.

This gets you started on the player vs DM rigamarole that's best avoided... unless you like the idea of your players trying to one-up the army. There's a place for that sort of shenanigans; but if you want to have a less hostile relationship between the PC's and the Army you might want to simplify things.

If you want to keep them from being able to memorize the spells: Runestaffs are what you want. They have to be given back, supplement & expand the PC's spell list and don't allow copying

_Zoot_
2012-11-27, 03:20 AM
I must say, I really like this idea! I think I'll shamelessly steal it for my own uses!


You haven't ever been involved with the military, have you? Non standard equipment (and non standard uses for equipment) is pretty much standard in the US military. It's technically against the rules but the higher ups almost always ignore it simply because the non standard equipment is useful.


While that might be the case for the United States Military, you'll find that in most Commonwealth countries there isn't the same reliance on personally provided equipment. Having said that, your point about non-standard uses for equipment stands, I can't think there would be many officers that would frown on someone using equipment in a creative way if it worked. For example, a relative of mine in Infantry used to use his bayonet as a tent peg.

only1doug
2012-11-27, 03:31 AM
For example, a relative of mine in Infantry used to use his bayonet as a tent peg.

Which is great, until someone stubs his toe on it...

Lert, A.
2012-11-27, 02:44 PM
Military Mage


Due to the regimented nature of military service the wizard no longer has full control over his spell list. At each level the wizard may choose one spell of a level which he can cast, pending approval of the commanding officer, which may be stored in the wizard's personal spellbook. Additional spells can be researched and scribed into the wizard's personal spellbook with the same restrictions.

To compensate for the more limited repertoire, the military mage receives support from within the military hierarchy which includes such things as spellbooks containing pre-approved spells, and magical items such as scrolls, wands, staves, etc. which may be requisitioned as per the protocols of the military unit with which the wizard is serving. Additional spells may also be requisitioned on a per mission basis.

-----

This essentially fills in the gaps of the military spellbook concept. It allows for the wizard to retain a degree of control over the spells he acquires but also introduces a degree of control over the process. Just as in a real military, it is possible to get permission to carry non-standard equipment, but it is also possible to have certain spells declared contraband.

It also includes the concept that a mage who serves in the military will have less time or opportunity to copy many spells, so a lot of the work is done already in preparing spellbooks and items.

And there's bureaucracy. Who doesn't want to file more requisition forms? If you're going to have a military campaign you need to have some bureaucracy.

Gildedragon
2012-11-27, 06:55 PM
Problem is beaurocracies aren't particularly fun to roleplay

Anderlith
2012-11-27, 08:07 PM
So if you give the Wizard, Military Mage/Regimented Caster, Combat Casting instead of Scribe Scroll, & at 8th Level he can use Metamagic Mastery just like a Universalist. Does that seem fair?

Lert, A.
2012-11-27, 08:08 PM
Problem is beaurocracies aren't particularly fun to roleplay

Nonsense! They are wonderful to play!

You say that you are making a request. The supply sergeant says, "No can do." So your group can roleplay it with Diplomacy ("You know, helping out could help you get that promotion out of this dump."), Bluff ("Nuts. The Major is not going to be happy to hear that."), attempt to trade him for a favor ("Heard that you were short on wands of X. Camp Skullfrag has a real stockpile of them, and I could get you a few units."), or if necessary run a midnight requisition.

If you aren't enjoying bureaucracies you are avoiding a lot of great roleplaying opportunities, and you honestly shouldn't have got involved with a military setting in the first place.

Anderlith
2012-11-27, 08:09 PM
Problem is beaurocracies aren't particularly fun to roleplay

Nonsense, lots of people like to play D&DMV :P

Lert, A.
2012-11-27, 08:23 PM
So if you give the Wizard, Military Mage/Regimented Caster, Combat Casting instead of Scribe Scroll, & at 8th Level he can use Metamagic Mastery just like a Universalist. Does that seem fair?

Sounds good. Scribe Scroll shouldn't be a big loss since you have a logistics train to supply you with that sort of thing and Metamagic Mastery is nice to have.

The problem to avoid is the wizard having no personal gear, but allow a few items to enhance gameplay and not make him feel like a carbon copy. Even in militaries where personal items are widely allowed though there are limitations as to what you will be allowed to have and adding a mechanism to request or be denied an item enhances the overall roleplay experience. It's also a nice way for the DM to keep the game from spinning out of control.

Anderlith
2012-11-27, 08:35 PM
I still feel like it's missing something, some kind of extra ability at level one :(. Maybe mess around with Arcane Bond?

Lert, A.
2012-11-27, 08:44 PM
I still feel like it's missing something, some kind of extra ability at level one :(. Maybe mess around with Arcane Bond?

A snazzy uniform? :smallwink:

Gnome Alone
2012-11-27, 10:13 PM
A snazzy uniform? :smallwink:


"Your electronium hat harnesses the power of sun spheres to produce cognitive radiation."

Anderlith
2012-11-29, 05:39 PM
How about gauntlets that give them +1 caster level & can be used as an Arcane Bond?