Jaerom Darkwind
First Post
As opposed to the Realms-specific Netherese Arcanist base class that I've posted previously, this version is intended to be balanced for use in a normal game. It's always bugged me that neither the wizard nor the sorcerer really "fits" the traditional arcane spellcaster from fantasy novels. The arcanist's method of casting spells, on the other hand, is perfect. Spontaneous casting from spell points, access to every spell she has ever studied or created--this is the iconic wizard we read about. While obviously powerful in concept, I think I've included enough balancing mechanics to keep it from being overpowered--without sacrificing the flavor.
A breakdown of the basic components: the spellpoint progression is as a wizard, the spell level progression as a sorcerer; the spellbook is as a wizard, the spellcasting functions as per from a spellpool, except for mastered spells, which are as a sorcerer. The bonus feats are as a wizard (and as a sorcerer, IMC), and the field specialization benefits are as a wizard. The epic progression is spellcaster standard.
Table 1-1: The Arcanist
ARCANIST (Arc)
Arcanists were the major spellcasters in Netheril. Considered one of the most prestigious of professions, the arcanist was the equivalent to the wizard or sorcerer of modern-day Faerûn. But with this prestige came a price.
Arcanists were renowned for their haughtiness concerning matters of magical healing through priestly magic. They believed that to accept a healing spell by a priest was to “surrender” their chance of ever achieving godhood themselves. They did consume heavily of potions of healing and similar curatives, believing them to be magically created concoctions that didn’t interfere with their ascension to godhood.
One of the largest differences between Netherese spell-casters and their brethren from more modern times concerned the aspect of spell memorization. Arcanists didn’t memorize spells, they simply reached into the Weave—the source of all magic—and plucked out the mystical energies they sought. They still recorded the spells that they knew upon spell books for review from time to time, but they didn’t need to spend hours studying for spells. They could still cast only the spells they knew, however, and their magical storehouse of knowledge still required a good night’s sleep to replenish itself.
A Netherese arcanist
GAME RULE INFORMATION
Arcanists have the following game statistics.
Abilities: Intelligence determines how powerful a spell an arcanist can cast, how many spells she can cast, and how hard those spells are to resist. To learn or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. High Dexterity is helpful for an arcanist, because she typically wears little or no armor. A good Constitution is also helpful, as it gives an arcanist extra hit points, a resource that she is otherwise very low on.
Alignment: Any.
Hit Die: d4.
Class Skills
The arcanist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Higher Levels: 2 + Int modifier.
Class Features
All of the following are class features of the arcanist.
Weapon and Armor Proficiencies: Arcanists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an arcanist’s movements, which can cause her spells with somatic components to fail.
Arcs: An arcanist’s ability to cast spells is limited by the arcs she has available. Her base daily allotment of arcs is given on Table 1–1. In addition, she receives bonus arcs per day if she has a high Intelligence score (see Table 1–4). Certain feats and items may also provide bonus arcs per day.
Each spell costs a certain number of arcs to cast. The higher the level of the spell, the more arcs it costs. Table 1–2 describes each spell’s cost.
Table 1–2: Arc Costs
In order to replenish her store of arcs, the arcanist must rest for at least eight hours and then spend fifteen minutes concentrating on the Weave. Any arcs spent within the last eight hours count against the arcanist’s daily limit and are not restored.
Field Specialization: Arcanists differ from other spellcasters in their division of magic into three fields—invention, mentalism, and variation—rather than the traditional eight schools. Every arcanist must select at 1st level one field as her major field of specialization, and one as her minor field. The arcanist gains a +2 bonus on Spellcraft checks to identify and scribe spells from her major field, and can master a small number of such spells as she advances (see Spells, below). Spells of the third field are not available to the arcanist, and she can’t even cast such spells from scrolls or fire them from wands. She may not change her choice of fields later.
Fields of magic are treated just like schools where feats such as Spell Focus are concerned. Effects that specifically target a certain school only affect those spells of a field that fall into that school. So, for example, a character can gain Spell Focus (mentalism) as a feat, but an item that specifically blocks enchantment spells and effects would not necessarily block all mentalisms.
Spells: An arcanist casts arcane spells which are drawn from the sorcerer/wizard spell list. An arcanist need not choose and prepare her spells ahead of time. Instead, she can cast any spell she has recorded in her spell library (see Spellbooks, below) simply by drawing energy from the Weave and shaping it appropriately.
Casting a spell is a two-step process that requires the arcanist to first form the spell in her mind. This involves a full-round action to concentrate on the Weave while visualizing the spell (which provokes attacks of opportunity). The spell forms in the arcanist’s mind at the beginning of the next turn and can be used immediately. If the arcanist does not cast the readied spell within a number of minutes equal to her level, it fades from her mind as if cast. The spells an arcanist can cast in this way are limited by her level (see Weave Depth, below). An arcanist can hold a number of spells in her mind equal to her Intelligence modifier. Attempting to exceed this number causes her to lose a random spell as if cast each time.
An arcanist also has the ability to master a small number of spells as she advances, which must be drawn from her major field. When casting these spells, she need not spend a full-round action to form the spell in her mind. These spells are so familiar to her that she can cast them at a moment’s notice.
To form or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an arcanist's spell is 10 + the spell level + the arcanist's Intelligence modifier.
[If you're not playing in Faerun, ignore Weave references. The delayed casting time is rather the time it takes you to remember the spell and form it in your mind. Weave Depth becomes the amount of arcane power you can safely channel at a time. ~JD]
Weave Depth: The more complex a spell is, the deeper an arcanist must reach into the Weave to cast it. An arcanist begins play with the ability to cast cantrips and 1st-level spells. As she attains higher levels, the arcanist may gain the ability to cast more complex spells.
Spellbooks: An arcanist must learn spells before she can cast them, and part of this process is scribing them into her library of spellbooks. The process of scribing a spell is the same for an arcanist as it is with a wizard. Likewise, an arcanist can master a foreign spellbook's notations as a wizard, but requires one hour of study per spell level to learn each spell.
An arcanist begins play with a spellbook containing all 0-level sorcerer/wizard spells from her major and minor fields, plus three 1st-level spells of your choice. For each point of Intelligence bonus the arcanist has, the spellbook holds one additional 1st-level spell of your choice. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also attempt to add spells found in other spellbooks to her own.
Bonus Languages: An arcanist may substitute Draconic for one of the bonus languages available to the character because of her race.
Bonus Feats: At 5th, 10th, 15th, and 20th level, an arcanist gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, Arcane Mastery, Extra Spell, Spell Focus, Greater Spell Focus, or Arcane Defense. The arcanist must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The arcanist is not limited to this list when choosing these feats.
Fields of Magic
A field is one of three groupings of spells, each defined by a common theme. The three fields are invention, mentalism, and variation.
Invention: An arcanist who chooses invention is called an inventor. Inventions are spells that create and destroy things, and inventors are often mighty battle-mages.
Mentalism: An arcanist who chooses mentalism is called a mentalist. Mentalisms are spells that affect the mind, and this field includes the greatest spell ever cast: Karsus’ avatar.
Variation: An arcanist who chooses variation is called a variator. Variations are spells that alter and shape things—even magic itself. Many variators are masters of metamagic.
Spells that are available to arcanists regardless of field are called Universals. This list should be as per the Universal school in the original 3rd Edition Player’s Handbook and supplements, and perhaps spells like contingency (if the DM chooses).
A listing of which schools of magic correspond to each field can be found in Table 1–3. Note that Universal spells may be used by arcanists regardless of major.
Table 1–3: Schools of Magic by Field
Bonus Arcs
Just as common spellcasters receive bonus spells per day due to high ability scores, gifted arcanists gain bonusarcs. To determine the number of bonus arcs gained from a high Intelligence score, first find the row for the arcanist’s Int on table 1–4. Next, find the column for the highest level of spell the character is capable of casting based on her arcanist level (even if she doesn’t have a high enough Int to cast spells of that level). At the point where the row and column intersect, you find the bonus arcs the character gains. This value can change each time her Int score undergoes a permanent change (such as from an acquired template, a wish spell, or due to character level) and each time her level changes.
Table 1–4: Bonus Arcs
EPIC ARCANIST
The mightiest of archmages, an epic arcanist truly rivaled even the gods in arcane might. Crafting powerful artifacts and developing mighty spells, the epic arcanist was often legendary even in her own lifetime.
Most epic arcanists strove towards a truly lofty goal: joining the ranks of the elite Archwizards. The archwizards were the rulers of the floating cities, enclaves of magical power that shaped the course of Netheril. While some arcanists became archwizards by taking over a city established by another archwizard who had met an untimely demise, most followed the proscribed course of action that their peers required: the creation of a floating city.
Creating an enclave was a tremendous task, however. It required the creation of a mythallar, shaving off the top of a mountain with powerful magic (Proctiv’s move mountain or a similar epic spell), hiring builders and architects to create a unique environment that allowed the candidate to stand out among his rivals, and finally luring citizens to the enclave. Of course, once all of this was accomplished, the daily demands of running an enclave were tremendous.
An epic arcanist.
Hit Die: d4.
Spellcasting: The arcanist’s caster level is equal to her class level. The arcanist’s base arcs do not increase after 20th level. The arcanist does not master additional spells unless she selects the Spell Knowledge feat.
Field Specialization: The base Spellcraft DC for developing and casting spells in the epic arcanist’s major field of specialization is reduced by 5. She cannot develop or cast spells based on seeds from her restricted field.
Bonus feats: The epic arcanist gains a bonus feat (selected from the list of epic arcanist feats) every three levels after 20th.
Epic Arcanist Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Artisan*, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic*, Improved Spellcasting*, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Penetration, Spell Stowaway, Spell Opportunity, Tenacious Magic. In addition to the feats on this list, the arcanist may select any item creation feat or metamagic feat not listed here.
* New feat, listed below.
Table 1–5: The Epic Arcanist
EPIC SPELL ARTISAN [Epic]
You can develop epic spells with less expense in time and resources.
. Prerequisites: Epic spellcasting, Epic Skill Focus (spellcraft), Spellcraft 24 ranks. Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.
. Benefits: When determining the cost of raw materials for researching an epic spell, you multiply the Spellcraft DC by 7,000 gp instead of the usual 9,000 gp and reduce the development time and XP cost accordingly.
IMPROVED METAMAGIC [Epic]
You can cast spells using metamagic feats more easily than normal.
. Prerequisites: Caster level 21st, four metamagic feats, Spellcraft 30 ranks.
. Benefit: Metamagic spells you manifest cost 2 arcs less than normal (to a minimum of 3 arcs).
. Special: You can gain this feat multiple times. The effects stack, though you can’t lower the cost of any metamagic spell to less than 3 arcs.
IMPROVED SPELLCASTING [Epic]
You increase your number of arcs.
. Prerequisites: Caster level 21st, ability to cast 9th-level arcane spells.
. Benefits: When you select this feat, you gain 19 arcs.
. Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of arcs equal to your previous benefit +2.
A breakdown of the basic components: the spellpoint progression is as a wizard, the spell level progression as a sorcerer; the spellbook is as a wizard, the spellcasting functions as per from a spellpool, except for mastered spells, which are as a sorcerer. The bonus feats are as a wizard (and as a sorcerer, IMC), and the field specialization benefits are as a wizard. The epic progression is spellcaster standard.
Table 1-1: The Arcanist
Code:
[b] Fort Ref Will Weave Spells
[u]Lvl[/u] [u]BAB[/u] [u]Save[/u] [u]Save[/u] [u]Save[/u] [u]Special[/u] [u][i]Arcs[/i][/u] [u]Depth[/u] [u]Mastered[/u][/b]
1st +0 +0 +0 +2 Field specialization, 2 1st 1
spellbook
2nd +1 +0 +0 +3 4 1st 2
3rd +1 +1 +1 +3 7 1st 3
4th +2 +1 +1 +4 11 2nd 4
5th +2 +1 +1 +4 Bonus feat 16 2nd 5
6th +3 +2 +2 +5 24 3rd 6
7th +3 +2 +2 +5 33 3rd 7
8th +4 +2 +2 +6 44 4th 8
9th +4 +3 +3 +6 56 4th 9
10th +5 +3 +3 +7 Bonus feat 72 5th 10
11th +5 +3 +3 +7 88 5th 11
12th +6/+1 +4 +4 +8 104 6th 12
13th +6/+1 +4 +4 +8 120 6th 13
14th +7/+2 +4 +4 +9 136 7th 14
15th +7/+2 +5 +5 +9 Bonus feat 152 7th 15
16th +8/+3 +5 +5 +10 168 8th 16
17th +8/+3 +5 +5 +10 184 8th 17
18th +9/+4 +6 +6 +11 200 9th 18
19th +9/+4 +6 +6 +11 216 9th 19
20th +10/+5 +6 +6 +12 Bonus feat 232 9th 20
ARCANIST (Arc)
Arcanists were the major spellcasters in Netheril. Considered one of the most prestigious of professions, the arcanist was the equivalent to the wizard or sorcerer of modern-day Faerûn. But with this prestige came a price.
Arcanists were renowned for their haughtiness concerning matters of magical healing through priestly magic. They believed that to accept a healing spell by a priest was to “surrender” their chance of ever achieving godhood themselves. They did consume heavily of potions of healing and similar curatives, believing them to be magically created concoctions that didn’t interfere with their ascension to godhood.
One of the largest differences between Netherese spell-casters and their brethren from more modern times concerned the aspect of spell memorization. Arcanists didn’t memorize spells, they simply reached into the Weave—the source of all magic—and plucked out the mystical energies they sought. They still recorded the spells that they knew upon spell books for review from time to time, but they didn’t need to spend hours studying for spells. They could still cast only the spells they knew, however, and their magical storehouse of knowledge still required a good night’s sleep to replenish itself.

A Netherese arcanist
GAME RULE INFORMATION
Arcanists have the following game statistics.
Abilities: Intelligence determines how powerful a spell an arcanist can cast, how many spells she can cast, and how hard those spells are to resist. To learn or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. High Dexterity is helpful for an arcanist, because she typically wears little or no armor. A good Constitution is also helpful, as it gives an arcanist extra hit points, a resource that she is otherwise very low on.
Alignment: Any.
Hit Die: d4.
Class Skills
The arcanist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Higher Levels: 2 + Int modifier.
Class Features
All of the following are class features of the arcanist.
Weapon and Armor Proficiencies: Arcanists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an arcanist’s movements, which can cause her spells with somatic components to fail.
Arcs: An arcanist’s ability to cast spells is limited by the arcs she has available. Her base daily allotment of arcs is given on Table 1–1. In addition, she receives bonus arcs per day if she has a high Intelligence score (see Table 1–4). Certain feats and items may also provide bonus arcs per day.
Each spell costs a certain number of arcs to cast. The higher the level of the spell, the more arcs it costs. Table 1–2 describes each spell’s cost.
Table 1–2: Arc Costs
Code:
[b]Spell [i]Arc[/i]
[u]Level[/u] [u]Cost[/u][/b]
0 0*
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17
* 0-level spells (cantrips) typically cost no [i]arcs[/i]
to cast. An arcanist can cast a number of cantrips
per day equal to 3 + her Int modifier. Any
additional 0-level spells in a day cost 1 [i]arc[/i]
each.
Field Specialization: Arcanists differ from other spellcasters in their division of magic into three fields—invention, mentalism, and variation—rather than the traditional eight schools. Every arcanist must select at 1st level one field as her major field of specialization, and one as her minor field. The arcanist gains a +2 bonus on Spellcraft checks to identify and scribe spells from her major field, and can master a small number of such spells as she advances (see Spells, below). Spells of the third field are not available to the arcanist, and she can’t even cast such spells from scrolls or fire them from wands. She may not change her choice of fields later.
Fields of magic are treated just like schools where feats such as Spell Focus are concerned. Effects that specifically target a certain school only affect those spells of a field that fall into that school. So, for example, a character can gain Spell Focus (mentalism) as a feat, but an item that specifically blocks enchantment spells and effects would not necessarily block all mentalisms.
Spells: An arcanist casts arcane spells which are drawn from the sorcerer/wizard spell list. An arcanist need not choose and prepare her spells ahead of time. Instead, she can cast any spell she has recorded in her spell library (see Spellbooks, below) simply by drawing energy from the Weave and shaping it appropriately.
Casting a spell is a two-step process that requires the arcanist to first form the spell in her mind. This involves a full-round action to concentrate on the Weave while visualizing the spell (which provokes attacks of opportunity). The spell forms in the arcanist’s mind at the beginning of the next turn and can be used immediately. If the arcanist does not cast the readied spell within a number of minutes equal to her level, it fades from her mind as if cast. The spells an arcanist can cast in this way are limited by her level (see Weave Depth, below). An arcanist can hold a number of spells in her mind equal to her Intelligence modifier. Attempting to exceed this number causes her to lose a random spell as if cast each time.
An arcanist also has the ability to master a small number of spells as she advances, which must be drawn from her major field. When casting these spells, she need not spend a full-round action to form the spell in her mind. These spells are so familiar to her that she can cast them at a moment’s notice.
To form or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against an arcanist's spell is 10 + the spell level + the arcanist's Intelligence modifier.
[If you're not playing in Faerun, ignore Weave references. The delayed casting time is rather the time it takes you to remember the spell and form it in your mind. Weave Depth becomes the amount of arcane power you can safely channel at a time. ~JD]
Weave Depth: The more complex a spell is, the deeper an arcanist must reach into the Weave to cast it. An arcanist begins play with the ability to cast cantrips and 1st-level spells. As she attains higher levels, the arcanist may gain the ability to cast more complex spells.
Spellbooks: An arcanist must learn spells before she can cast them, and part of this process is scribing them into her library of spellbooks. The process of scribing a spell is the same for an arcanist as it is with a wizard. Likewise, an arcanist can master a foreign spellbook's notations as a wizard, but requires one hour of study per spell level to learn each spell.
An arcanist begins play with a spellbook containing all 0-level sorcerer/wizard spells from her major and minor fields, plus three 1st-level spells of your choice. For each point of Intelligence bonus the arcanist has, the spellbook holds one additional 1st-level spell of your choice. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also attempt to add spells found in other spellbooks to her own.
Bonus Languages: An arcanist may substitute Draconic for one of the bonus languages available to the character because of her race.
Bonus Feats: At 5th, 10th, 15th, and 20th level, an arcanist gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, Arcane Mastery, Extra Spell, Spell Focus, Greater Spell Focus, or Arcane Defense. The arcanist must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The arcanist is not limited to this list when choosing these feats.
Fields of Magic
A field is one of three groupings of spells, each defined by a common theme. The three fields are invention, mentalism, and variation.
Invention: An arcanist who chooses invention is called an inventor. Inventions are spells that create and destroy things, and inventors are often mighty battle-mages.
Mentalism: An arcanist who chooses mentalism is called a mentalist. Mentalisms are spells that affect the mind, and this field includes the greatest spell ever cast: Karsus’ avatar.
Variation: An arcanist who chooses variation is called a variator. Variations are spells that alter and shape things—even magic itself. Many variators are masters of metamagic.
Spells that are available to arcanists regardless of field are called Universals. This list should be as per the Universal school in the original 3rd Edition Player’s Handbook and supplements, and perhaps spells like contingency (if the DM chooses).
A listing of which schools of magic correspond to each field can be found in Table 1–3. Note that Universal spells may be used by arcanists regardless of major.
Table 1–3: Schools of Magic by Field
Code:
[b][u]Field[/u] [u]Schools[/u][/b]
Invention Conjuration, evocation
Mentalism Divination, enchantment, illusion
Variation Abjuration, necromancy, transmutation
Just as common spellcasters receive bonus spells per day due to high ability scores, gifted arcanists gain bonusarcs. To determine the number of bonus arcs gained from a high Intelligence score, first find the row for the arcanist’s Int on table 1–4. Next, find the column for the highest level of spell the character is capable of casting based on her arcanist level (even if she doesn’t have a high enough Int to cast spells of that level). At the point where the row and column intersect, you find the bonus arcs the character gains. This value can change each time her Int score undergoes a permanent change (such as from an acquired template, a wish spell, or due to character level) and each time her level changes.
Table 1–4: Bonus Arcs
Code:
[b] Int --------- Bonus [i]Arcs[/i] (by Weave Depth)---------
Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th[/b]
10-11 - - - - - - - - - -
12-13 - 1 1 1 1 1 1 1 1 1
14-15 - 1 4 4 4 4 4 4 4 4
16-17 - 1 4 9 9 9 9 9 9 9
18-19 - 1 4 9 16 16 16 16 16 16
20-21 - 2 5 10 17 26 26 26 26 26
22-23 - 2 8 13 20 29 40 40 40 40
24-25 - 2 8 18 25 34 45 58 58 58
26-27 - 2 8 18 32 41 52 65 80 80
28-29 - 3 9 19 33 51 62 75 90 107
30-31 - 3 12 22 36 54 76 89 104 121
32-33 - 3 12 24 38 56 78 104 119 136
34-35 - 3 12 27 48 66 88 114 144 161
36-37 - 4 13 28 49 76 98 124 154 188
38-39 - 4 16 31 52 77 110 136 166 200
40-41 - 4 16 36 57 84 117 156 186 220
42-43 - 4 16 36 64 91 124 163 208 242
44-45 - 5 17 37 65 101 134 173 218 269
46-47 - 5 20 40 68 104 148 187 232 283
48-49 - 5 20 45 73 109 153 205 250 301
50-51 - 5 20 45 80 116 160 212 272 323
And so on...
EPIC ARCANIST
The mightiest of archmages, an epic arcanist truly rivaled even the gods in arcane might. Crafting powerful artifacts and developing mighty spells, the epic arcanist was often legendary even in her own lifetime.
Most epic arcanists strove towards a truly lofty goal: joining the ranks of the elite Archwizards. The archwizards were the rulers of the floating cities, enclaves of magical power that shaped the course of Netheril. While some arcanists became archwizards by taking over a city established by another archwizard who had met an untimely demise, most followed the proscribed course of action that their peers required: the creation of a floating city.
Creating an enclave was a tremendous task, however. It required the creation of a mythallar, shaving off the top of a mountain with powerful magic (Proctiv’s move mountain or a similar epic spell), hiring builders and architects to create a unique environment that allowed the candidate to stand out among his rivals, and finally luring citizens to the enclave. Of course, once all of this was accomplished, the daily demands of running an enclave were tremendous.

An epic arcanist.
Hit Die: d4.
Spellcasting: The arcanist’s caster level is equal to her class level. The arcanist’s base arcs do not increase after 20th level. The arcanist does not master additional spells unless she selects the Spell Knowledge feat.
Field Specialization: The base Spellcraft DC for developing and casting spells in the epic arcanist’s major field of specialization is reduced by 5. She cannot develop or cast spells based on seeds from her restricted field.
Bonus feats: The epic arcanist gains a bonus feat (selected from the list of epic arcanist feats) every three levels after 20th.
Epic Arcanist Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Artisan*, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic*, Improved Spellcasting*, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Penetration, Spell Stowaway, Spell Opportunity, Tenacious Magic. In addition to the feats on this list, the arcanist may select any item creation feat or metamagic feat not listed here.
* New feat, listed below.
Table 1–5: The Epic Arcanist
Code:
[b][u]Lvl[/u] [u]Special[/u][/b]
21st --
22nd --
23rd Bonus feat
24th --
25th --
26th Bonus feat
27th --
28th --
29th Bonus feat
30th --
EPIC SPELL ARTISAN [Epic]
You can develop epic spells with less expense in time and resources.
. Prerequisites: Epic spellcasting, Epic Skill Focus (spellcraft), Spellcraft 24 ranks. Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.
. Benefits: When determining the cost of raw materials for researching an epic spell, you multiply the Spellcraft DC by 7,000 gp instead of the usual 9,000 gp and reduce the development time and XP cost accordingly.
IMPROVED METAMAGIC [Epic]
You can cast spells using metamagic feats more easily than normal.
. Prerequisites: Caster level 21st, four metamagic feats, Spellcraft 30 ranks.
. Benefit: Metamagic spells you manifest cost 2 arcs less than normal (to a minimum of 3 arcs).
. Special: You can gain this feat multiple times. The effects stack, though you can’t lower the cost of any metamagic spell to less than 3 arcs.
IMPROVED SPELLCASTING [Epic]
You increase your number of arcs.
. Prerequisites: Caster level 21st, ability to cast 9th-level arcane spells.
. Benefits: When you select this feat, you gain 19 arcs.
. Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of arcs equal to your previous benefit +2.