View Full Version : Arcanist [Base Class] [Incantation Class]

2007-12-28, 09:46 PM
Ever get tired of 'Batman Wizard' and unbeatable wizard combos (Sudden Max Time stop/Forcecage/Cloudkill/Acid Fog/Dimension Lock, for example)? Don't like how powerful casters are compared to melee? Well this is my idea of a 'fix' for this problem: A Warlock(Complete Arcane)-Like class who knows a set number of incantations which he can use an unlimited number of times per day, but are not as horridly broken as the things a Wizard can pull off.

Arcanist v1.0

Hit Die: d4

Class Skills:
Arcanist class skills (and key attribute for each) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.

{table="head"]Level | BAB | Ref | Fort | Will | Special Abilities | Incants
1 | +0 | +0 | +0 | +2 | Arcane Blast 1d6 | 1
2 | +1 | +0 | +0 | +3 | Arcane Insight | 2
3 | +1 | +1 | +1 | +3 | Arcane Blast 2d6, | 3
4 | +2 | +1 | +1 | +4 | Arcane Adaption | 4
5 | +2 | +1 | +1 | +4 | Arcane Blast 3d6 | 5
6 | +3 | +2 | +2 | +5 | New Invocation (lesser) | 6
7 | +3 | +2 | +2 | +5 | Arcane Blast 4d6 | 7
8 | +4 | +2 | +2 | +6 | Arcane Resistance5 | 8
9 | +4 | +3 | +3 | +6 | Arcane Blast 5d6 | 9
10 | +5 | +3 | +3 | +7 | Counterspell | 10
11 | +5 | +4 | +4 | +7 | Arcane Blast 6d6, New Invocation (greater) | 11
12 | +6 | +4 | +4 | +8 | Imbue Item | 12
13 | +6 | +4 | +4 | +8 | Arcane Resistance 10 | 13
14 | +7 | +5 | +5 | +9 | Arcane Blast 7d6 | 14
15 | +7 | +5 | +5 | +9 | Mastery of Shaping | 15
16 | +8 | +5 | +5 | +10 | New Invocation (Greatest) | 16
17 | +8 | +6 | +6 | +10 | Arcane Blast 8d6 | 17
18 | +9 | +6 | +6 | +11 | Arcane Resistance 15 | 18
19 | +9 | +6 | +6 | +11 | Channel Magic | 19
20 | +10 | +7 | +7 | +12 | Arcane Blast 9d6 | 20[/table]

Arcane Spell Failure
His Arcane Blast and all Incantations are considered to be Arcane Spell-Like Abilities, and are subject to Arcane Spell Failure and Spell Resistance normally. Arcane Blast and all Incantations are considered to have Somatic and Verbal spell components unless otherwise stated.

Arcane Insight Detect Magic and Read Magic as spell-like abilities at will

Arcane Adaption - At 4th level, an Arcanist is considered to be a Sorcerer of equal level and be able to cast from the sorcerer spell list a spell level of 1/2 his Arcanist level (maximum 9th level spell at 18th level) for purposes of using magic items. Thus a 4th level Arcanist would be able to use a Scroll of Scorching Ray, but to use a Scroll of Fireball, he would need to be 6th level.

Arcane Resistance - Energy resistance vs Fire, Cold, Lightning, and Acid.

Counterspell - An Arcanist can ready an action to attempt to counterspell any arcane spell cast, provided he first make a Spellcraft check as normal to identify the spell being cast, then make a Knowledge (Arcana) check (DC 15 + Spell Level) to be able to properly counter it. If the Knowledge (Arcana) check fails, he is unable to properly unweave the magic, which goes off as normal.

Imbue Item - An Arcanist of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make the item (although he must know the appropriate item creation feat. He can substitute a Knowledge (Arcana) check (DC 15 + spell level) in place of an arcane spell which he would be able to simulate being on his spell list through Arcane Adaption in place of the spell he could not cast.
If the check succeeds, he is able to create the item as though he had just successfully cast the spell. If he fails, he simply cannot make the item. No XP or material cost is expended. He may not retry until he gains a level.

Mastery of Shaping At 15th level gains true mastery of his Arcane Blast. He can now apply multiple Arcane Blast Invocations to his Arcane Blast. The maximum number of Arcane Blast invocations he can apply at one time is limited to his Int mod.

Channel Magic At 19th level, the Arcanist can channel raw magical forces through his body to perform multiple arcane acts, although at a steep cost to himself. He may, as a full round action, which denies him even a 5' step, plant his feet and channel magic into himself to be able to perform a number of invocations (Arcane Blast counts as an invocation for this purpose) equal to his int mod, however each invocation after the first one forces a Fort check, DC = 15+ spell level of the incantation, or take 2 points of Con Burn (Stat Burn is different from Stat Damage in that it may not be cured by magical means and must be healed naturally).



Burning Blast
Chilling Blast
Shocking Blast
Arcane Spear
Arcane Grasp - melee touch

Othersight - see invis and darkvision 60'
Fog Cloud
Detect Scrying


Improved Blast - increase damage from blast one size category
Arcane Ball - Makes Blast 10' burst from designated point, Ref/half
Arcane Line - Makes Blast 120' Line, Ref/Half

Arcane Resistance - gain Int bonus on saves vs all magic and SLA's which allow SR
Dispel Magic
Explosive Runes (only one active at a time)
Arcane Sight
Abode - Secure Shelter + Tiny Hut
Wind Wall
Elemental Weapon - target weapon does +1d6 (fire, ice, or lightning), rounds/level, may only have one at a time
Elemental Wall - Create wall which does unmodified Arcane Blast damage to all who walk through (fire, ice, or lightning)


Acidic Blast - does acid damage, not subject to SR
Force Blast - Blast is Force effect, affects incorporeal normally, reduces damage one size category
Arcane Cone - Arcane Blast in Cone form, Ref/Half
Arcane Burst - Arcane Blast PBAE 20' Ref/Half
Delay Blast - Can delay the onset of a Blast by 1-5 rounds

DimDoor - as move action, but unable to make any further actions that round
Black Tentacles - deals unmodified Arcane Blast damage
Elemental Shield - Deals unmodified Arcane Blast damage to sucessful melee attack, grants Improved Evasion vs that element type (Fire, Ice, Lightning)
Greater Dispel Magic


Disintigrating Blast - Arcane Blast does full damage to objects, has Disintigrate effect on anything reduced below 0 hit points
Mastery of Shaping - Able to make 'gaps' in shaped blast to select which targets he wants to affect
Forceful Burst - Shaped Blast which allows Ref/Half now requires Fort/Half
Sonic Blast

True Sight
Forcecage (one at a time only, duration minutes/level)
Reverse Gravity
Prismatic Wall
Baleful Polymorph - may become permanent
Form of Power - take on impressive form, unable to use incantations or arcane blast for duration

2007-12-29, 01:11 AM
A question that might help guide balancing these classes:
Which core classes is this intended to be on the same power level as?
Fighter? Barbarian? Druid? Bard?
Clearly they're similar to the warlock, but are the classes meant to be played alongside it, or supersede it (and the other main caster classes)?

2007-12-29, 12:45 PM
A question that might help guide balancing these classes:
Which core classes is this intended to be on the same power level as?
Fighter? Barbarian? Druid? Bard?
Clearly they're similar to the warlock, but are the classes meant to be played alongside it, or supersede it (and the other main caster classes)?

Good question.

These are intended to fight alongside the ToB classes in a high-fantasy setting.

They are intended to replace the base caster classes (Priest to replace Cleric, Arcanist to replace Wizard and Sorcerer, Wylder to replace Druid, and of course the new Bard to replace the old one)

2007-12-29, 09:32 PM
This idea seems to be extremely popular, good luck

2007-12-30, 05:59 AM
I like the idea...I always liked the idea of spells being difficult to master not handed out like candy cane.

Buried somewhere in this forum is my Complete Low Magic notes...including about 40-odd invocation-like abilities for my personal homebrew version of the above. Feel free to snatch any you fancy if you want padding out of the spell list.