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Arcanist
Arcanist
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
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
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