Complete Arcane

Complete Arcane
Abbreviation: CAr
Author: Richard Baker
Publisher: Wizards of the Coast
Item Code: 179250000
Release Date: November 2004
Format: Hardcover
Page Count: 192
ISBN-10: 0-7869-3435-2
Price: $29.95 ; C$44.95
Product Blurb:
Master Eldritch Secrets and Formidable Power

Myth and mystery surround those who wield the awe-inspiring might of arcane magic. Whether through ancient knowledge, innate talent, or supernatural gift, these formidable and versatile spellcasters command powers beyond measure.

This supplement for the D&D game provides everything you need to expand the power of arcane magic for characters of any class. Along with new base classes, prestige classes, feats, spells, monsters, and magic items, Complete Arcane provides guidelines for spell duels, arcane organizations, and other aspects of a campaign world imbued with magic.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

Classes

NamePageDescription
Warlock5Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will,a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.
Warmage10Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage’s way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in the series of smaller campaigns favored by adventuring companies.
Wu Jen14Wu jen are spellcasters with mysterious powers. They command the elements, spirit forces, and the powers of nature. They are seldom found living with the rest of human society. Instead, they live as hermits in the wilderness, purifying their bodies and minds to contact the various natural and supernatural powers of the world. From these entities they learn their spells—magical means to control the invisible forces of the world.

Prestige Classes

NamePageDescription
Acolyte of the Skin19The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn’t even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.
Alienist21Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. In the Far Realm, outside time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication.

These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind. An alienist’s mad certainty is sometimes strong enough to sway others to believe in her own future transcendence.

Argent Savant24Of all the energies summoned or shaped by magic, force is perhaps the most pure. No analog for this power exists in the physical world; it comes into being only through the medium of spells, and therefore represents a perfection of intent that contradicts the imperfection of the everchanging world and its mutable elements. Sometimes referred to as the “force mage,” the argent savant regards spells that evoke or apply magical force as the noblest and most fascinating spells at her disposal, and she seeks to increase her understanding and control of this mystical power at every opportunity.
Blood Magus26Death is the ultimate risk that spellcasters, like all adventurers, must contend with. Some are cut down before they have a chance at true glory; others find true peace only in the afterlife; and others are brought back from death by companions with the powerful magical resources to perform such a miracle. For a rare few such arcanists, this trip to the great beyond and back brings a new enlightenment— a comprehension of the body and its individual parts that

transcends the understanding of those who have not experienced death and returned to tell the tale.

Effigy Master30Fascinated by the animating force of life itself, the effigy master is an expert in the imitation of true life. Through long study and experimentation, he learns to infuse his creations with a pseudolife far more resilient and vital than that which animates similar creations of other spellcasters. The effigy master brings to life sculptures made of clay, snow, wax, or mud, and uses this ability to create guardians, defenses, and even companions and cohorts. At the same time, the effigy master continues to study the secrets of magic, albeit at a slower pace.
Elemental Savant32Elemental savants study the basic building blocks of existence— air, earth, fi re, and water—learning to harness their powers. Eventually they transcend their mortal forms and become elemental beings.
Enlightened Fist34Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monks, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These enlightened fists master the use of touch spells, creating new forms of combat where their fi sts strike with blinding speed, phenomenal power, and magical energy.
Fatespinner37Some people are lucky; others are not. A few make their own luck. A fatespinner (also called a “mage of many fates”) has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability. When one event occurs, innumerable possible ones do not as the universe blindly seeks balance. Through his newfound

understanding, the fatespinner satisfies that blind seeking—with prejudice. He can increase the probability of events in his favor.

Geometer39Runes, glyphs, sigils, and symbols hold great magical power. The geometer is the master of written magic and spells inscribed within a perfectly rendered diagram. While other spellcasters must record their spells in pages upon pages of cryptic formulae, the geometer knows that every spell has a perfect geometrical design, a figure whose angles and intersections hint at the secrets hidden in the structure of the multiverse.
Green Star Adept41Once each generation, the comet Alhazarde—the legendary Green Star—visits the night skies, a portent of great and terrible events. Beneath its emerald light, kings rise or fall, weird monsters and magical plagues appear to scour the land, and strange and ancient secrets are revealed. Glorious and sinister auroras glimmer in the dusk for weeks on end, and from time to time shooting stars of burning emerald fall from the sky. These fallen stars are the only known source of starmetal, a rare and precious ore infused with mighty magical power.
Initiate of the Sevenfold Veil44Colors are imbued with their own magical properties. Just as

exotic substances and mystic words have the power to repel certain creatures, colors also harbor innate properties that can be brought forth by the skilled mage, culminating in the perfection of the prismatic wall or prismatic sphere. Few spells match the beauty and power of these potent abjurations. They are perfect defenses, representing a union of magical lore and keen insight into the workings of nature.

Mage of the Arcane Order48Also called a “guildmage,” a member of this prestige class is a spellcaster who belongs to an academy and guild known as the Arcane Order. The academy is called the Order in casual conversation, or sometimes just “that college of wizardry.” It is both a school for fl edgling spellcasters and a guild for those of advanced knowledge and power.
Master Transmogrifist51Perhaps none of an arcane spellcaster’s mighty powers is so versatile, useful, or spectacular as the ability to change into something else entirely. The master transmogrifist is a sorcerer or wizard who has chosen to specialize in spells that change his form. The polymorph spell and other shapechanging transmutations offer the master transmogrifist the ability to become a fearsome juggernaut of physical battle, a swiftflying traveler, or the perfect spy.
Mindbender54Mindbenders seek to control the thoughts and dreams of others. From an early age, those destined to walk this path learn little tricks of manipulation to get their way. Later, they turn to spellcasting to enhance their already impressive skills at bluffi ng, intimidating, and otherwise dealing with people to their own advantage. Magic holds the promise of complete mental domination, and the mindbender realizes it spectacularly.
Seeker of the Song56Beyond magic, beyond sound, beyond good or evil, lies music so profound and powerful that even deities quake at its sound. This primal music—of unknown origin and with no limit to its power—is incomprehensible to the mortal ear. To some who hear a fragment of this music, it becomes beauty incarnate, and they devote their lives to its discovery. These seekers wield the power of music in ways that amaze even the most skilled bards.
Sublime Chord60Music is not just a pleasant sound; it is also the expression of mathematical relationships fraught with signifi cance. A member of the sublime chord prestige class sees music, even the powerful music of a skilled bard, as nothing more than a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time. Music and magic are actually one and the same, and an astute student who unravels the riddles of meter and pitch simultaneously reveals hidden secrets of great power.
Suel Arcanamach63The ancient Suel Empire was known for the great and terrible power wielded by its mighty archmages. Suloise sorcerers delved deep into arcane lore that other folk avoided, unearthing many dark and dangerous secrets in the process. The Suel Empire was ruled by noble families headed by mages of unsurpassed power, and the countless rivalries and vendettas between these families led to the rise of an elite school of combat training: the way of the arcanamach. Conditioned for loyalty, determination, and absolute obedience, arcanamachs were skillful warriors who studied arcane magic for the express purpose of learning how to slay powerful wizards.
Wayfarer Guide65The wayfarer guide focuses on honing her skill at instantaneous magical transportation. Unlike spellcasters of other prestigious associations, a wayfarer guide need not devote years of her life to the art of teleportation nor focus her attention overmuch on the pursuit of perfection. Still, she learns secrets of the trade that are available only through employment with the Wayfarers Union. The Union is, at its heart, a transportation service that specialty spellcasters provide for those willing to pay.
Wild Mage68Magic is one of the most capricious and unpredictable of all natural or supernatural forces in the universe. Attempts to codify spellcasting through arcane formulas, or to impose order on magic through the force of will, are essentially pointless—or so wild mages believe. Instead, those who would truly master magic must forget what they know and abandon their willful control of the arcane. Within this paradox lies the awesome power of wild magic.

Spells

PageClassLevelNameDescription
87Assassin1stLow-Light VisionSee twice as far as a human in poor illumination.
87Assassin2ndFire ShurikenFind Magical shuriken deal 3d6 fire damage.
87Assassin2ndIce KnifeMagical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
87Assassin4thHeart RipperKills living creatures with less than 4 HD.
87Bard2ndForce WhipWhip of magical force keeps animals at bay and can frighten animals as ranged touch attack.
87Bard2ndWhirling BladeHurled slashing weapon magically attacks all foes in 60-ft. line.
87Bard4thResonating BoltSonic energy deals 1d4 damage/level (max 10d4).
87Bard4thUnluckTarget remakes all rolls, uses worse result for 1 round/level.
87Bard5thBlink, GreaterControlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
87Bard5thLeomund’s Hidden LodgeCreates sturdy cottage camouflaged to blend into natural surroundings.
87Cleric3rdResist Energy, MassTargeted creatures ignore damage from specified energy type.
87Cleric3rdRing of BladesBlades surround you, damaging other creatures (1d6+1/level damage).
87Cleric4thAssay Resistance+10 bonus on caster level checks to defeat one creature’s spell resistance.
87Cleric5thBlistering RadianceSphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.
87Cleric6thEnergy ImmunitySubject and equipment gain immunity to damage of specified energy type.
87Cleric7thWithering PalmTouch attack deals 1 point Str damage plus 1 point Con damage/two levels.
87Cleric8thBrilliant BladeWeapon or projectiles shed light, ignore armor.
87Cleric9thSummon Elemental MonolithCalls powerful elemental creature to fight for you.
87Druid1stAnimate WaterTurn Small or smaller quantity of water into animated object.
87Druid1stAnimate WoodTurn Small or smaller wooden item into animated object.
87Druid2ndAnimate FireTurn Small or smaller fire into animated object.
87Druid2ndChameleonSubject gets +10 on Hide checks.
87Druid2ndSwimSubject gains swim speed, +8 bonus on Swim checks.
87Druid3rdResist Energy, MassTargeted creatures ignore damage from specified energy type.
87Druid3rdThornskinYour unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.
87Druid4thArc of LightningLine of electricity between two creatures (1d6/level damage).
87Druid5thWood RotDestroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.
87Druid6thEnergy ImmunitySubject and equipment gain immunity to damage of specified energy type.
87Druid9thSummon Elemental MonolithCalls powerful elemental creature to fight for you.
87Druid9thTransmute Rock to LavaTransforms one 10-ft. cube with subsequent fire damage and effects.
94Hexblade1stBackbiterWooden-hafted weapon strikes wielder.
94Hexblade2ndPhantasmal AssailantsNightmare creatures strike target for 4 Wis damage, 4 Dex damage.
94Hexblade2ndWhirling BladeHurled slashing weapon magically attacks all foes in 60-ft. line.
94Hexblade4thAssay Resistance+10 bonus on caster level checks to defeat one creature’s spell resistance.
94Hexblade4thUnluckTarget remakes all rolls, uses worse result for 1 round/ level.
88Ranger1stLow-Light VisionSee twice as far as a human in poor illumination.
88Ranger2ndBlades of FireYour melee weapons deal +1d6 fire damage for 1 round.

Sorcerer/Wizard Spells

PageClassLevelSchoolNameDescription
88Sorcerer/WizardCantripTransRepair Minor DamageRepairs 1 point of damage to any construct.
88Sorcerer/Wizard1stConjOrb of Acid, LesserRanged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
88Sorcerer/Wizard1stConjOrb of Cold, LesserRanged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
88Sorcerer/Wizard1stConjOrb of Electricity, LesserRanged touch attack deals 1d8

electricity damage + 1d8/two levels beyond 1st (max 5d8).

88Sorcerer/Wizard1stConjOrb of Fire, LesserRanged touch attack deals 1d8

fire damage + 1d8/two levels beyond 1st (max 5d8).

88Sorcerer/Wizard1stConjOrb of Sound, LesserRanged touch attack deals 1d6

sonic damage + 1d6/two levels beyond 1st (max 5d6).

88Sorcerer/Wizard1stNecroBackbiterWooden-hafted weapon strikes wielder.
88Sorcerer/Wizard1stTransFist of StoneGain +6 Str and natural slam attack.
88Sorcerer/Wizard1stTransLow-Light VisionSee twice as far as a human in poor illumination.
88Sorcerer/Wizard1stTransRepair Light DamageRepairs 1d8 +1/level damage

(max +5) to any construct.

88Sorcerer/Wizard2ndConjBlades of FireYour melee weapons deal +1d6 fire damage for 1 round.
88Sorcerer/Wizard2ndEvocFireburstAdjacent subjects take 1d8/level fire damage.
88Sorcerer/Wizard2ndIllusPhantasmal AssailantsNightmare creatures strike target for 4 Wis damage, 4 Dex damage.
88Sorcerer/Wizard2ndIllusWall of GloomShadow barrier obscures vision and deters passage.
88Sorcerer/Wizard2ndTransEarthen GraspArm made of earth and soil grapples foes.
88Sorcerer/Wizard2ndTransRepair Moderate DamageRepairs 2d8 +1/level damage (max +10) to any construct.
88Sorcerer/Wizard2ndTransSwimSubject gains swim speed, +8 bonus on Swim checks.
88Sorcerer/Wizard2ndTransWhirling BladeHurled slashing weapon magically attacks all foes in 60-ft. line.
88Sorcerer/Wizard2ndUnivFamiliar PocketGarment or container becomes extradimensional safe haven for your familiar.
88Sorcerer/Wizard3rdAbjurSign of SealingMagical sigil protects door or chest,

deals 1d4/level damage (max 10d4) if opened.

88Sorcerer/Wizard3rdConjBands of SteelMetallic bands immobilize or entangle target for 1 round/level.
88Sorcerer/Wizard3rdConjCorpse CandleGhostly hand and candle sheds light, affects incorporeal creatures.
88Sorcerer/Wizard3rdConjMage Armor, GreaterGives subject +6 armor bonus.
88Sorcerer/Wizard3rdDivDiscern ShapechangerPenetrates disguises and identifies shapechanging creatures.
88Sorcerer/Wizard3rdEvocResonating BoltSonic energy deals 1d4 damage/ level (max 10d4).
88Sorcerer/Wizard3rdIllusShadow BindingRibbonlike shadows daze and entangle creatures in 10-ft.-radius burst.
88Sorcerer/Wizard3rdTransRepair Serious DamageRepairs 3d8 +1/level damage (max +15) to any construct.
88Sorcerer/Wizard3rdTransStony GraspArm made of soil and rock grapples foes.
88Sorcerer/Wizard3rdUnivEnhance FamiliarYour familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.
88Sorcerer/Wizard4thAbjurAnticipate TeleportationPredict and delay the arrival of creatures teleporting into range by 1 round.
88Sorcerer/Wizard4thAbjurOtiluke’s Dispelling ScreenTargeted dispel magic on any creatures and unattended items, +10 max on caster level check.
88Sorcerer/Wizard4thAbjurResist Energy, MassTargeted creatures ignore damage from specified energy type.
88Sorcerer/Wizard4thConjBlast of Flame60-ft. cone of fire (1d6/level damage).
88Sorcerer/Wizard4thConjOrb of AcidRanged touch, 1d6/level acid damage and target might be sickened.
88Sorcerer/Wizard4thConjOrb of ColdRanged touch, 1d6/level cold damage and target might be blinded.
88Sorcerer/Wizard4thConjOrb of ElectricityRanged touch, 1d6/level electricity

damage and target might be entangled.

88Sorcerer/Wizard4thConjOrb of FireRanged touch, 1d6/level fire damage and target might be dazed.
88Sorcerer/Wizard4thConjOrb of ForceGlobe of force deals 1d6/level damage (max 10d6).
88Sorcerer/Wizard4thConjOrb of SoundRanged touch, 1d4/level sonic damage and target might be deafened.
88Sorcerer/Wizard4thDivAssay Resistance+10 bonus on caster level checks to defeat one creature’s spell resistance.
88Sorcerer/Wizard4thDivUnluckTarget remakes all rolls, uses worse result for 1 round/level.
88Sorcerer/Wizard4thEvocBlistering RadianceSphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.
89Sorcerer/Wizard4thEvocDefenestrating SphereCloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
89Sorcerer/Wizard4thNecroBurning BloodTarget takes 1d8 acid damage plus 1d8 fire damage/round.
89Sorcerer/Wizard4thTransDarkvision, MassCreatures in 10-ft. radius gain ability to see 60 ft. in total darkness.
89Sorcerer/Wizard4thTransRepair Critical DamageRepairs 4d8 +1/level damage (max +20) to any construct.
89Sorcerer/Wizard4thUnivFortify FamiliarYour familiar gains 2d8 temporary hit points, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.
89Sorcerer/Wizard5thAbjurAiming at the Target+10 bonus on Concentration checks for previously cast spell.
89Sorcerer/Wizard5thAbjurDuelward+4 on Spellcraft checks, counterspell as an immediate action.
89Sorcerer/Wizard5thAbjurReciprocal GyreCreature or object takes 1d6 damage/level of spell affecting it (max 25d6).
89Sorcerer/Wizard5thAbjurRefusalSpellcasters and creatures with spell-like abilities are prevented from entering an area.
89Sorcerer/Wizard5thConjArc of LightningLine of electricity between two creatures (1d6/level damage).
89Sorcerer/Wizard5thConjFreezing FogFog slows creatures, obscures vision, hinders movement.
89Sorcerer/Wizard5thConjLeomund’s Hidden LodgeCreates sturdy cottage camouflaged to blend into natural surroundings.
89Sorcerer/Wizard5thConjServant HordeCreate 2d6 unseen servants +1/level (max +15).
89Sorcerer/Wizard5thConjVitriolic SpherePotent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.
89Sorcerer/Wizard5thEvocFire Shield, MassCreatures attacking allies take damage; allies are protected from fire or cold.
89Sorcerer/Wizard5thEvocFireburst, GreaterSubjects within 10 ft. take 1d8/level fire damage.
89Sorcerer/Wizard5thEvocPrismatic RayRay of light blinds target, deals random effect.
89Sorcerer/Wizard5thEvocSword of DeceptionBlade of energy attacks independently,

deals 1d4 damage, penalizes subsequent save.

89Sorcerer/Wizard5thNecroSpiritwallWall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
89Sorcerer/Wizard5thTransBlink, GreaterControlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
89Sorcerer/Wizard5thTransFly, Masscreature/level flies at speed of 60 ft.
89Sorcerer/Wizard6thAbjurSign of Sealing, GreaterMagical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
89Sorcerer/Wizard6thEnchTransfixHumanoids freeze in place until condition you specify is met.
89Sorcerer/Wizard6thIllusIllusory PitCreatures in area are stunned or knocked prone while believing they’re falling.
89Sorcerer/Wizard6thNecroArrow of BoneMissile or thrown weapon gains +4 bonus, target takes 3d6 +1/level damage (max +15) or is slain.
89Sorcerer/Wizard6thTransBrilliant BladeWeapon or projectiles shed light, ignore armor.
89Sorcerer/Wizard6thTransFiendformAssume form and abilities of fiendish creature, demon, or devil.
89Sorcerer/Wizard6thUnivImbue Familiar with Spell AbilityYou transfer spells and casting ability into your familiar.
89Sorcerer/Wizard7thAbjurEnergy ImmunitySubject and equipment gain immunity to damage of specified energy type.
89Sorcerer/Wizard7thAbjurOtiluke’s Greater Dispelling ScreenTargeted

dispel magic on any creatures and unattended items, +20 max on caster level check.

89Sorcerer/Wizard7thEvocEmerald Flame FistTouch attack deals 3d6 + 1/level fire damage (max +20); target can be engulfed by flame for additional damage.
89Sorcerer/Wizard7thNecroSword of DarknessBlade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.
89Sorcerer/Wizard7thTransGhostformYou assume incorporeal form and gain some incorporeal traits and bonuses.
89Sorcerer/Wizard8thAbjurAnticipate Teleportation, GreaterPredict and delay the arrival of creatures teleporting into range by 3 rounds.
89Sorcerer/Wizard8thNecroBlackfireTarget is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
89Sorcerer/Wizard8thNecroHeart of StoneExchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
89Sorcerer/Wizard8thTransFlensingPain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
89Sorcerer/Wizard9thAbjurAbsorptionYou absorb targeted spell energy to power spells of your own.
89Sorcerer/Wizard9thAbjurReaving DispelOn a targeted dispel, steal spell power and effects for yourself.
90Sorcerer/Wizard9thConjSphere of Ultimate DestructionFeatureless black sphere moves 30 ft./round, disintegrates on ranged touch attack.
90Sorcerer/Wizard9thConjSummon Elemental MonolithCalls powerful elemental creature to fight for you.
90Sorcerer/Wizard9thEnchProgrammed AmnesiaDestroy, alter, or replace memories in target creature..
90Sorcerer/Wizard9thIllusSuperior InvisibilitySubject is invisible to sight, hearing, and scent for 1 hour/level, and can attack.
90Sorcerer/Wizard9thTransTransmute Rock to LavaTransforms one 10-ft. cube with subsequent fire damage and effects.

For a complete list of Warmage and Wu Jen spells, see page 90 and on in Complete Arcane.

Feats

NamePageDescription
Arcane Defense73Choose a school of magic, such as illusion. You can resist spells from that school better than normal.
Arcane Mastery73You are quick and certain in your efforts to defeat the arcane defenses and spells of others.
Arcane Preparation73You can prepare an arcane spell ahead of time, just as a wizard does.
Automatic Quicken Spell191You can cast any of your lesser spells with a moment's thought.
Automatic Silent Spell191You can cast any of your lesser spells silently.
Automatic Still Spell191You can cast any of your lesser spells without gestures.
Battle Caster75Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal.
Black Lore of Moil75Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent.
Born of the Three Thunders76You have learned to marry the power of lightning and thunder in your electricity and sonic spells.
Chain Spell76You can cast spells that arc to other targets in addition to your primary target.
Collegiate Wizard181You have undergone extensive training in a formal school for wizards.
Communicator76You possess a magical understanding of the essence of language.
Cooperative Spell76You can cast spells to greater effect in conjunction with the same spell cast by another individual.
Craft Contingent Spell77You know how to attach semipermanent spells to a creature and set them to activate under certain conditions.
Delay Spell77You can cast spells that take effect after a short delay of your choosing.
Double Wand Wielder77You can activate two wands at the same time.
Draconic Breath77You can convert your arcane spells into a breath weapon.
Draconic Claw77You develop the natural weapons of your draconic ancestors.
Draconic Flight77The secret of draconic flight is revealed to you, granting you the ability to fly occasionally.
Draconic Heritage77You have greater connection with your distant draconic bloodline.
Draconic Legacy78You have realized greater arcane power through your draconic heritage.
Draconic Power78You have greater power manipulating the energies of your heritage.
Draconic Presence78When you use your magic, your mere presence can terrify those around you.
Draconic Resistance78Your bloodline hardens your body against the energy type of your progenitor.
Draconic Skin78Your skin takes on the sheen, luster, and hardness of your draconic parentage.
Energy Admixture78You can modify a spell that uses one type of energy to add an equal amount of another energy type.
Energy Substitution79You can modify an energy-based spell to use another type of energy instead.
Enhance Spell191You can increase the power limit of your damage-dealing spells.
Epic Spell Focus192Choose a school of magic, such as illusion. Your spells of that school are for more potent than normal.
Epic Spell Penetration192Your spells are tremendously potent, breaking through spell resistance with ease.
Explosive Spell79You can cast spells that blast creatures off their feet.
Extra Edge79Your ability to deal spell damage is particularly striking.
Extra Invocation79You learn an additional invocation.
Extra Slot79You can cast an additional spell.
Extra Spell79You learn an additional spell.
Extra Spell Secret80You learn an additional spell secret.
Fortify Spell80You cast spells that more easily penetrate spell resistance.
Guardian Spirit80Your watchful spirit is more capable than normal.
Heighten Spell-Like Ability80You can use a spell-like ability as if it were a higher spell-level equivalent than it actually is.
Improved Combat Casting192You heighten your ability to cast spells while threatened without fear of being attacked.
Innate Spell80You have mastered a spell so thoroughly that you can now use it as a spell-like ability.
Insightful80You possess a magical understanding of the workings of arcane detection.
Lord of the Uttercold80Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold.
Mage Slayer81You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly.
Master Staff192You can activate a staff without using a charge.
Master Wand192You can activate a wand without using a charge.
Maximize Spell-Like Ability81You can use a spell-like ability at its maximum effect.
Necropolis Born81You possess a magical understanding of the essence of mortal dread.
Night Haunt81You possess a magical understanding of the workings of the unseen.
Nonlethal Substitution81You can modify an energy spell to deal nonlethal damage.
Obtain Familiar81You gain a familiar.
Persistent Spell81You can make a spell last all day.
Pierce Magical Concealment81You ignore the miss chance provided by certain magical effects.
Pierce Magical Protection82You can overcome the magical protections of your enemies.
Practiced Spellcaster82Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Precocious Apprentice181Your master has shown you the basics of a spell beyond the normal limits of your experience and training.
Ranged Spell Specialization82You deal more damage with ranged touch attack spells.
Reckless Wand Wielder82You can increase the effectiveness of spells cast from a wand.
Repeat Spell82You can cast a spell that repeats on the following round.
Sanctum Spell82Your spells are especially potent on home ground.
Sculpt Spell83You can alter the area of your spells.
Soul of the North83You possess a magical understanding of the nature of cold.
Spell Hand83You possess a magical understanding of the manipulation of force.
Split Ray83Your ray spells can affect an additional target.
Sudden Empower83You can cast a spell to greater effect without special preparation.
Sudden Extend83You can make a spell last longer than normal without special preparation.
Sudden Maximize83You can cast a spell to maximum effect without special preparation.
Sudden Quicken83You can cast a spell with a moment's thought without special preparation.
Sudden Silent83You can cast a spell silently without special preparation.
Sudden Still83You can cast a spell without gestures or special preparation.
Sudden Widen83You can increase a spell's area without special preparation.
Touch Spell Specialization83You deal extra damage with touch spells.
Transdimensional Spell84You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.
Twin Spell84You can simultaneously cast a single spell twice.
Wandstrike84You can channel the magical energy of a wand through your melee attacks.

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gollark: In general, yes.
gollark: Did you know? The ǂ boson is a type of Boson in the Standard Model. It is prohibited from existing by the laws of physics, but by using a complicated type of particle collider one can still create them using floating point errors. A Floating point accelerator was created by a team of Beniɲ scientists and used to successfully prove the existence of the ǂ boson. The decay exponential of the ǂ boson has base 0.. The ǂ boson has a mass of -65535 ðg, a spin of NaN RPS, no electric charge, and a tactile charge of lemon.
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gollark: It's not even hugely minimal though. They have ridiculous special cases to patch over the lack of general solutions.
gollark: Lists are xs or ys.
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