A small, nonmetallic object that a spellcaster holds in one hand to help focus the power for casting spells.
Nonmagical items can serve as an arcane focus, but the GM might decide that certain specific items become imbued with “spell potential.” For example: A wizard’s staff; jewelry made from precious metals; weapons like Zorkel’s staff (World of Warcraft), or a mace.
People who prefer a New Age type of magic should choose rocks, crystals, string and wood chips. Divine casters that are often involved with nature or beauty-type spells will typically find metals such as copper and gold to be effective spell materials.
Quotes to include in the answer: “An arcane focus is a material component used by arcane classes to cast their spells.”
“A wizard or warlock could not make use of this focus unless they were an elf – who have innate ability related to natural power.”
In order for arcane casters like wizards and warlocks (or elves) to cast their spells successfully, it requires some form of immaterial link between the caster and “the magical force they intend to manipulate”.
An arcane focus is a magical item that helps the affected spell work.
An Arcane Focus should be an object around which the Protective Sphere of Protection from Evil and Good spell is cast in order to maintain it. It’s called out more explicitly because a lot of protective circles are not, so some DM’s might want to limit the availability of this clarifying sentence. A common arcane focus would be a stone (or something associated with Stone), but anything could suffice – even a small golden ring for those who have that movie idea stuck in their head. It just needs to be something substantial enough that it can keep up with occupying the entire 10′ diameter area around it for 24 hours at Level 1 or less, without being destroyed by any means. It cannot be moved, but it can be replaced with something else of equal or greater value if destroyed, or replaced magically by somebody who has the ability to do so – which is simply magic.
If you don’t want your wizards encircling themselves in tiny golden rings, there are other options that could work; perhaps they need to be chanting a specific incantation while standing on a specific rune made of a special kind of wood around which the spell was cast, or perhaps it must be held in one’s hand rather than placed upon an alter, or perhaps there is another arcane focus that is more commonly seen. In any case, you could make up any number of things to keep it well-grounded in your game world. And if you use the desire for arcane foci as an opportunity to develop or expand elements of your game world, or give clues about how magic actually works, that’s even better!
Let’s say you want to make it more challenging for wizards to cast protective spells like Protection from Evil and Good, or even spells like Detect Magic. Maybe you don’t want to simply not allow them at all – which is the simplest way to handle this – but instead wish to limit it more than that.
An Arcane Focus is a specific item that an individual wizard can acquire in order to magically boost their spells and manipulate their magic. Without this focus, the spell will not work as desired or at all. It may be made of metal, stone, ceramic or glass and come from any material that makes sense for the player’s world/home plane. To cast a spell it must be carried in one hand while casting.
A device used by wizards during spellcasting to imbue magic into their incantations when they cannot use verbal components or speak at all (& other situations). Arcane focus is typically created two ways: one way being an object with a natural magical ability and metal objects that are etched with runes and symbols.
A arcane focus is a simple object – like a magnifying glass or jeweler’s loupe – that can serve as the tool needed for certain “ritual” spellcasting. This particular kind of wizard, warlock, or other mage prepares spells in advance and they must be cast in conjunction with an arcane focus.
Originally introduced because few fantasy worlds had any reason to do unit conversions between weights of different items which are more often measured by volume than weight when computing their gold piece value according to their weight/volume conversion rate. D&D spells cannot use calculations based upon distance, time, energy output, power input etc., so it was realized this early that the types of spells available might need to be affected by one’s carrying capacity.
As a result the wizard’s portable hole spell, which was initially made available as one of the basic spells for 0th level spellcasters, became a pure liability for anyone who actually needed to use it, since players were completely dependant on both their gold pieces and how many coins they could carry before their weight limit was either reached or exceeded. The same situation happened with the cost of other items, which was originally supposed to be calculated by weight/volume rate but because none of them were ever intended to actually weigh anything this quickly became an unrealistic scenario full of no win situations for D&D players.
Another emerging problem was that it never made any sense why carrying capacity would affect the number of spells that could be cast, since it would only make sense if carrying capacity was meant to make you unable to carry objects like spellbooks or scrolls (which was later covered by making them weightless) but otherwise it did not help at all when actually casting spells.
As a result arcane focuses were introduced in order to create an in-game explanation for why carry capacity had some sort of altered effect on spellcasting, especially since carrying capacity was originally only supposed to be an optional rule which had no impact on play at all. This is why most spells today are still based upon the original assumption that carry weight has zero influence on how many spells can be cast at once.
An arcane focus is a spell’s component—an item or idea that can be used to manipulate raw energy in the context of ritual casting.
A wizard might use a miniature rendering of the archmage’s tower as her arcane focus. In contrast, a warlock might need molten metal from a forge and a necklace from one of his sacrificed minions to prepare for summoning additional members of their patron’s demonic forces. A cleric who seeks to find the goddess within himself may need only look into his own mirror, but he might also want some parchment and ink with which to inscribe passages from sacred scripture.
Arcane Focus items are what wizards use to cast spells. That said, it’s a misnomer that this is actually required for spellcasting. While we’ve had a number of magic items with the “arcane focus” tag in recent D&D books, it can be omitted without too much trouble at the DM’s discretion.
While you’re welcome to alter the rules about arcane focus items if you and your players agree for whatever reason that this would be more fun (even if they disagree with how I or Wizards rule now), you should keep in mind that Wizards has published plenty of information on how magic works specific to 5th edition Dungeons & Dragons, and choose whether or not you want to deviate from those materials as a DM at your own risk.
One of the options for this is that an Arcane Focus item can be a spellcasting focus instead, and it makes certain spells (which we cover in the individual class posts like Sorcerer and Warlock) require a non-Focus component. Wizards has not published much on magic items yet in 5E, but when we do we will try to keep the classes and magic items in-line with each other.
It can be an orb, rod, staff or wand.
This item is needed to cast spells. There are two types of focuses:
– One that must always be in your hand when you cast a spell that requires a material component (i.e., a quartz crystal), such as the focus of transmutation magic–the alchemist’s stone–which is usually held in one’s palm; and
– Another that can rest on the ground near the caster during casting of spell with no problem, as for example for druidic astral projection spells while resting in circle dance at full trance level before awakening and leaving previous location which they transited into new locus by spiriting body and soul into otherworlds.
The latter can be even an item embedded in clothing or armor, whereupon it becomes unnoticeable. For example, the brilliant energy of sun soul calls for focus that is not necessarily wielded at hand but built into the caster’s helm to avoid its disadvantage which is -2 on every Constitution save roll while concentrated during trance level casting. Of course, there are also exceptions to this rule. For example, fireball can be cast with nothing but verbal component in hand while the orb of illumination is simply held in the other.
Magic can be done without an arcane focus, but certain spells require one. It is a special item (could be an orb or crystal ball) that one would use to focus one’s energy on whilst casting a spell. Some items are described as being perfect for certain properties of magic, so I would say being aware of a DM’s preference might help in deciding which kind of arcane focus to choose depending on the type of spell you’re casting.
An arcane focus can be as simple as a magically charged object.It usually grants you one free spell of a given level per day and/or certain advantages for the use of spells cast with it.
Many powerful entities collect magical objects, like scrolls, rings, wands, staffs, figurines or crystals to acquire their powers. A Wizard who possesses an Arcane focus is granted one free spell of a given level per day and/or certain bonuses to the spell’s power if they possess that prerequisite level.
Alternatively, an arcane focus may grant an extra metamagic option on your spells at all times so long as you have the requisite pre-requisite caster level or higher.