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(Almost complete remake of the arcane adept with the main concept intact)
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The Arcane Adept is a potent form of the sorcerer character class. His spell listing is the same as that of the Sorcerer/Wizard spell lists.
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The Arcane Adept is a New spellcasting class that uses innate magic like the sorcerer, but must learn the techniques of each new spell. He has also learned how to concentrate magical energy over time, rather than focusing it each day.
   
 
HD: d4 <br/>
 
HD: d4 <br/>
 
Attacks: 1/2 of level.<br/>
 
Attacks: 1/2 of level.<br/>
 
Saves: Good Will save, Poor Fort/Ref.<br/>
 
Saves: Good Will save, Poor Fort/Ref.<br/>
Skill points: 5+Int mod per level.<br/>
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Skill points: 4+Int mod per level.<br/>
<br/>Class skills: Concentrate, Craft, Knowledge (all), Profession, Spellcraft.
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Class skills: Concentrate, Craft, Knowledge (all), Profession, Spellcraft.<br/>
 
Proficiency: Simple weapons (except darts, javelins, maces, morningstar and longspear), no armour or shields.
 
Proficiency: Simple weapons (except darts, javelins, maces, morningstar and longspear), no armour or shields.
   
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==Spells==
 
==Spells==
The Arcane Adept receives a number of ''spell points'' per day, with which he can cast spells with. He receives spell points equal to his level x (10+Int modifier). The Arcane Adept knows all spells in the spell list, and meditates for an hour per 24 hours to regain these spell points. Unused spell points are carried over to the next day. If the Arcane Adept casts no spells for seven days, at the end of the seventh day he loses all his Spell Points. The save DCs are Intelligence based.
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The Arcane Adept receives a number of spell points per day, with which he can cast spells with. He receives spell points equal to his caster level x (his caster level int modifier)/2 (always round up) until he reaches 11th level, then he receives his caster level x (his caster level + int modifier). The Arcane adept meditates for an hour per 24 hours to regain these spell points. Unused spell points are carried over to the next day. The Arcane adept can have a number of spell points stored equal to the number they generate per day times 7. Spell points stop building until they can gain a full days number of spell points. <br/>
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Here are some examples of spell points gained back per day with a 16 intelligence. This will be without the character placing the ability points in intelligence. (sp = Spell points per day)<br/>
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1st 2sp..... 2nd 5sp<br/>
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3rd 9sp..... 4th 14sp<br/>
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5th 20sp.... 6th 27sp<br/>
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7th 35sp.... 8th 44sp<br/>
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9th 54sp.... 10th 130sp<br/>
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11th 154sp.. 12th 180sp<br/>
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13th 208sp.. 14th 238sp<br/>
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15th 270sp.. 16th 304sp<br/>
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17th 340sp.. 18th 378sp<br/>
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19th 418sp.. 20th 460sp<br/>
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Instead of learning spells per level, the arcane adept must make a spellcraft check the first time the character uses any particular spell. The DC for each check is 15+the spells level + the minimum caster level for the spell + the number of levels the character would need for a wizard of the same level to cast the spell. If they are to miss the check, they cannot make the check again till they have gained at least one more rank in spellcraft, or you can spend a weeks worth of spell points for your level to retry all previous failed attempts. If they should succeed, then they add the spell to their Arcane focus(see below). Note: Metamagic feats can be added to a spell. Each time that is done, a new spellcraft check must be made, and the spell is treated as the higher level for the purpose of learning it, and being able to cast it in the future without error.
   
 
The cost in spell points of a spell is as follows:
 
The cost in spell points of a spell is as follows:
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The cost = 2 to the power n.
 
The cost = 2 to the power n.
   
i.e. A 1st level spell costs 2 SP, a 2nd level spell costs 4 SP, etc. A 0th level spell thus costs 1 SP. A 9th level spell costs 512 SP, and so even an elite Arcane Adept cannot cast these spells without three days of preparation.
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i.e. A 1st level spell costs 2 SP, a 2nd level spell costs 4 SP, etc. A 0th level spell thus costs 1 SP. A 9th level spell costs 512 SP.
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==Arcane focus==
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An Arcane Adept Doesn’t use a Spell book like a Wizard. They also don’t lock it into their brain like the sorcerer. They infuse the energy into a focus, and then release it. The focus could be anything from a copper ring (low spell capacity) to a diamond tipped staff (high spell capacity). The spell capacity is determined by the quality of the item, size of the item, and the Rarity of the gem encrusted in it. The gem isn’t necessary, but provides the biggest boost.
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There are three things that determine what the arcane focuses capacities are. First is the quality of the item. Poor = 2nd level spells. Average = 3rd level spells. Good = 4th level spells. Masterworked = 5th level spells. The size of the item really determines the capacity of the Arcane focus. Tiny(like a ring) = 2 spell levels(2 first level, or 1 second level). Small (like a wand) = 5 spell levels(1 Fifth, or 2 second and 1 first, or any other combination.) Medium(staff) = 10 spell levels. Last is the most important. The gem encrusted in the item adds to both max spell level, and maximum capacity. Here are a couple of examples. Low grade Amber (+1 to level of spells. +2 spell levels). Average Sapphire (+3 spell level. +6 spell capacity). High quality diamond (+7 Spell level. +14 Spell Capacity). A gem isn’t necessary for an arcane focus, but they do help.
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==Familiar==
 
==Familiar==
 
At the cost of 100gp, the Arcane Adept may obtain a familiar, in the same manner as a Sorcerer or Wizard might.
 
At the cost of 100gp, the Arcane Adept may obtain a familiar, in the same manner as a Sorcerer or Wizard might.
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==Thanks==
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Thank you Radaghast for originaly creating the arcane adept. i used your idea for spell points to try to creat a more balanced base class.
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Thanks to all the people that helped me come up with new ideas that make this a new Arcane class, and not a copy of a wizard or Sorcerer with a few little tweeks.
   
 
[[Category:Base classes]]
 
[[Category:Base classes]]

Revision as of 12:17, 16 November 2008

The Arcane Adept is a New spellcasting class that uses innate magic like the sorcerer, but must learn the techniques of each new spell. He has also learned how to concentrate magical energy over time, rather than focusing it each day.

HD: d4
Attacks: 1/2 of level.
Saves: Good Will save, Poor Fort/Ref.
Skill points: 4+Int mod per level.
Class skills: Concentrate, Craft, Knowledge (all), Profession, Spellcraft.
Proficiency: Simple weapons (except darts, javelins, maces, morningstar and longspear), no armour or shields.

Starting equipment: 3d8x10 gold pieces.

Spells

The Arcane Adept receives a number of spell points per day, with which he can cast spells with. He receives spell points equal to his caster level x (his caster level int modifier)/2 (always round up) until he reaches 11th level, then he receives his caster level x (his caster level + int modifier). The Arcane adept meditates for an hour per 24 hours to regain these spell points. Unused spell points are carried over to the next day. The Arcane adept can have a number of spell points stored equal to the number they generate per day times 7. Spell points stop building until they can gain a full days number of spell points.
Here are some examples of spell points gained back per day with a 16 intelligence. This will be without the character placing the ability points in intelligence. (sp = Spell points per day)
1st 2sp..... 2nd 5sp
3rd 9sp..... 4th 14sp
5th 20sp.... 6th 27sp
7th 35sp.... 8th 44sp
9th 54sp.... 10th 130sp
11th 154sp.. 12th 180sp
13th 208sp.. 14th 238sp
15th 270sp.. 16th 304sp
17th 340sp.. 18th 378sp
19th 418sp.. 20th 460sp

Instead of learning spells per level, the arcane adept must make a spellcraft check the first time the character uses any particular spell. The DC for each check is 15+the spells level + the minimum caster level for the spell + the number of levels the character would need for a wizard of the same level to cast the spell. If they are to miss the check, they cannot make the check again till they have gained at least one more rank in spellcraft, or you can spend a weeks worth of spell points for your level to retry all previous failed attempts. If they should succeed, then they add the spell to their Arcane focus(see below). Note: Metamagic feats can be added to a spell. Each time that is done, a new spellcraft check must be made, and the spell is treated as the higher level for the purpose of learning it, and being able to cast it in the future without error.

The cost in spell points of a spell is as follows:

Take n to be the level of the spell. The cost = 2 to the power n.

i.e. A 1st level spell costs 2 SP, a 2nd level spell costs 4 SP, etc. A 0th level spell thus costs 1 SP. A 9th level spell costs 512 SP.

Arcane focus

An Arcane Adept Doesn’t use a Spell book like a Wizard. They also don’t lock it into their brain like the sorcerer. They infuse the energy into a focus, and then release it. The focus could be anything from a copper ring (low spell capacity) to a diamond tipped staff (high spell capacity). The spell capacity is determined by the quality of the item, size of the item, and the Rarity of the gem encrusted in it. The gem isn’t necessary, but provides the biggest boost.

There are three things that determine what the arcane focuses capacities are. First is the quality of the item. Poor = 2nd level spells. Average = 3rd level spells. Good = 4th level spells. Masterworked = 5th level spells. The size of the item really determines the capacity of the Arcane focus. Tiny(like a ring) = 2 spell levels(2 first level, or 1 second level). Small (like a wand) = 5 spell levels(1 Fifth, or 2 second and 1 first, or any other combination.) Medium(staff) = 10 spell levels. Last is the most important. The gem encrusted in the item adds to both max spell level, and maximum capacity. Here are a couple of examples. Low grade Amber (+1 to level of spells. +2 spell levels). Average Sapphire (+3 spell level. +6 spell capacity). High quality diamond (+7 Spell level. +14 Spell Capacity). A gem isn’t necessary for an arcane focus, but they do help.


Familiar

At the cost of 100gp, the Arcane Adept may obtain a familiar, in the same manner as a Sorcerer or Wizard might.

Thanks

Thank you Radaghast for originaly creating the arcane adept. i used your idea for spell points to try to creat a more balanced base class. Thanks to all the people that helped me come up with new ideas that make this a new Arcane class, and not a copy of a wizard or Sorcerer with a few little tweeks.