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ARCANIST

Arcanists (Arc) were the major spellcasters in Netheril. Considered one of the most prestigious of professions, the arcanist was the equivalent to the wizard or sorcerer of modern-day Faern, but with this prestige came a price. Arcanists were renowned for their haughtiness concerning matters of magical healing through priestly magic. They believed that to accept a healing spell by a priest was to surrender their chance of ever achieving godhood themselves. They did consume heavily of potions of healing and similar curatives, believing them to be magically created concoctions that didnt interfere with their ascension to godhood. One of the largest differences between Netherese spell-casters and their brethren from more modern times concerned the aspect of spell memorization. Arcanists didnt memorize spells, they simply reached into the weavethe source of all magicand plucked out the mystical energies they sought. They still recorded the spells that they knew upon spell books for review from time to time, but they didnt need to spend hours studying for spells. They could still cast only the spells they knew, however, and their magical storehouse of knowledge still required a good nights sleep to replenish itself. Table 1-1: The Arcanist Base Level Attack Bonus 1st +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

Fort Ref Will Save Save Save +0 +0 +2 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Field specialization, spellbook, Scribe scroll

Arcs 2 6 11 17 25 35 46 58 72 88 106 126 147 170 195 221 250 280 311 343

Weave Depth 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th

Bonus metamagic feat Cooperative metamagic Metamagic effect Bonus metamagic feat Metamagic spell trigger Seize concentration Bonus metamagic feat Snatch spell Bonus metamagic feat, improved metamagic Warding 1/day, unimpeachable abjuration, red aegis Unanswerable strike +2, orange aegis Warding 2/day, yellow aegis Reactive warding, green aegis Warding 3/day, blue aegis Unanswerable strike +4, double warding, indigo aegis, Epic Spellcasting

GAME RULE INFORMATION


Arcanists have the following game statistics. Abilities: Intelligence determines how powerful a spell an arcanist can cast, how many spells she can cast, and how hard those spells are to resist. To learn or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spells level. The Difficulty Class for a saving throw against an arcanists spell is 10 + the spells level + the arcanists Intelligence modifier. High Dexterity is helpful for an arcanist, because she typically wears little or no armor. A good Constitution is also helpful, as it gives an arcanist extra hit points, a resource that she is otherwise very low on. Alignment: Any. Hit Die: d4.

Class Skills
The arcanists class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Higher Levels: 2 + Int modifier.

Class Features
All of the following are class features of the arcanist. Weapon and Armor Proficiencies: Arcanists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an arcanists movements, which can cause her spells with somatic components to fail. Arcs: An arcanists ability to cast spells is limited by the arcs she has available. Her base daily allotment of arcs is given on Table 11. In addition, she receives bonus arcs per day if she has a high Intelligence score (see Table 14). Certain feats and items may also provide bonus arcs per day. Each spell costs a certain number of arcs to cast. The higher the level of the spell, the more arcs it costs. Table 12 describes each spells cost. Table 12: Arc Costs Spell Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Arc Cost 0 1 3 5 7 9 11 13 15 17

In order to replenish her store of arcs, the arcanist must rest for at least eight hours and then spend fifteen minutes concentrating on the Weave. Any arcs spent within the last eight hours count against the arcanists daily limit and are not restored.

Field Specialization: Arcanists differ from other spellcasters in their division of magic into three fieldsinvention, mentalism, and variationrather than the traditional eight schools. Every arcanist must select at 1st level one field as her major field of specialization, and one as her minor field. The arcanist gains a +2 bonus on Spellcraft checks to identify and scribe spells from her major field. Spells of the third field are not available to the arcanist, and she cant even cast such spells from scrolls or fire them from wands. She may not change her choice of fields later. Fields of magic are treated just like schools where feats such as Spell Focus are concerned. Effects that specifically target a certain school only affect those spells of a field that fall into that school. So, for example, a character can gain Spell Focus (mentalism) as a feat, but an item that specifically blocks enchantment spells and effects would not necessarily block all mentalisms. Spells: An arcanist casts arcane spells which are drawn from the sorcerer/wizard spell list. An arcanist need not choose and prepare her spells ahead of time. Instead, she can cast any spell she has recorded in her spell library (see Spellbooks, below) simply by drawing energy from the Weave and shaping it appropriately. The spells an arcanist can cast in this way are limited by her level (see Weave Depth, below). Weave Depth: The more complex a spell is the deeper an arcanist must reach into the Weave to cast it. An arcanist begins play with the ability to cast cantrips and 1st-level spells. As she attains higher levels, the arcanist may gain the ability to cast more complex spells. Spellbooks: An arcanist must learn spells before she can cast them, and part of this process is scribing them into her library of spellbooks. The process of scribing a spell is the same for an arcanist as it is with a wizard, with one exception: if an arcanist studies a spell and fails her Spellcraft check to learn it, that spell is out of her reachforever. She can never attempt to learn the spell again, regardless of increased level or Spellcraft score, the use of wish or other spells, or any other method (though its possible that Mystra or another deity of magic could bypass this restriction by placing the spell directly in the arcanists mind). An arcanist begins play with a spellbook containing all 0-level sorcerer/wizard spells from her major and minor fields, plus three 1st-level spells of your choice. For each point of Intelligence bonus the arcanist has, the spellbook holds one additional 1st-level spell of your choice. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also attempt to add spells found in other spellbooks to her own. Bonus Languages: An arcanist may substitute Draconic for one of the bonus languages available to the character because of her race. Bonus Metamagic Feats: At 5st level, and again at 8th, 11th, and 14th level, the arcanist may select any metamagic feat as a bonus feat. She must meet any prerequisites for a feat in order to select it. These bonus feats are in addition to the feat that a character of any class gets from advancing levels.

Cooperative Metamagic (Su): At 6th level, an arcanist gains the ability to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the arcanist simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the arcanist can use the Concentration skill with this ability as though she were casting defensively. The arcanist must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The arcanist must make a Spellcraft check (DC 18 + [3 modified spell level]) to succeed. Modified spell level is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an arcanist applies the Maximize Spell feat to an allys chain lightning spell, the modified spell level is 9th (6th for the spell, +1 for the Maximize Spell feat), and the DC is 18 + (3 9) = 45. If she applies the same feat to an allys silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An arcanist can use this ability a number of times per day equal to 3 + her Int modifier. Metamagic Effect (Su): At 7th level, an arcanist can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place. For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the arcanist must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 modified spell level]. Modified spell level is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spells casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spells effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count. For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would be 18 + (3 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spells casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spellcraft DC of 39. An arcanist can use this ability a number of times per day equal to 3 + her Int modifier. Using this ability is a full-round action that provokes attacks of opportunity. Metamagic Spell Trigger (Su): At 9th level, an arcanist gains the ability to apply a metamagic feat she possesses to the effect of a spell trigger item (generally a wand). Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an arcanist can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively, she can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. An arcanist cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads. Seize Concentration (Su): At 10th level, an arcanist gains the ability to wrest control of a spell that requires concentration (such as implosion, major image, or summon swarm) from another spellcaster within 30 feet. If the target spellcaster is willing, this transfer of concentration occurs automatically. Otherwise, the arcanist and the target spellcaster make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the arcanist wins, she gains control of the spell for as long as she maintains concentration or until the original spell duration expires. The spell functions as though the arcanist were the caster (even if it is a spell she cannot cast), except that any variables determined when the spell was cast (including its caster level) remain as determined by the original caster. The original spellcaster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the arcanist allows her concentration to lapse before the spell duration expires, the original caster may reassert control over his spell by making a successful caster level check (DC 15 + spell level). If he fails to do so, no one controls the spell.

Snatch Spell (Su): At 12th level, an arcanist can attempt to seize control over a persistent effect created by another spellcaster. The effect must be one that does not depend on concentration but still relies on or responds to the casters control (such as a summon monster spell or spiritual weapon, but not a wall of fire or acid fog). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of the arcanist. The target spellcaster and the arcanist make an opposed caster level check. A divine spellcaster receives a +2 bonus on this check. If the arcanist wins, she gains control of the spell until its original duration expires. The spell functions as though the arcanist had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it. If the spell is dismissible and the arcanist wishes to dismiss it, she must make a second successful opposed caster level check to do so. If she fails, the spell remains in effect and control reverts to the original caster. Improved Metamagic (Su): At 14th level, an arcanist has mastered metamagic to such an extent that whenever she uses a metamagic feat, the required increase in spell level (if any) is reduced by one (minimum +1 spell level). This benefit also applies to the arcanists other class abilities. Thus, the DC for using her metamagic effect or cooperative metamagic ability is reduced appropriately for the metamagic feats involved, and she spends fewer charges when using metamagic spell trigger. Warding (Sp): At 15th level, an arcanist can create a warding. She can choose one aegis she knows (see below) to be imbued in the warding. A warding lasts for a certain amount of time as indicated in its description, unless it is dismissed (the same way a spell is dismissed; see page 176 of the Players Handbook). When she creates a warding, she can choose one of three types: Personal: This warding is a sphere whose diameter is equal to an arcanists space (5 feet for Small or Medium creatures, 10 feet for Large, and so on) and encapsulates the arcanist. It moves with her, but she cannot force another creature to pass through it (for example, by attempting to grapple an enemy). If she does force a creature to pass through, the warding has no effect on that creature. Any creature striking at her with a melee weapon or natural attack is subject to the aegiss effect (although creatures using reach weapons are not). The warding provides concealment to the arcanist, but she can see out with no hindrance. It lasts for 1 minute per level or until dismissed. Area: An area warding affects an arcanists space and all adjacent squares (a sphere 15 feet in diameter for a Small or Medium arcanist, 20 feet in diameter for a Large arcanist, and so on). Any creature that remains adjacent to the arcanist gains the benefit of the wardings protection, even if part of its body lies outside the sphere. Moving out of the warding (stepping away from the arcanist) is completely safe, but anyone attempting to enter the wardingeven someone who was formerly inside it and left becomes subject to the effects of the chosen aegis. The warding moves with the arcanist, but she cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If she does force a creature to pass through, the warding has no effect on that creature. This warding provides concealment to all within from creatures outside, but anyone inside the warding can see out with no hindrance. It lasts for 1 minute per level or until dismissed. Wall: This warding takes the form of a wall, up to 10 feet long and 5 feet high per arcanist class level. For example, a 3rd-level arcanist could create a warding wall 30 feet long and 15 feet high. The wall can be made smaller, but it is not otherwise shapeable. The wall must begin within 30 feet of the arcanist, but can extend beyond that distance. The wall is immobile once created. An arcanist may choose to make crossing through the wall in one direction safe, if she chooses. In any event, she can pass through her own warding wall with no danger. This warding provides concealment to creatures on either side. It lasts for 10 minutes per level or until dismissed. The save DC for an arcanists warding is equal to 18 + her primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and bards, and so on). The spell level equivalent of a warding depends on which aegis is integrated into it.

Aegises: When an arcanist creates a warding, she can choose and imbue the warding with any one aegis she knows how to create. These aegises duplicate the layers of a prismatic wall and are described below. An arcanists caster level for these aegises is equal to her arcane spellcaster level. Red Aegis: The first aegis an arcanist learns is the red aegis. A warding imbued with this aegis blocks all nonmagical ranged attacks and missiles. A creature crossing a red aegis takes 20 points of fire damage (Reflex half). A cone of cold spell or effect destroys a warding with this aegis but is negated in the process. A warding with this aegis is the equivalent of a 4th-level spell. Orange Aegis: At 16th level, an arcanist learns the secret of the orange aegis. A warding with this aegis halts magical ranged attacks, including spells that conjure missiles (such as Melfs acid arrow) or create rays (such as disintegrate or a beholders eye rays) but not spells that do not require a ranged attack (such as magic missile). A creature crossing an orange aegis takes 40 points of acid damage (Reflex half). A gust of wind spell or similar effect destroys the aegis but is negated in the process. A warding with this aegis is the equivalent of a 5th-level spell. Yellow Aegis: An arcanist of 17th level or higher can create a yellow aegis. This aegis prevents gases or clouds from entering the warded area, and it defeats petrification attacks. In addition, a character inside a personal or area warding imbued with a yellow aegis has immunity to poison introduced from outside the warding (such as from a creature with an envenomed weapon striking through the barrier). A creature crossing a yellow aegis takes 80 points of electricity damage (Reflex half). A disintegrate spell destroys the aegis but is negated in the process. A warding with this aegis is the equivalent of a 6th-level spell. Green Aegis: An 18th-level arcanist masters the green aegis. This aegis stops the passage of breath weapons. A creature crossing a green aegis must succeed on a Fortitude save or die; on a successful save, the creature takes 1d6 points of Constitution damage. This aegis is a poison effect. A passwall spell destroys a green aegis. A warding with this aegis is the equivalent of a 6th-level spell. Blue Aegis: At 19th level, an arcanist learns the blue aegis. This aegis blocks all divinations and mind-affecting spells and abilities. Any creature crossing a blue aegis must succeed on a Fortitude save or be petrified. A magic missile spell destroys a blue aegis but is negated by it. A warding with this is the equivalent of a 6th-level spell. Indigo Aegis: A 20th-level arcanist can create the mighty indigo aegis. This aegis prevents the passage of all spells or spell-like abilities. Any creature crossing an indigo aegis must succeed on a Will save or become confused, as if by an insanity spell. A daylight spell negates and is negated by an indigo aegis. A warding with this aegis is the equivalent of a 7th-level spell. Unimpeachable Abjuration (Ex): An arcanists abjuration spells are particularly difficult to defeat with spells or effects that dispel them. An arcanist can add her class level to the DC to dispel any abjuration spell or effect she creates. Unanswerable Strike (Ex): Due to her study of magical defenses, an arcanist learns how to defeat them more easily. At 16th level, she gains a +2 bonus on caster level checks to counter or dispel abjuration spells. At 20th level, this bonus increases to a +4 bonus. Reactive Warding (Sp): At 18th level, an arcanist learns to create a warding (see above) in response to an attack. She can raise a warding as an immediate action (see page 86 of Complete Arcane), after an opponent begins an action but before it is completed. For example, if she sees an enemy warrior charging her, she can raise a warding to protect herself. The opponent can choose to continue the charge through the warding or can halt outside it. Double Warding: At 6th level and higher, an initiate can raise two veils at once any time she creates a warding. This still counts as only one use of her warding ability. The less powerful effect (progressing from red up through violet) is always considered to be outside the more powerful effect, so a double warding consisting of a blue veil and a green veil would subject any creature passing through to the green veil first, followed by the blue veil. To negate the entire warding, the outermost veil must be negated before the inner veil can be negated. Epic Spellcasting: At 20th level, an arcanist gains the Epic Spellcasting feat as a bonus feat, even if she does not meet the prerequisites.

Fields of Magic
A field is one of three groupings of spells, each defined by a common theme. The three fields are invention, mentalism, and variation. Invention: An arcanist who chooses invention is called an inventor. Inventions are spells that create and destroy things, and inventors are often mighty battle-mages. Mentalism: An arcanist who chooses mentalism is called a mentalist. Mentalisms are spells that affect the mind, and this field includes the greatest spell ever cast: Karsus avatar. Variation: An arcanist who chooses variation is called a variator. Variations are spells that alter and shape thingseven magic itself. Many variators are masters of metamagic. Spells that are available to arcanists regardless of field are called Universals. This list should be as per the Universal school in the original 3rd Edition Players Handbook and supplements. Like Universals, Spells from the Divination school can be learned and cast regardless of the field choice; they were seen as essential for abilities like Read Magic and other information obtaining spells. A listing of which schools of magic correspond to each field can be found in Table 13. Note that Universal spells may be used by arcanists regardless of major.

Table 13: Schools of Magic by Field Field Schools Invention Conjuration, evocation Mentalism Enchantment, illusion Variation Abjuration, necromancy, transmutation

Bonus Arcs
Just as common spellcasters receive bonus spells per day due to high ability scores, gifted arcanists gain bonus arcs. To determine the number of bonus arcs gained from a high Intelligence score, first find the row for the arcanists Int on table 14. Next, find the column for the highest level of spell the character is capable of casting based on her arcanist level (even if she doesnt have a high enough Int to cast spells of that level). At the point where the row and column intersect, you find the bonus arcs the character gains. This value can change each time her Int score undergoes a permanent change (such as from an acquired template, a wish spell, or due to character level) and each time her level changes.

Table 14: Bonus Arcs ------------ Bonus Arcs (By Weave Depth) ------------Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10-11 - - - - - - - - - 12-13 - 1 1 1 1 1 1 1 1 1 14-15 - 1 4 4 4 4 4 4 4 4 16-17 - 1 4 9 9 9 9 9 9 9 18-19 - 1 4 9 16 16 16 16 16 16 20-21 - 2 5 10 17 26 26 26 26 26 22-23 - 2 8 13 20 29 40 40 40 40 24-25 - 2 8 18 25 34 45 58 58 58 26-27 - 2 8 18 32 41 52 65 80 80 28-29 - 3 9 19 33 51 62 75 90 107 30-31 - 3 12 22 36 54 76 89 104 121 32-33 - 3 12 24 38 56 78 104 119 136 34-35 - 3 12 27 48 66 88 114 144 161 36-37 - 4 13 28 49 76 98 124 154 188 38-39 - 4 16 31 52 77 110 136 166 200 40-41 - 4 16 36 57 84 117 156 186 220 42-43 - 4 16 36 64 91 124 163 208 242 44-45 - 5 17 37 65 101 134 173 218 269 46-47 - 5 20 40 68 104 148 187 232 283 48-49 - 5 20 45 73 109 153 205 250 301 50-51 - 5 20 45 80 116 160 212 272 323 And so on...

EPIC ARCANIST
The mightiest of arcanists, an epic arcanist truly rivaled even the gods in arcane might. Crafting powerful artifacts and developing mighty spells, the epic arcanist was often legendary even in his own lifetime. Most epic arcanists strove towards a truly lofty goal: joining the ranks of the elite Archwizards. The archwizards were the rulers of the floating cities, enclaves of magical power that shaped the course of Netheril. While some arcanists became archwizards by taking over a city established by another archwizard who had met an untimely demise, most followed the proscribed course of action that their peers required: the creation of a floating city. Creating an enclave was a tremendous task, however. It required the creation of a mythallar, shaving off the top of a mountain with powerful magic (Proctivs move mountain or a similar epic spell), hiring builders and architects to create a unique environment that allowed the candidate to stand out among his rivals, and finally luring citizens to the enclave. Of course, once all of this was accomplished, the daily demands of running an enclave were tremendous. Hit Die: d4. Spellcasting: The arcanists caster level is equal to her class level. The arcanists base arcs do not increase after 20th level. Field Specialization: The base Spellcraft DC for developing and casting spells in the epic arcanists major field of specialization is reduced by 10. She cannot develop or cast spells based on seeds from her restricted field. Bonus feats: The epic arcanist gains a bonus feat (selected from the list of epic arcanist feats) every three levels after 20th. Epic Arcanist Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Artisan1, Epic Spell Focus, Epic Spell Penetration, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic2, Improved Spellcasting2, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Penetration, Spell Stowaway, Spell Opportunity, Tenacious Magic. In addition to the feats on this list, the arcanist may select any item creation feat or metamagic feat not listed here. Prismatic Annihilation (Sp): At 21th level, an Arcanist learns the secret of the, aegis-bending, Prismatic Annihilation. Once per day as a standard action, she designates one creature within 60 feet and turns magical effects currently affecting the creature against it. This effect functions like a targeted greater dispel magic, except that for every spell or effect negated on the target, the effect of one aegis (see above) is visited on the victim as if the subject had crossed it. The aegises created around the victim proceed through the spectrum from red to violet, with one aegis activated per spell negated. Thus, a creature with three spells negated would be subject to the effects of the red, orange, and yellow aegises. The subject is still entitled to the normal saving throws allowed by each aegis. This ability is the equivalent of a 9th level spell. Violet Aegis: At 21th level, an arcanist masters the seventh and final aegis: the violet aegis. This barrier destroys all objects and effects that cross it, as if they were disintegrated. Living creatures passing a violet aegis must succeed on a Will save or be shifted to a random place on a random plane (as the plane shift spell). A violet aegis is destroyed by a successful dispel magic spell. A warding with this aegis is the equivalent of an 8th-level spell. Spell Power: This ability increases the arcanists effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).

Signature spell: An arcanist of 23rd level gains the power to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The arcanist does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. The Signature spell permanently consumes Arcs equal to the spells normal cost, lowering the normal total Arcs per day available. While the Signature spell normally uses Arcs of the spells level, the arcanist can choose to make a spell modified by a metamagic feat into a Signature spell at the appropriate spell level. For example, an arcanist can make lightning bolt into a Signature spell equal to the Arc cost of a 3rdlevel spell, or into a maximized lightning bolt equal to the Arc cost of a 6th-level spell. The arcanist may use an available higher-level spell Arc cost in order to use the Signature spell more often. Using a spell Arc cost four levels higher than the chosen spell allows her to use the Signature spell four times per day, and a spell Arc cost six levels higher lets her use it six times per day. For example, Salana, a 23rd-level arcanist, is a pyromaniac and never wants to be denied the ability to cast fireball, so she permanently uses a 9th-level spell Arc cost to get fireball as a spell-like ability usable six times per day. Mastery of Shaping: The arcanist can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spells area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. For example, an arcanist could cast a fireball and leave a hole where his ally stands, preventing any fire damage. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Mastery of Counterspelling: When the arcanist counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning (for example, if it is a spell that affects an area), then it is merely counterspelled. Arcane Reach (Su): The arcanist can use spells with a range of touch on a target up to 30 feet away. The arcanist must make a ranged touch attack. Mastery of Elements: The arcanist can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. For example, an arcanist could cast a fireball that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spells casting time is unaffected. The caster decides whether to alter the spells energy type and chooses the new energy type when he begins casting. Arcane Fire (Su): The arcanist gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of arcanist) that deals 1d6 points of damage per class level of the arcanist plus 1d6 points of damage per level of the spell used to create the effect. For instance, a 28th level arcanist who channels a 7th-level spell into arcane fire deals 35d6 points of damage to the target if it hits. Table 15: The Epic Arcanist Level Special 21st Prismatic Annihilation, violet aegis, warding 4/day 22nd Spell power 23rd Bonus feat, Signature spell 24th Mastery of Shaping 25th Mastery of Counterspelling 26th Bonus feat, Arcane Reach 27th Mastery of Elements 28th Arcane Fire 29th Bonus feat 30th -1 2

A new feat, listed below, introduced with the Arcanist class. The feats noted work differently, as listed below, for the Arcanist class.

EPIC SPELL ARTISAN [Epic] You can develop epic spells with less expense in time and resources. . Prerequisites: Epic spellcasting, Epic Skill Focus (Spellcraft), Spellcraft 24 ranks. Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells. . Benefits: When determining the cost of raw materials for researching an epic spell, you multiply the Spellcraft DC by 7,000 gp instead of the usual 9,000 gp and reduce the development time and XP cost accordingly. IMPROVED METAMAGIC [Epic] You can cast spells using metamagic feats more easily than normal. . Prerequisites: Caster level 21st, four metamagic feats, Spellcraft 30 ranks. . Benefit: Metamagic spells you manifest cost 2 arcs less than normal (to a minimum of 1 arc). This feat has no effect on metamagic powers that inflate the cost by only 2 arcs. . Special: You can gain this feat multiple times. The effects stack, though you cant lower the cost of any metamagic spell to less than 1 power arc. IMPROVED SPELLCASTING [Epic] You increase your number of arcs. . Prerequisites: Caster level 21st, ability to cast 9th-level arcane spells. . Benefits: When you select this feat, you gain 19 arcs. . Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of arcs equal to your previous benefit +2.

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