By Richard Baker
A brand new sourcebook outlining using arcane magic through any D&D character.
Complete Arcane offers 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 lifestyles and gameplay within the D&D international, including measurement to at least one of the main targeted and renowned features of roleplaying. entire Arcane additionally encompasses a wealth of fabric for often non-magical characters, so the guidelines and knowledge supplied will help all classification kinds. as well as new feats, spells, status periods, and magic goods, this identify provides new and revised middle periods to a player's personality offerings. There also are new arcane-related monsters and data on find out how to struggle, sign up for, or summon each.
Read or Download Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) PDF
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Extra info for Complete Arcane: A Player's Guide to Arcane Magic for all Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Warmage Spells Known (6/7/7/7/6/3 per day; caster level 10th): 0—acid splash† (+7 ranged touch), disrupt undead (+7 ranged touch), light, ray of frost† (+7 ranged touch); 1st—accuracy, burning hands (DC 17), chill touch (+5 melee touch; DC 15), fist of stone†, hail of stone†, magic missile, lesser orb of acid†F (+7 ranged touch), lesser orb of cold†F (+7 ranged touch), lesser orb of electricity†F (+7 ranged touch), lesser orb of fire† (+7 ranged touch), lesser orb of sound†F (+7 ranged touch), shocking graspF (+5 melee touch), Tenser’s floating disk, true strike; 2nd—blades of fire†, continual flame, fire trap (DC 16), fireburst† (DC 18), flaming sphere (DC 18), ice knifeF (DC 16), Melf’s acid arrowF (+7 ranged touch), pyrotechnics (DC 16), scorching ray (+7 ranged touch), shatterF (DC 18), whirling bladeF (masterwork sickle +10 melee, 1d6+4); 3rd—fire shield, fireball (DC 19), flame arrow, gust of wind (DC 19), ice stormF, Leomund’s tiny hut, lightning boltF (DC 19), poison (+5 melee touch; DC 17), ring of blades†, sleet stormF, stinking cloud (DC 17); 4th—blast of flame† (DC 20), contagion (DC 18), Evard’s black tentacles, orb of acid†F, orb of cold†F, orb of electricity†F, orb of fire†, orb of force†, orb of sound†F, phantasmal killer (DC 18), shoutF (DC 20), wall of fire; 5th—arc of lightning†F (DC 19), cloudkill (DC 19), cone of coldF (DC 21), flame strike (DC 21), greater fireburst† (DC 21), mass fire shield†, prismatic ray† (DC 21).
Others conSpells per Day/Spells tinue to ply the world, honing Known: At each level their abilities and seeking except 5th, a fatespinner their ultimate fortune. gains new spells per day Adaptation: Adapting (and spells known, this class to other methods of if applicable) as if play might include the idea of he had also gained draining luck from NPCs, and using a level in a spellcasting that drained luck as stored spin. However, class to which he belonged determining the method whereby this luck is Raadi Weskil, a fatespinner before adding the prestige drained that doesn’t merely allow the fatespinner class level.
NPC fatespinners are often Weapon and Armor Profifound in positions of power and ciency: Fatespinners gain no authority, as would be expected proficiency with any weapon from those able to directly affect or armor. their own destiny. Others conSpells per Day/Spells tinue to ply the world, honing Known: At each level their abilities and seeking except 5th, a fatespinner their ultimate fortune. gains new spells per day Adaptation: Adapting (and spells known, this class to other methods of if applicable) as if play might include the idea of he had also gained draining luck from NPCs, and using a level in a spellcasting that drained luck as stored spin.