Last updated: 9-15-05
First, the modified class:
Assume all items not specifically mentioned are exactly as written in the Arcanist listing in Iron Heroes (IH). References to Elements of Magic (EoM) refer to the revised edition.
Skill Groups: add the skill group Magica. Magica consists of Dispel Magic (Cha), Divination (Wis), Scry (Wis), and Spellcraft (Int). All four skills are detailed in Elements of Magic.
Class Features by Level:
1: Spellcasting, Magic Points, Lesser Aspect of Power
3: Bonus Feat
4: Lesser Aspect of Power
5: Improved Fast Casting (Spell Mastery)
7: Bonus Feat
8: Lesser Aspect of Power
9: Arcane Pact
10: Improved Fast Casting (Spell Expertise)
12: Greater Aspect of Power
13: Bonus Feat
16: Greater Aspect of Power
17: Bonus Feat
19: Greater Aspect of Power
20: Ultimate Aspect of Power
Descriptions of Class Features:
Spellcasting: This is per Elements of Magic, chapter 2, with the following exceptions:
1) Casting a Spell: Casting a spell (which takes 2 full rounds, per EoM) requires a Spellcraft roll against a DC of 15+Mana Points (MP) spent. For each of the Arcanist's spells that are currently active, add +1 to this DC. The possible result are:
A) The roll is successful and beats the DC by 5 or more points: the appropriate number of Mana Points are subtracted from the Mana Pool, and the spell is successful.
B) The roll is successful and beats the DC by less than 5 points: as A, but the Arcanist also takes Strain, in the form of 1 point of non-lethal damage per MP spent.
C) The roll fails by less than 5 points: the appropriate number of Mana Points are subtracted from the Mana Pool, the Arcanist takes Strain as in B, and the spell fails.
D) The roll fails by 5-9 points: as C, but the Strain is converted from non-lethal to lethal damage.
E) The roll fails by 10 or more points: as D, but the Arcanist also takes 1 point of Constitution damage per 4 points of Strain or fraction thereof.
All consequences of failure are cumulative (e.g. failing a 20 MP spell by 10 or more points causes the Arcanist 20 points of lethal damage and 5 points of Constitution damage, and the spell backfires out of control).
2) Fast Casting: The Arcanist may attempt Fast Casting spells, taking a full round action rather than two full rounds, by adding 5 to the Spellcraft DC before casting.
3) Overcasting: An Arcanist may attempt Overcasting. Overcasting is the casting of a spell with a cost beyond the casting threshold of 1 MP/Caster Level. Each point by which the Arcanist exceeds this limit costs 1 MP *and* 1 point of Overcast Strain, which is treated as normal Strain but is not eliminated by a high Spellcraft roll. The Overcast Strain cost is in addition to any normal Strain cost for spending the additional MP on Overcasting. Furthermore, the Spellcraft DC is increased by 2 for every MP spent beyond the casting threshold, rather than 1. The amount of MP by which the Arcanist may Overcast is equal to half his CL.
4) Emergency Casting: An Arcanist may attempt an Emergency Casting, by substituting hit points for MP. The Spellcraft DC is increased by 1 for every HP spent as a MP, in addition to the normal cost of the spell.
5)Penetrating Spell Resistance: When attempting to cast a spell on a creature with Spell Resistance, the Arcanist may "lace" the spell with extra mana. Every MP spent this way gives a +1 on the Caster Level check to overcome Spell Resistance.
6) There are no signature spells.
7) There is no daily limit on Cantrips.
8) Spell Mastery, in addition to the effects listed, reduces the cost of affected spells by 1 MP. The effects of multiple Spell Expertises and Spell Masteries stack (e.g. when casting Evoke Fire and you have Spell Mastery Evoke (Element) and Spell Mastery Fire, you get all the benefits of Spell Expertise and Spell Mastery twice).
9) Spell Lists Known is as described in Elements of Magic, Table 2.1. When choosing Spell Lists, including at 1st level, choose one at a time. As you choose new Spell Lists, each must have either an Action Type or an Effect Category in common with a Spell List the Arcanist already knows.
Mana Points (MP): This is as described in Elements of Magic, Table 2.1, as "Magic Points".
Bonus Feat: This is as described under the Arcanist entry in Iron Heroes, page 70.
Lesser Aspect of Power: This will be a moderate power, from the following list:
A) Animagus (Su): The Arcanist picks an animal or vermin between Diminutive and Small that has a Challenge Rating of ½ or less. He can transform into the shape of that animal as a standard action, lasting 10 minutes for 1 MP, 1 hour for 3 MP, or 1 day for 8 MP. This functions as the Transform Animal spell. The Arcanist may also communicate with all animals of that type at all times, as if they shared a common language.
B) Daunting Visage (Su): This is as described under the Arcanist entry in Iron Heroes, page 69.
B) Energy Resistance (Su): The Arcanist chooses an element, and receives 1 point of energy resistance to that element (and possibly other elements, per Elements of Magic, Table 3.2: Abjure Effects) per Caster Level. This resistance extends to all equipment the Arcanist carries.
C) Improved Multicasting (Su): Reduce the additional DC for spells currently active to +1 per two active spells, rounding up.
D) Summon Familiar: This is as described in Elements of Magic, page 7 (to be described fully later).
E) Woodlands Adept (Su): this combines the abilities of Trackless Step and Woodland Stride. The Arcanist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. The Arcanist also leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
F) Uncanny Vision (Su): The Arcanist gains low light vision. If he already possesses low light vision, the multiple is increased by one (e.g. an elf with this ability sees in low light three times further than a human).
Improved Fast Casting (Spell Mastery): When Fast Casting spells in which you have Spell Mastery, the spell takes a standard action, rather than a full round action, to cast.
Arcane Pact: This is as described under the Arcanist entry in Iron Heroes, page 70.
Improved Fast Casting (Spell Expertise): When Fast Casting spells in which you have Expertise, the spell takes a standard action, rather than a full round action, to cast.
Greater Aspect of Power: This will be a major power, from the following list:
A) Animagus Adept (Su): As Animagus, above, but the animal or vermin can be up to size Large and have a Challenge Rating of up to 2. The Arcanist may also speak normally while in this form.
B) Greater Energy Resistance (Su): As Energy Resistance, above, except the Arcanist receives 2 points of energy resistance per Caster Level. If this is used to replace Energy Resistance, choose another Lesser Aspect of Power to replace it.
C) Superior Multicasting (Su): Reduce the additional DC for spells currently active to +1 per three active spells, rounding up. If this is used to replace Improved Multicasting, choose another Lesser Aspect of Power to replace it.
D) Summon Greater Familiar: (to be described later – Imp, Quasit, Elemental, Pseudodragon, etc.). Since this is used to replace Summon Familiar, choose another Lesser Aspect of Power to replace it.
E) Magical Defenses (Su): This is as described in Elements of Magic, page 7.
F) Magical Protection (Su): This is as described in Elements of Magic, page 7.
Ultimate Aspect of Power: When Overcasting, the Spellcraft DC is now increased by only 1 for every MP spent beyond the casting threshold, just as with a normal spell. There is no limit to the amount of MP by which the Arcanist may Overcast.
Altered Spell Lists/Magica Skills:
Divination: Comprehension does not exist. However, 5 or more ranks in Divination give you a +2 synergy bonus to Decipher Script. Increase the DC for Dowse by 5. A successful Discern Lore check provides a +2 bonus to any Knowledge or Gather Information checks on the subject, +1 for every 5 points by which the roll succeeded. If the check fails by less than 10, Discern Lore may provide clues as to where to find further helpful information, at the GM's discretion. You are heavily encouraged to roleplay the sources of Divination information, as described in Elements of Magic, page 53.
Heal (Life): The Spellcraft DC is 10 higher than normal for its MP cost. Healing Lore Masteries 1, 3, 5, 7, and 9 each reduce this by 2. The following effects are allowed:
Cure Damage: This effect converts Reserve Points into hit points. If the creature in question does not have reserve points, heal half the normal amount of hit points, and subtract that amount from the Arcanist's reserve points (or hit points if the Arcanist has no reserve points remaining).
Cure Affliction: Double the dice required for each effect. All effects require Healing Lore Mastery 1; additional requirements and effects are as follows:
Cure Ability Damage/Penalty requires Healing Lore Mastery 2 or 6, as well as the use of that ability.
Cure Ability Drain requires Healing Lore Mastery 6, as well as the use of that ability.
Cure Blindness/Deafness only works on magical effects. For other causes, use Cure Disease or Negate Poison.
Cure Disease requires a Heal: Treat Disease check (see Iron Heroes, page 94), and adds +10 to that check (if the disease is supernatural and normally does not allow a Heal: Treat Disease check, Cure Disease allows one, albeit without the +10 bonus).
Cure Fatigue costs 2D6 reserve points from the recipient.
Cure Exhaustion costs 4D6 reserve points from the recipient.
Cure Negative Level costs 4D6 reserve points from the recipient.
Cure Level Drain costs 8D6 reserve points from the recipient.
If the recipient has insufficient reserve points to pay these costs, the remainder is converted to hit point damage.
Negate Poison requires Healing Lore Mastery 4, as well as the use of that ability.
Slow Poison requires Healing Lore Mastery 4, and extends the window of time for using that ability.
Regenerate and Revive do not exist (except perhaps in ancient lost tomes, at GM discretion).
Infuse (Element): Enhance Skill does not exist.
Move Air: Add +10 to the Spellcasting DC. Flying is very distracting; add +2 to the Spellcasting DC of all spells cast while flying.
Move Fire: Add +10 to the Spellcasting DC. This is not cumulative with the Spellcasting DC increase under Move Air.
Move Space: Add +20 to MP cost.
Move Time: Add +20 to MP cost.
Scry: Add +10 to all Special Vision DCs.
New Traits:
Unearthly Ancestry: The blood of ancient beings of power flows through your veins. This background gives you a +2 bonus to Spellcraft, and a +2 to one Knowledge field of study according to origin (Arcana for Draconic; Planes for Planar, such as Celestials, Djinn, or Fiends; and Nature for Fae). This does not stack with Skill Affinity, but does stack with Skill Focus. In addition, you may choose one additional trait ability:
Arcane Power: Your soul swims the energies of magic. You gain an additional +1 MP/Character Level.
Infernal Glower: Your ancestry reveals itself when you are angered. This is as decribed in Iron Heroes, pages 27-28.
Elemental Nature: Your connection with the elements provides a measure of protection from them. Choose an element; you receive 1 point of energy resistance to that element (and possibly other elements, per Elements of Magic, Table 3.2: Abjure Effects), +1 per two Character Levels. This resistance does not extend to equipment you carry, but it does stack with energy resistance from spells, magic items, and Aspects of Power.
Charismatic Summoner: You have a natural affinity for coercing the summoned. You receive a +4 to Diplomacy Checks when dealing with Summoned creatures.
Psychometric Prodigy: Your hands sift through the sands of time, drawing out precious secrets. You receive a +5 to Divination checks used for History Reading or Fortune Telling.
New Feats:
Animagus Mastery (prerequisite: Animagus Adept): with this feat, the Arcanist may choose an additional animal or vermin form. This form may have a Challenge Rating of 2 higher than the last form chosen. This feat may be chosen multiple times. Each time you choose this feat, you may pick a different form, and the maximum CR of the form increases by 2.
Energy Immunity (prerequisites: Greater Energy Resistance, 30+ points of energy resistance to an element, Spell Mastery in the same element): Your resistance has become an undefeatable shield. All energy resistances that qualify for this feat become energy immunities.
Improved Emergency Casting: Even when out of mana, you are still very dangerous opponent. When performing an Emergency Casting, the Arcanist may substitute reserve points for MP, rather than hit points. The Spellcraft DC is not increased for reserve points spent in this manner.
Multiply Resistance (prerequisites: Lesser or Greater Energy Resistance, Spell Expertise in an element): Your expertise with the elements allows you to expand your resistances. Choose an element in which you have spell expertise. You may apply your resistances from Lesser or Greater to this element (and possibly other elements, per Elements of Magic, Table 3.2: Abjure Effects).
Altered Traits:
Child of Faith (see Iron Heroes, page 21) - add the following trait ability option:
Esoteric: Your faith gives you an intuitive grasp of magic, which you believe to be a gift from your deity. You may use Wisdom instead of Intelligence as the base ability score for Spellcraft checks to cast spells, and get a +2 bonus to such checks. This does not stack with Skill Affinity, but does stack with Skill Focus. You are not a member of the priesthood, but may earn ordination in play.
Altered Feats:
Practiced Spellcaster: You gain 1/2 a Caster Level for each level you take in a class other than Arcanist. The number of bonus Caster Levels you gain via this feat may not exceed half your Arcanist level. Note that 1/2 Caster Level has benefits under Elements of Magic; see Table 2.1: Caster Level on page 18.
Other rules:
The Effect categories of Force, Nature, Space, and Time each require 7 ranks in Knowledge, as well as a field of study. Force requires Arcana, Nature requires Nature, Space requires Planes, and Time requires History.
Use the Standard cost for Quickened spells normally, but use the Signature cost for spells for which you have Improved Fast Casting.
Non-Overcast uses of the Dispel Magic skill are a standard action.
Other Issues/Ideas:
I would like comments from the peanut gallery. The best place for this is The Malhavoc Iron Heroes Forum.
Bonus Items:
This Wiki in .DOC (Word) Format
Iron Heroes/Elements of Magic Character Sheet in .PDF Format
Iron Heroes/Elements of Magic Character Sheet in .XLS (Excel) Format
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