Arcanist

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The Arcanist

Ironically, someone just came out with a character class that points) to cast his spells. I played Magic the Gathering before I
has the same basic idea while I started work on this on played D&D, and this is a character class that I adapted from that
3/02/03. game into the 3rd edition D&D rules. To play this class, you don't
really need to know how to play Magic, but it might help you to
This is a character class that is somewhere between a sorcerer understand certain aspects of this character class.
and a wizard. While these spellcasters use spell slots, the
arcanist uses mana points (they're like the psion's power
The Arcanist
By Mike Tomchuck [mailto:Necrotix4@aol.com]
Throughout the multiverse, there are many different types of whose primary colour is black, worship Wee Jas, goddess of
energy that people have learned to use and master. The monk death magic; or Nerull, god of death. Worshipers of Nerull
harnesses Ki energy for his exceptional abilities, and halflings believe that the black mana symbol, a dark skull, it taken from
use the power of luck for many of their racial traits. Clerics use Nerull's symbol. Some arcanists warship other deities, or none at
divine energy from their gods to cast their spells, while sorcerers all, since many are self taught and prefer to focus on their studies
and wizards put arcane energies to their own use. The arcanist and practice their skills.
utilizes mana, energy drawn from the lands he calls home. Using Background: Like sorcerers, most arcanists discover their odd
mana is like directly manipulating arcane energies and shaping talents around puberty or even much later in life. Their first
them to your will, much as a sorcerer does, but with a refined spells aren't really spells, just uncontrolled discharges of mana
discipline and understanding of the process. Their power that are often dangerous or startling. These discharges usually
partially comes from inborn talent, partially from study, and only happen when the person gets very homesick from being
partially from their surroundings. away for a long time. Some young arcanists eventually learn to
Adventures: Most arcanists adventure to improve their abilities harness and control this strange power on their own, and find a
and gain more arcane knowledge. They travel to sample the practical use for it, but most try to find a wizard's academy or
mana of other lands, and to research and study the behavior of it. someone to help and teach them. Some people discover mana by
Mana fascinates those touched by it, and they will pursue more accident, through meditative techniques or in the case of
knowledge of it, testing all of its limits. Knowledge is power, but someone wanting to study to be a wizard. They go to an academy
the arcanist's own natural talent manifests that power. to learn the arts of magic. They are smart, stubborn, and
determined to learn, but it just doesn't come to them. Some give
Many good arcanists seek to prove themselves in society or even up, but some just want to learn it so bad that they eventually find
to other spell casters and spread the knowledge of their a different route to casting spells. They usually find this
alternative spell casting style to help benefit society. Evil ones alternative method by thinking of home during meditation.
often have a particular lust for destruction and enslavement of Suddenly they have tapped into an energy reservoir that few have
those who they see as below them, (which is almost everyone.) even theorized existed. They have tapped their first mana from
Characteristics: Arcanists cast spells though direct the land. After this point, some stay at the school, and some
manipulation of the raw energy that powers spells. They usually leave after being criticized by those other wizards that don't
have an inborn talent for this, but may have acquired it or understand how they are able to do it, since they cannot do it
improved it through meditation, practice, and study. Their magic themselves. Some arcanists that already discovered how to tap
is both intuitive, and somewhat logical. They know fewer spells mana to a degree, come to academies to study and learn about
than wizards, but more than sorcerers. They can cast spells less their power. Most often they are turned away, as young sorcerers
often than sorcerers, but do not have spell slots. They learn spells are, by jealous wizards that don't understand their way of using
faster than wizards, and don't need to prepare them ahead of magic, since it took them years of painstaking study. Once most
time. Arcanists do not need a spellbook, though they can actually arcanists learn more about how mana works, they often think of
learn spells from one. However, they do specialise in certain wizards as ignorant (ironically) because they don't know why
colours of magic, (schools) so are limited to their spell selection, magic works, just that it does, and how to work it. There are
though not as much as the wizard. actually a rare few academies that teach magic exclusively by
tapping mana.
Arcanists study magic much of the time, but don't need to put in
nearly as much time and effort as wizards, so they have some Arcanists are much like sorcerers when it comes to working in a
time to learn about the arts of war. They are proficient with group. It really depends on their alignment how they will work
simple weapons. together with others on any given adventure.

Alignment: Most arcanists consider magic to be as much a Races: Most arcanists are humans or elves. Humans are known
science as an art. They know the importance of discipline and for trying new things, and elves meditate every day of their very
creativity, and most try to use them together. If experience with long life, sometimes discovering new things. However, the
mana teaches anything, it's the importance of balance, so ability to discover mana by different meditative techniques is
arcanists favour neutrality. possible in any of the common races.

Religion: Many Arcanists warship Boccob, god of magic, whose The brutal humanoids and other creatures from the savage lands
pentagon symbol they believe represents the five colours of have been known to use the "alternative method" of casting
magic: white, blue, black, red, and green. Evil arcanists, or ones

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The Arcanist
spells. Usually orcish witch doctors and certain kobolds have Spells: An arcanist casts arcane spells, the same type of spells
discovered the mana inherent in their lands. available to sorcerers and wizards. An arcanist's selection of
spells is very limited, but not quite as much as the sorcerer's.
Other Classes: Most arcanists are on their own and get along
Your arcanist begins play knowing five 0-level spells (also called
best with members of the self-taught classes like monks, druids,
cantrips) and three 1st-level spells of your choice, depending on
and sorcerers. Some arcanists are ex-monks that have discovered
which colours (schools) you have chosen for your arcanist to
mana through meditation and energy focus. Arcanists and some
specialise in. (This will be covered later). At each level, the
sorcerers often dislike wizards because they were shunned by
arcanist gains one or more new spells, as indicated on Table 3-
them when they sought out help in learning magic and using
17b: The Arcanist. This table was taken and modified from table
their powers. Arcanists cast the same spells as wizards and
3-17: Sorcerer Spells Known, and Table 3-16: The Sorcerer, on
sorcerers, but in a different way. Just as sorcerers cast spells
page 49 in the Player's Handbook. (Note: The number of spells
differently than wizards, arcanists use what you might call "the
an arcanist knows is not affected by his Intelligence bonus, if
third option." In an adventuring party, they often take the role
any; the numbers on table 3-17b are fixed. However, the arcanist
that a wizard would, since they are brainier, but less charismatic
does get bonus mana from a high intelligence score, just as a
than sorcerers, and many adventuring groups find any strong
sorcerer or wizard would get bonus spells from their key ability.)
spellcaster extremely useful on their journeys.
These spells can be common spells chosen from the sorcerer and
wizard spell list (page 168 in the Player's Handbook), or they can
Game Rule Information be unusual spells that the arcanist has gained some understanding
of by study. For example, like the sorcerer, an arcanist with a
Arcanists have the following game statistics.
scroll or spellbook detailing an unusual arcane spell (one not on
Abilities: Intelligence determines how powerful a spell an the sorcerer/wizard spell list) could select that spell as one of his
arcanist can cast, how much mana he has access to, and how hard new spells for achieving a new level, provided the spell is the
those spells are to resist. To cast a spell, an arcanist must have an right level. In any case, the arcanist can't learn spells at a faster
intelligence score of 10 + the spell's level and enough mana to rate due to this means. It simply allows the arcanist to
pay the casting cost of the spell, which is equal to 1 + the spell's occasionally select spells that aren't found on the sorcerer and
level. An arcanist gets bonus mana based on intelligence. The wizard spell list.
Difficulty Class of a saving throw against an arcanist's spell is 10
Mana Pool Bonus: Calculate your bonus mana, (½ character
+ the spell's level + the arcanist's intelligence modifier. Like
level x Int mod) rounded down, and add this number to your
wizards and sorcerers, an arcanist benefits from high Dexterity
mana pool. This is otherwise identical to a sorcerer's or wizard's
and Constitution scores.
bonus spells from a high Charisma or Intelligence score.
Alignment: Any, but neutrality in respect to law and chaos is
An arcanist casts spells by paying their casting cost, which is 1 +
favoured.
the spell level in mana (mana cost). The Difficulty Class for
Hit Die: d4. saving throws against arcanist spells is 10 + the spell's level (not
the casting cost) + the arcanist's Intelligence modifier. The
arcanist casts spells right on the spot just like the sorcerer, and
Class Skills has no need to prepare spells ahead of time. Arcanists may not
The arcanist's class skills (and the key ability for each skill) are cast more than 4 of a single spell in one day, even if they are
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge modified by metamagic feats to be a different level, but may cast
(arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and 8 or more spells of the same level per day, as long as they are not
Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook the same spell, and only if he has the mana to pay for them. For
for skill descriptions. example, Bob the Arcanist is 10th level and he knows 5 third
level spells. Two of the five third level spells he knows are
Skill Points at 1st level: (2 + Int modifier) x 4. Fireball and Lightning bolt. Bob has 50 mana left and he wants
Skill Points at Each Additional Level: 2 + Int modifier. to blow up some orcs that are advancing on him. He can cast
Fireball 4 times and lightning bolt 4 times, (he has a lot of time
before the orcs catch up on him), but he can't cast Fireball 8
Class Features times or Lightning Bolt 8 times. Casting a total of 8 third level
All of the following are class features of the arcanist. spells would use up 32 mana (4 x (3 + 1) + 4 x ( 3 + 1)) and Bob
would have 18 mana left in his mana pool after the orcs are
Weapon and Armour Proficiency: Arcanists are proficient reduced to smouldering bones and ashes. (Yes, this is overkill.)
with all simple weapons. They are not proficient with any type of A sorcerer of the same level could only cast 3 or 4 Fireballs or 3
armour, nor with shields. Armour of any type interferes with an or 4 lightning bolts, but he wouldn't use up most of his spell slots
arcanist's arcane gestures, which can cause his spells to fail (if like the arcanist. A sorcerer could however, use up the rest of his
those spell have somatic components). Note that armour check higher spell slots to cast more Fireballs, but compared to the
penalties for armour heavier than leather apply to the skills arcanist, this is less efficient because you're wasting a higher
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick level spell slot that could have been used for a higher level spell.
Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for
every 5 pounds of armour and equipment carried. Familiar: The arcanist may summon a familiar starting at 1st
level just as a sorcerer or wizard can. (The same rules apply).

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The Arcanist
Bonus Feats: The arcanist gets one bonus feat at 2nd level, and Wheel. The eight schools of magic fit into the colours of magic
every four levels after that. A bonus feat must be a metamagic as follows: Abjuration (White), Divination (White or Blue),
feat, an item creation feat, or a metamana feat. (Metamana feats Enchantment (Blue), Illusion (Blue), Necromancy (Black),
are only available to the arcanist.) Evocation (Red), Conjuration (Green), and Transmutation
(Green). The colours of magic also have symbols, and some of
Mana vs. Spell Slots: For the arcanist, mana replaces the spell
those symbols resemble those of some of the gods. White's
slots that a wizard or sorcerer would have, thus you can spend
symbol looks like a white sun, kind of like Pelor's symbol. Blue's
lower level spell slots as mana points to pay for additional higher
symbol is a single blue rain drop. Black's is a dark skull that
level spell slots instead, or vice versa, but more efficiently for the
resembles the symbol of Nerull. Red's symbol is a curving
latter. This works much like the psion's power points (see the
fireball. Last but not least, Green's symbol is a green silhouette
Psionics Handbook) but uses a different number system. (The
of a large tree that is kind of shaped like Obad-Hai.
arcanist has less points, but spells are cheaper to use than psionic
abilities.) This flexibility is not without a price, however. This
distribution system is only ¾ of what it would actually be if you Figure 1-1: The Colour Wheel
multiplied each spell slot of the wizard's spells per day table
numbers by 1 + the spell's level and added them together White
according to character level. The amount of bonus mana is Green Blue
figured differently than bonus spells, but it's still pretty accurate
for an intelligence modifier of +1 to +6. The arcanist's mana pool Red Black
refills every time he rests and meditates for at least 8 hours, just When you create an arcanist character, you must choose your
like the sorcerer or wizard regains spell slots after rest. (The primary colour and up to two secondary colours. Many arcanists
same rules apply.) The Mana Pool: Your mana pool is your warship the god of their corresponding primary colour, or at least
reservoir of magical energy from which you draw from to cast one of their secondary colours. Your secondary colours must be
spells. Mana is energy that does not come from you directly, it allied with your primary colour or you can't choose that/those
comes from the land. It comes from where you call home and colour(s). On the colour wheel, your primary colour has one ally
places that you are very familiar with. As you advance in level, to the right of it, and one to the left of it. Its enemy colours are
you are able to tap more mana more efficiently from more lands. opposite of it. For example, if you choose white as your primary
All of your total mana reserves do not have to reside in only one colour, you may learn spells of the white, green, or blue colour
spot. Many people feel at home in multiple places, or some schools, because green and blue are white's allied colours. (They
people have no one spot that they call home. Note: If your are right next to white on the colour wheel). You are prohibited
homeland or most of the lands that you are familiar with become from learning spells that are from the black or red schools, (only
significantly destroyed or horrifically polluted, you may lose 2, Evocation and Necromancy), since black and red are opposite
some mana points from your mana pool or even a level, until the from white on the colour wheel, and therefore are enemy colours
land is restored. (DM's discretion.) When you rest for at least 8 of white. Naturally, your primary colour’s allied colours will be
hours, you give your lands time to rest and recover, so they enemy colours, (green is an enemy of blue in the example), but
"recharge" and your mana pool fills back up. When you tap mana this makes no difference in your spell school selection, and has
from the land to cast your spells, it doesn't cause any harm to the no impact on game play. (Just ignore that fact.)
land in any way, regardless of how much you tap from it.
Arcanists have a close relationship to the land that they use to Choosing a Race: The common races live in a variety of different
power their magic, and as a result, they are sensitive to lands, (terrain types) and arcanists from these lands specialise in
disturbances in certain energy fields, such as an anti-magic field, different colours of magic. Table 1-2: Common Arcanists shows
dead magic zone, holy or unholy spots, or similar areas. what races favour what colour of magic.
Interestingly, some gems can be tapped for mana the same way
lands can, and "refill" at the same rate. To use them, they must Table 1-2: Common Arcanists
be with you or you have to be wearing them as some form of
jewellery. (Usually a ring or necklace.) Also, when certain In the following list is the primary or secondary colours
objects are sacrificed, they can add to your mana pool as a one associated with each race.
time effect. In other words, they are temporary mana boosts. Halfling White
Mana Burn: If you fail a Concentration check while casting a Gnome Blue
spell for any reason, you automatically lose the spell (and the
mana) and suffer damage equal to the amount of mana spent on Dwarf Red
the spell divided by 2. Working with mana can be dangerous, Half-Orc Red
and you pay the price when the flow is interrupted.
Elf Green
Choosing a Colour: The arcanist chooses schools of magic to
specialise in much as the wizard does, but follows a different set Drow Red or Black
of rules. For the arcanist, the eight schools of magic are now Half-Elf(nonDrow) Any
divided into the five colours of magic. Obviously, some colours
include more than one school. The five colours of magic are: Human Any
White, Blue, Black, Red, and Green. See figure 1-1: The Colour

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The Arcanist

Class Abilities yourself, but it counts as one of your uses per day. Any damage
that character would take is deduced from your mana pool
Arcanists have a few, (and interesting) class abilities that are normally, until it reaches 0 and then that character takes the
usable once or more times per day. See table 1-3: Arcanist class damage. You may only have one mana shield in effect at a time.
abilities. This is a spell-like ability.
Dispel Own: At 3rd level, the arcanist can voluntarily end any Greater Counterspelling: Beginning at 5th level, the arcanist is
spell he has cast before the duration would normally expire. able to counter any arcane spell he sees being cast (up to 400 ft)
Doing so requires a partial action. He cannot dispel others' spells by succeeding in a Spellcraft check (DC 15 + the spell's level) to
by using this ability. This is a spell-like ability. identify the spell and paying one plus the spell's level in mana.
Mana Shield: Beginning at 4th level, the arcanist can activate This ability replaces normal counterspelling, but you still need to
Mana Shield once per day as a partial action. Once activated, ready an action to use it. The DC is reduced by 2 if the spell's
whenever the arcanist would take damage, (except from mana school is part of the arcanist's primary colour. Redirection:
burn,) that damage is subtracted from their mana pool instead of Beginning at 11th level, the arcanist may redirect the target of
their hit points. This ability lasts for 1 minute/2 levels. If your any arcane spell he sees being cast (up to 400 ft.) by succeeding
mana pool reaches 0 before the duration expires, the effect ends in a Spellcraft check (DC 15 + the spell's level) to identify the
and any remaining damage is dealt normally. You may use this spell and paying 2 + twice the level of the spell in mana. The DC
ability 1 additional time per day every three levels after 4th (7th, is reduced by 2 if the spell's school is part of the arcanist's
10th, 13th, etc.) at a max of 6 times per day at level 19. You can primary colour. You need to ready an action to use this ability.
voluntarily end this effect prematurely if you desire, perhaps to You may use this ability a number of times per day equal to your
not burn up all your mana. (It still counts as a use per day.) At Intelligence modifier.
9th level, you may use this ability on someone else instead of

Table The Arcanist


Level Base Attack Fort Ref Will Mana Special
Bonus Save Save Save Pool*
1 +0 +0 +0 +2 4 Summon Familiar
2 +1 +0 +0 +3 6 Bonus Feat
3 +1 +1 +1 +3 8 Dispel Own
4 +2 +1 +1 +4 11 Mana Shield 1/day
5 +2 +1 +1 +4 15 Greater Counterspelling
6 +3 +2 +2 +5 20 Bonus Feat
7 +3 +2 +2 +5 26 Mana Shield 2/day
8 +4 +2 +2 +6 32
9 +4 +3 +3 +6 39 Mana Shield Other
10 +5 +3 +3 +7 47 Mana Shield 3/day, Bonus Feat
11 +5 +3 +3 +7 56 Redirection
12 +6/+1 +4 +4 +8 65
13 +6/+1 +4 +4 +8 75 Mana Shield 4/day
14 +7/+2 +4 +4 +9 86 Bonus Feat
15 +7/+2 +5 +5 +9 98
16 +8/+3 +5 +5 +10 110 Mana Shield 5/day
17 +8/+3 +5 +5 +10 123
18 +9/+4 +6 +6 +11 137 Bonus Feat
19 +9/+4 +6 +6 +11 151 Mana Shield 6/day
20 +10/+5 +6 +6 +12 165

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The Arcanist

Table 2 Spells Per Day


Class Spells per Day
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 7 5 - - - - - - - -
4 8 5 2 - - - - - - -
5 8 6 3 - - - - - - -
6 9 6 4 2 - - - - - -
7 9 7 5 3 - - - - -
8 10 7 5 4 2 - - - - -
9 10 7 6 5 3 - - - - -
10 11 7 6 5 4 2 - - - -
11 11 7 7 6 5 3 - - - -
12 11 7 7 6 5 4 2 - - -
13 11 7 7 6 6 5 3 - - -
14 11 7 7 6 6 5 4 2 - -
15 11 7 7 6 6 6 5 3 - -
16 11 7 7 6 6 6 5 4 2 -
17 11 7 7 6 6 6 5 5 3 -
18 11 7 7 6 6 6 5 5 4 2
19 11 7 7 6 6 6 5 5 5 3
20 11 7 7 6 6 6 5 5 5 4

now do 7d6 damage and cost 6 mana instead of 4. When you use
MetaMagic Feats this feat, the spell level is unchanged, only the casting cost is
higher. Using this feat is a full round action. A spell enhanced by
When you use a MetaMagic feat, however many higher level the X factor feat may not be further enhanced by the Maximise
spell slots it would take to use it, that's how much extra mana Spell feat or the Intensify Spell feat, though it may be further
you have to pay to use that feat. If you combine two or more enhanced by the Empower Spell feat.
MetaMagic feats, the extra mana cost is cumulative. Using a
MetaMagic feat still causes the spell to take a full round action to
cast, unless you're using Quicken Spell, of course. Absorb Spell
You may absorb opponents' spells to refill your mana pool.
MetaMana Feats Prerequisite: Any non-evil alignment.
As arcanists learn more about mana and the world around them, Benefit: Once per round, you may forgo a saving throw to avoid
they acquire some interesting ways of modifying their spells and the effects of an opponent's spell and absorb twice the spell level
manipulating mana. For example, to cast a Silenced spell, that as mana points into your mana pool instead of the spell affecting
would take up a spell slot one level higher than the actual spell you. You have a 60% + 5% per +1 of Intelligence mod chance of
level, but for the arcanist, casting a Silenced spell would cost 1 success, otherwise you suffer the full effects of the spell. This
additional mana instead. otherwise works like absorbing spell levels with Spellfire. Any
mana points over your maximum limit is temporary extra mana
X Factor that must be spent within one minute or you take damage equal
to one half of that amount (rounded up) as mana burn.
You may pay extra mana to add extra dice to spell effects.
Normal: Without an Absorb feat, the only way to refill your
Prerequisite: Int 15+, Empower Spell mana pool is to rest for at least 8 hours.
Benefit: When you cast a spell that uses dice to determine a
numerical effect, (such as Fireball, Lightning Bolt, Bull's Absorb Soul
Strength, etc) you may pay 1 extra mana for 1 additional die
added to the effect, up to a maximum of 10 extra mana for 10 You can absorb the souls of newly deceased creatures to refill
extra dice. For example, Dave is a 5th level arcanist that wants to your mana pool.
cast fireball and have it do more damage dice. Normally, since Prerequisite: Evil alignment, black as primary colour.
he's 5th level, it would do 5d6 damage, but he wants to X Factor
it for 2, for two additional dice of damage. The Fireball would

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The Arcanist
Benefit: When you or an ally kills any living creature except an Mana Barrier
elemental, you may attempt to absorb the soul of that creature
into your mana pool to refill it or get temporary extra mana. (See Your Mana Shield now reduces damage.
above for temporary extra mana and mana burn.) You must do Prerequisite: Mana Shield 4/day, caster level 13th.
this within the next hour after death or the soul is departed and
cannot be absorbed. To absorb a deceased creature's soul, you Benefit: When you have your Mana Shield in effect on yourself,
must spend one full round and make a Spellcraft check (DC 10 + you gain damage reduction 2/- Activating this feat requires a
the creature's effective character level) to add to your mana pool partial action and drains 1 mana point per round every round this
an amount of mana equal to 10 + twice the character's ECL. feat is in effect. You may end this feat's effect at any time as a
(Max of 50 mana.) If you are successful, you take one point of free action. This form of damage reduction is an energy barrier
temporary wisdom damage, and the creature can never be surrounding you, so it stacks with any damage reduction you
resurrected, not even by a Wish or Miracle spell. If you use this might already have from a class ability or magic items. However,
ability more than five times per day, there is a cumulative 5% any damage reduction granted to you that surrounds you in an
chance (for every additional use), that you become chaotic evil energy barrier, such as a spell similar to Mage Armour, does not
or suffer insanity, as the spell. Flip a coin or have the DM stack with Mana Barrier.
choose. If you become insane, a Restoration spell will undo the Special: You may take this feat multiple times, its effects stack.
effect, but it is possible to become insane again by using this Each time you take this feat, your Mana Shield damage reduction
feat. (Reset the % chance.) If you were already chaotic evil, increases by 2. However, the cost of maintaining the shield is
using this feat more than five times per day has no penalty. still the same.
Normal: Without an Absorb feat, the only way to refill your
mana pool is to rest for at least 8 hours. Multiclassing
Arcanists may freely multiclass (no XP penalties when counting
Sacrifice items arcanist levels) with any class that doesn't cast spells. (Barbarian,
You can destroy magic items to refill your mana pool. Fighter, Monk, or Rouge.) If your character already has a class
that casts spells, such as a level of sorcerer, wizard, Bard, Druid,
Benefit: You may destroy magic items and absorb their magical Ranger, or Paladin, you may not multiclass as an arcanist. It is
energy into your mana pool, thus refilling it or gaining temporary impossible for a character to use spell slots and mana to cast
extra mana. When you destroy a magic item, you add 1% of its spells. If you multiclass as a prestige class that casts spells,
market value (in gold pieces) to your mana pool. If you are over instead of normally adding spell slots and spells per day when
your maximum limit, you must spend the excess mana within you level up in that prestige class, use table 3-17b as if you
one minute or take damage equal to one half of the remaining levelled up in the arcanist class to figure out mana and spells
amount in mana burn. You cannot gain more than 100 mana known, for levelling up in the prestige class.
points in this way.

Increased Mana Pool Capacity


You know how to tap more mana from the land.
Prerequisite: Int 18+, caster level 9 or higher.
Benefit: You get +15 mana added to your mana pool. This is not
a one time affect, this is permanent. Every time you rest, your
mana pool refills to 15 more than it would normally. Also, you
only need to rest for 6 hours instead of 8 to refill your mana pool.

Extra Spell Casting


You can cast a total of 6 of a single spell per day instead of 4.
Prerequisite: Int 16+, caster level 3 or higher.
Benefit: You can cast any spell of 5th level or lower a total of 6
times per day instead of 4. This means you can cast 6 Fireballs, 6
Lightning bolts, Mage Armour 6 times, etc, as long as you have
the mana to pay for it. Spells higher than 5th level can still only
be cast up to 4 times per day.
Normal: Without this feat, you are limited to casting a single
spell a total of 4 times per day, regardless of spell level.

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owners who have contributed Open Game Content; (b)”Derivative ownership of that Product Identity. The owner of any Product Identity
Material” means copyrighted material including derivative works and used in Open Game Content shall retain all rights, title and interest in
translations (including into other computer languages), potation, and to that Product Identity.
modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may 8. Identification: If you distribute Open Game Content You must clearly
be recast, transformed or adapted; (c) “Distribute” means to reproduce, indicate which portions of the work that you are distributing are Open
license, rent, lease, sell, broadcast, publicly display, transmit or Game Content.
otherwise distribute; (d)”Open Game Content” means the game 9. Updating the License: Wizards or its designated Agents may publish
mechanic and includes the methods, procedures, processes and routines updated versions of this License. You may use any authorized version
to the extent such content does not embody the Product Identity and is of this License to copy, modify and distribute any Open Game Content
an enhancement over the prior art and any additional content clearly originally distributed under any version of this License.
identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative 10 Copy of this License: You MUST include a copy of this License with
works under copyright law, but specifically excludes Product Identity. every copy of the Open Game Content You Distribute.
(e) “Product Identity” means product and product line names, logos and 11. Use of Contributor Credits: You may not market or advertise the
identifying marks including trade dress; artifacts; creatures characters; Open Game Content using the name of any Contributor unless You have
stories, storylines, plots, thematic elements, dialogue, incidents, written permission from the Contributor to do so.
language, artwork, symbols, designs, depictions, likenesses, formats, 12 Inability to Comply: If it is impossible for You to comply with any of
poses, concepts, themes and graphic, photographic and other visual or the terms of this License with respect to some or all of the Open Game
audio representations; names and descriptions of characters, spells, Content due to statute, judicial order, or governmental regulation then
enchantments, personalities, teams, personas, likenesses and special You may not Use any Open Game Material so affected.
abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; 13 Termination: This License will terminate automatically if You fail to
and any other trademark or registered trademark clearly identified as comply with all terms herein and fail to cure such breach within 30 days
Product identity by the owner of the Product Identity, and which of becoming aware of the breach. All sublicenses shall survive the
specifically excludes the Open Game Content; (f) “Trademark” means termination of this License.
the logos, names, mark, sign, motto, designs that are used by a 14 Reformation: If any provision of this License is held to be
Contributor to identify itself or its products or the associated products unenforceable, such provision shall be reformed only to the extent
contributed to the Open Game License by the Contributor (g) “Use”, necessary to make it enforceable.
“Used” or “Using” means to use, Distribute, copy, edit, format, modify,
THE FOLLOWING IS HEREBY DESIGNATED AS OPEN GAME
translate and otherwise create Derivative Material of Open Game
CONTENT, IN ACCORDANCE WITH THIS LICENSE:
Content. (h) “You” or “Your” means the licensee in terms of this
agreement. Arcanist By Mike Tomchuck [mailto:Necrotix4@aol.com]
2. The License: This License applies to any Open Game Content that Open Game License v 1.0a Copyright 2001, Open Game License v 1.0
contains a notice indicating that the Open Game Content may only be Copyright 2000, Wizards of the Coast, Inc. d20 System rules and
Used under and in terms of this License. You must affix such a notice to Content Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
any Open Game Content that you Use. No terms may be added to or Tweet, Monte Cook, and Skip Williams, based on original material by
subtracted from this License except as described by the License itself. E. Gary Gygax and Dave Arneson. System Rules Document Copyright
No other terms or conditions may be applied to any Open Game Content 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
distributed using this License. Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
3. Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License. a) All prestige classes, abilities, feats, their names, weapons, and related
mechanics, (Difficulty Class, etc.), are Open Game Content.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty- b) Other game mechanics wholly derived from the d20 System
free, nonexclusive license with the exact terms of this License to Use, Reference Document, including alignment, abilities, saving throws,
the Open Game Content. Armor Class, hit points, points of damage, miss chance, damage
5 Representation of Authority to Contribute: If You are contributing reduction, spell resistance, ability score damage, reach, and experience
original material as Open Game Content, You represent that Your points, are Open Game Content.
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility

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