Complete Arcane: A Player's Guide to Arcane Magic for all by Richard Baker

By Richard Baker

A brand new sourcebook outlining using arcane magic by means of any D&D character.
Complete Arcane presents Dungeons & Dragons© gamers with an in-depth examine the best way to entry conventional arcane magic and use that energy to a character's virtue. It explains how magic impacts existence and gameplay within the D&D international, including measurement to 1 of the main special and renowned points of roleplaying. entire Arcane additionally incorporates a wealth of fabric for ordinarily non-magical characters, so the ideas and knowledge supplied will help all category forms. as well as new feats, spells, status periods, and magic goods, this name provides new and revised middle sessions to a player's personality offerings. There also are new arcane-related monsters and data on how one can struggle, subscribe to, or summon each.

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Extra resources for Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

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Attempt to pass such a sigil. He must succeed on a level check Glyph of Warding: A geometer (DC 6 + the sigil creator’s caster level). If successful, he can adds glyph of warding to his spellsuppress the effects of the device for as long as he maintains book as a 3rd-level arcane spell. concentration (which might make it possible for others He can prepare and cast the to pass the sigil safely, too). A geometer must be able to spell just like any other spell see the device to be passed. he knows.

Seeks balance. Through his newfound Skills: Knowledge (arcana) 10 ranks, Profession (gambler) understanding, the fatespinner satisfies 5 ranks. that blind seeking—with Spells: Able to cast 4th-level arcane spells, prejudice. He can increase including at least one divination spell of 1st the probability of events in level or higher. his favor. Any arcane spellcaster who Class Skills has cursed his bad luck is a The fatespinner’s class skills (and candidate for this prestige the key ability for each skill) are class.

Spells per Day/Spells Known: At each level except 5th Immunity to Sleep (Ex): At 2nd level, as an elemental and 10th, an elemental savant gains new spells per day (and savant continues to transcend her mortal form, she gains spells known, if applicable) as if she had also gained a level immunity to sleep effects. in a spellcasting class to which she belonged before adding Energy Penetration (Ex): Beginning at 3rd level, an the prestige class level. She does not, however, gain any other elemental savant further refines her ability to wield energy benefit a character of that class would have gained (improved associated with her chosen element.

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