Complete Arcane
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Complete Arcane is a supplemental rulebook for the Dungeons and Dragons role-playing game. It expands upon and replaces an earlier soft-cover rulebook entitled Tome and Blood. It presents additional rules and advice for the creation and use of character classes which specialize in arcane (as opposed to divinely-inspired) magic. Arcane magic, within the framework of the Dungeons & Dragons game system, represents magic that is learned through research or inherent power. It also provides a catchall for anything that doesn't fit into Complete Adventurer, Complete Divine, Complete Warrior, or Complete Psionic.
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[edit] New Classes
The Complete Arcane introduces three new base classes
[edit] Warlock
Closer to a sorcerer than a wizard, the Warlock has been given supernatural powers. Either he or his ancestors made a deal with a supernatural being. A warlock has an innate magical ability called the eldritch blast, a damaging spell-like ability which improves as he increases in level. Instead of spells, warlocks gain a limited number of invocations, spell-like abilities with a distinctively sinister flavour.
[edit] Warmage
Warmages take the concept of "magical artillery" to its extreme. They specialize in direct-damage spells and can wear light armour (and later medium armour) without penalty to their spellcasting. Though they cast spells like a sorcerer, they have a very limited list of spells they can cast.
[edit] Wu Jen
Wu jen are arcane spellcasters with a distinct Oriental flavour. Wu Jen specialize in the casting of elemental spells. The five elements of Wu Jen magic are wood, fire, water, earth, and metal.
[edit] Prestige Classes
Prestige classes are mainly updates from Tome & Blood.
- The Acolyte of the skin: forges a pact with demons or devils through bonding of a skin of a fiend to his own. The acolye will eventually become an Outsider.
- The Alienist is a mage who studies & summons creatures beyond normal understanding, eventually becoming an Outsider.
- The Argent Savant is a mage who specializes in force spells.
- The Blood Magus, after being brought back from death, learns to evoke magic from the fluid that sustains their life.
- The Effigy Master masters the creation of magically animated constructs build in the form of other living creatures.
- The Elemental Savant focuses his studies on one of the four elements and its associated energy type.
- The Enlightened Fist combines magic with martial arts and development of the body.
- The Fate Spinner learns how to increase the probability of events in his favor.
- The Geometer is a master of runes, glyphes, sigils, and symbols.
- The Greenstar Adept is the master of the magic derived from green starmetal.
- The Initiate of the Sevenfold Veil can call up barriers of prismatic power, gaining the ability to produce a different layer of prismatic wall each level.
- The Mage of the Arcane Order is a member of an academy and guild known as Arcane Order.
- The Master Transmogrifist specializes in spells that changes his form.
- The Mindbender focuses on charms and compulsions.
- The Seeker of the Song wields the power of primal music.
- The Sublime Cord uses bardic music as a stepping stone to deeper insights into the song of creation.
- The Suel Arcanamach carries on the old tradition of the long dead Suel Empire and merge spell casting and sword play.
- The Wayfarer Guide specializes in magical transportation.
- The Wild mage is a master of chaotic magic.
[edit] Feats
Complete Arcane also introduces a number of metamagic feats and several others based on magic, including the Mage Slayer feat tree, which makes a character more dangerous to arcane casters.
[edit] Magic Items
Magic items include variant forms for potions and scrolls such as ceramic tiles that are broken to cause a spell effect instead of liquids that must be consumed, as well as spellbook materials for the discerning (or paranoid) wizard.
[edit] Campaigns
The last chapter of the book details how arcane magic can affect a campaign world, including the uses and abuses of Enchantment spells, flight, teleportation, and invisiblity, and how nonmagical people would react to bards, sorcerers, wizards, and warlocks.
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