K20 Arcane Characters

Arcane magic allows characters to perform many wondrous acts through years of hard work and study. These characters can conjure bolts of energy, summon mystical shields and protections, or accomplish feats otherwise impossible through seemingly simple incantations and gestures. In reality, the gestures are impossibly precise, and the incantations wildly specific. Being off by even a millimeter in a hand gesture can cause a spell to fail, or worse. While many arcane academies and teachers exist, with every being physically different, some not even having hands, the specifics are left to the individual to master.

Arcane characters have a spellbook or collection of spells with notes on their casting. These notes are referenced and reviewed each morning, for at least one hour, and then selected for the day. Once memorized the arcanist casts those spells using spell slots throughout the day. Once they are out of slots, they are out of energy and must recharge with a night’s sleep. An arcanist’s spells are considered magic.

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Arcane Classes

Arcane characters learn spells from a shared pool. An arcane character’s maximum spell level is equal to their level/2 to a minimum of 1.

Heroic Tier Arcane



The abjurer is an expert in wards and protections. He keeps his team alive by preventing damage that would be dealt and sheltering them from the environment.

  • HP: 6 at first level, plus 1d6 at each level afterwards.
  • BAB: Poor
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 1 – At first level, an abjurer gains training (+5) to the following skills: Decipher Script, Knowledge Arcane, Heal, and Spellcraft.
  • Level 1 – Spells – An abjurer knows two spells per character level from the arcane spell list, with the exception that all spells must be personal, or touch ranged. Each morning, they can memorize half that number of spells for the day for potential casting. Lastly, the abjurer can cast 2 spells per character level each day. The abjurer DC is determined by wisdom.
  • Level 1 – Abjurant Armor – The abjurer can wreath an ally touched with mystical armor granting an armor bonus to AC of +4 with an enhancement bonus equal to the abjurer’s wisdom bonus for 1 hour as a standard action. The Abjurer can have a number of creatures benefiting from this bonus equal to their level. This armor bonus is considered to have the ghost touched property.
  • Level 2 – Arcane Replenishment – The abjurer can heal wounds through touch. They have a pool of healing points equal to their level*Wisdom modifier. They can expend any number of these points, to heal that number of hit points to a creature touched. 
  • Level 3 – Warding Aura – All allies within a 30ft radius of the abjurer gain resist (wisdom modifier) to the elemental type of the abjurer’s choice. The type can be changed as a full round action. This ability can be suppressed completely as a swift action if desired.
  • Level 4 – Dispelling Touch – With a 10-minute ritual, you can attempt to dispel an object touched. This functions as targeted dispel per the spell dispel magic, with the exception that failure results in the abjurer taking damage equal to the spells level.
  • Level 5 – Shared Spell – When casting a spell with a range of personal, you can choose for it to be cast at a range of touch instead.



The Soulblade is a class held in awe by many. Common wisdom reports that they harness their own souls into magical blades of energy which they use to devastating effect. Whether true or not, the soulblades definitely have swords made of energy, and they can definitely cut people with them.

  • HP: 9 at first level, plus 3 + 1d6 at each level afterwards.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fort.
  • Level 1 – At first level, a Soulblade gains training (+5) to the following skills: Acrobatics, Decipher Script, Knowledge Arcane.
  • Level 1 – Soulblade – The soulblade can summon, well a soulblade. This is a mystical blade of energy, typically purple or green but it can be any color, which grows from the casters arm. It can be summoned or dismissed as a free action on their turn and can replicate the form of any non-magical melee weapon. This soulblade deals damage equal to a normal weapon of its type + the soulblades wisdom modifier + their level when used for melee attacks. In addition, it is treated as magic for overcoming damage reduction. A two handed soulblade is possible and functions as a two-handed weapon, but multiple blades do not seem to be possible. Lastly, this weapon ignores armor and shield bonuses to AC.
  • Level 1 – Spells – A soulblade knows one spell per character level from the arcane spell list. Each morning, they can memorize half that number of spells (round up) for the day. Lastly, the soulblade can cast 2 spells per character level each day. The soulblade DC is determined by wisdom.
  • Level 2 – Mind Link – The soulblade can spend a standard action to make an attack roll. If successful, they plunge their blade deep into the mind of a target (creature must have a mind and cannot be immune to mind affecting abilities). The target has a visible energy projection sticking from their face and continues taking the same damage at the start of each round as they mentally relive the blow each round until a will save is passed at the end of the round (DC 10+level+Wis mod), or the soulblade ends the effect. During the time the blade is mind linked, the soulblade can read the targets surface thoughts, and can choose to suppress the damage. They cannot conjure a new blade until it is removed as a swift action, or the save is passed.
  • Level 3 – Projectile – The soulblade can become a projectile weapon and can be shaped into any ranged or thrown weapon. These thrown or ranged weapons can be used for multiple attacks each round, and simply fade after they or their ammunition strikes, or misses, a target. If a mind link is attempted, the weapon still cannot be reformed or used as normal.
  • Level 4 – Mind Wipe – While mind linked, the soulblade can choose to execute the target, wiping their mind permanently. This is a full round action requiring a melee touch attack. If successful, the target makes a will save DC (10+wis mod) or is slain instantly.
  • Level 5 – Deep Cut– The soulblade now overcomes all forms of damage reduction.



The Spellsword is known for their uncanny ability to infuse arcane energy into everyday items, most commonly for an adventurer, being their weapons and armor.

  • HP: 11 at first level, plus 5 + 1d6 each level afterwards.
  • BAB: Good.
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 1 – At first level, a spellsword gains training (+5) to the following skills: Athletics, Decipher Script, Knowledge Arcane.
  • Level 1 – Infused Spell A Spellsword can infuse their spells into a piece of armor or weaponry. Infusing in this way is a full round action and lasts for one hour, until the spellsword rests, or the spellsword is knocked unconscious. An infused spell must have a range of touch or personal. If the infused spell would deal damage when cast, it instead deals the same damage on a successful melee or ranged attack. If it instead benefits the recipient, it simply lasts for the duration of the infusion. If the spellsword loses contact with an infused item for more than cha mod rounds, it becomes un-infused and returns to normal. Infusing a spell in this way counts as a spell cast for the day.
  • Level 1 – Spells – a spellsword knows one spell per character level from the arcane spell list. Each morning, they can memorize half that number spell for the day (round up). Lastly, the Spellsword can cast 2 spells/character level each day. The spellswords DC is determined by Charisma.
  • Level 2 – Combat Casting – When casting a spell in combat, you do not provoke an attack of opportunity as normal, so long as you are wearing armor or carrying a shield.
  • Level 3 – Infusion Speed Up – You can infuse your spells as a standard action.
  • Level 4 –  Quick Cast – Once per day, as an immediate action, you can cast a spell that normally has a casting time of one round or less.
  • Level 5 – Infusion Master – Your infusions now last until the object has left your hand for cha modifier rounds. They do not expire after an hour, or during sleep (although sleeping with a sword may be uncomfortable). Spells that last through the next day do still count against your limit of cast spells for that day.



The wizard is the classic arcane generalist. Capable of casting any spell, and always with the right one for a given situation.

  • HP: 6 at first level, plus 1d6 at each level afterwards.
  • BAB: Poor
  • Saves: Good Reflex and Will. Bad Fort.
  • Level 1 – At first level, a wizard gains training (+5) to the following skills: Decipher Script, Knowledge Arcane, Knowledge (1 of your choice), and Spellcraft.
  • Level 1 – Spells – A wizard knows two spells per character level from the arcane spell list. Each morning, they can memorize half that number spell for the day. Lastly, the wizard can cast 2 spells per level each day. The wizard DC is determined by intelligence.
  • Level 1 – Cantrip – pick a level 1 spell you do not know. You learn this spell, and can cast it at will, without a need to prepare it. It does not count against your daily limit on spells cast.
  • Level 1 – Arcane Spell Failure – While wearing medium or heavy armor or carrying a shield, you are prevented from completing the required gestures for your spells. Spells with somatic components fail.
  • Level 2 – Spellbook – You can learn new arcane spells by working with other wizards. At the cost of 10gp*Spell level2 a wizard can gild a spell from the other wizard’s book into their own, and add it to their spells known. This does not increase their spells per day.
  • Level 3 – Just the Thing – 1/Day a wizard can swap one of their spells prepared with another spell they know. This ability is a full round action.
  • Level 4 – Familiar – The wizard gains the services of a small familiar chosen from the following list. Bat, Owl, Toad, Lizard, Rat. This animal has no special properties, but a wizard may command the creature through purely mental actions. The creature can be useful as a target for friendly spells, and the wizard can cast any personal spells with a radius centered on him on the familiar instead so long as he has line of sight during casting. If the familiar leaves line of sight, the spell does not end. If the familiar is slain, dismissed, or otherwise lost, it takes 24 hours to summon and bond with a new one.
  • Level 5 – Specialist – Choose a spell you know. You can now cast it at will, without a need to prepare it. It does not count against your daily limit on spells cast.

Prestige Arcane

At prestige, paragon, and epic tiers, your spells continue to advance according to their base tier class.


The Entropmancer, also known as the Chaos Mage, or Wild Mage, have taken the elements of chance and learned to manipulate them to their will.

  • HP: 3+1d6 at each level.
  • BAB: Poor
  • Saves: Good Reflex and Will. Bad Fort.
  • Level 6 – Manipulate fate – You always win a game of chance, and you do not have to cheat. Even if people suspect you of it. Use of this ability can be suppressed as a swift action, but resumes immediately the following round, unless another swift action is spent.
  • Level 7 – Stack the Odds – Whenever you or the GM roll on a random chart, you can sacrifice 10 carats worth of rubies to move up 1 or down 1 entry from the result, after the GM tells you the result. You do not get to know the other options on the chart, but you GM is expected to tell you if higher or lower is better or worse for you.
  • Level 8 – Lucky Token – You can craft lucky tokens. These tokens can be given to others for use, and do not expire. They can be expended to grant a reroll on any die roll the character is impacted by. Their own, a GM’s, an NPC’s, or an ally’s. The token is a single use item crafted from 1 Carat of ruby and ceases to function after use. If worn, it can also be expended to stabilize the character as an immediate action, no matter how low their current hit points. More powerful tokens can be crafted, granting any number of uses in a single token. Each extra use costs an additional 1 carat.
  • Level 9 – Always Lucky – Whenever you roll a d20, roll two and take your choice of results.
  • Level 10 – Rod of Wonder – You have learned how to harness Raw Chaos and forge it into the legendary Rod of Wonder. This is a magical item capable of many things, randomly determined. To create one, requires the expenditure of 100 carat’s worth of rubies. This ritual takes two weeks. The rod can be activated as a standard action and has one of the following effects determined randomly. Anyone can use the rod, provided they hold it, but it always uses your save DCs. After each use, the order of the results on the chart are randomly rearranged in secret by the GM.
01-10An object you are touching is transformed (fort save DC 10+level+Casting stat mod to resist for creatures). Roll 1d12 to determine what into. 1- Ruby – 1d100 carat 2 – Amber – 10d100 carat 3 – Turquoise – 5d100 carat 4 – Emerald – 1d100 carat 5 – Obsidian – 5d100 carat 6 – Diamond – 1d100 carat 7 – Pearl – 10d100 carat 8 – Onyx – 5d100 carat 9 – Topaz – 5d100 carat 10 – Jade – 5d100 carat 11 – Sapphire – 1d100 carat 12 – Raw Chaos
11-20Object touched sent to random plane (will save DC 10+level+ Casting stat mod to resist for creatures)
21-30Season reverses by dawn the next morning. Winter to summer and fall to spring.
31-40A stream of harmless butterflies bursts from the rod for 10d6 rounds. During this period, it cannot be used.
41-50Caster disappears and re-appears in the same space, 5d6 days later with no memory of time passed, fully healed.
51-60An object you are touching is teleported 100 miles directly downwards but is not shunted. Anything presently there is gently moved to the side. (Will save DC 10+level+ Casting stat mod to resist for creatures)
61-70You gain the services of one of the following for one year, so long as they are treated fairly. You can never have multiple of the same creature in your service, and if you roll a result you already have, they instead quit your service. Roll 1d4 to determine. 1 – Pixie 2 – Grig 3 – Nixie 4 – Treant
71-80Tree Fortress – From the end of the rod springs forth a fortress made of living trees. This fortress is designed by the GM but should comfortably hold between 40 and 50 characters and be reasonably well defended. It should not have any occupants, loyal or otherwise. The trees are the sort that is most appropriate for your current terrain. For example, Oak in the forest, Cactus in the desert, and Fungal in a cave.
81-90A stream of gold coins rush from the wand stopping only when you utter the command word. These coins are for all intents and purposes real coins, with the exception that they turn to ashes in 1d20 days (result unknown to you).
91-100User is turned to Ruby. No save. Worth 2d100 carat.


An evoker, battle mage, or war wizard is an arcane caster dedicated to the art of blowing stuff up. While heroic tier characters can do that just fine in the 5-100ft range against a couple of targets, the evoker destroys huge swaths at great range.

  • HP: 3+1d6 at each level
  • BAB: Poor
  • Saves: Good Reflex and Fort. Bad Will.
  • Level 6 – Long Range Spells – The evoker can cast any of their short or medium range spells at long range.
  • Level 6 – Craft Wand – The evoker can create and store spells in wands. A wand is always created with full charges, and costs 1 carat worth of ruby per spell level of the wand. Wand creation takes 1 week.
  • Level 7 – Elemental Admixture – The evoker can cause the elemental damage from their spells to deal any combination of fire, cold, electric, or acid damage. This could result in throwing acidballs instead of fireballs, but it could also mean throwing 1d6 acid, 7d6 fire, and 1d6 cold balls too.
  • Level 8 – Ignore Resistances – The evoker can choose to have their damaging spells deal damage to unattended objects even if they normally would not. In addition, all their spells automatically bypass hardness, DR, energy resistance, and energy immunity.
  • Level 9 – Exemption – You can exempt a number of squares from the area of a spell equal to your casting modifier. These spells are not impacted by the spell, and creatures in them are untouched.
  • Level 10 – Siphon Strength – When casting a spell, an evoker can join hands with a number of characters equal to their level. Once hands are joined, the evoker can increase the caster level of a damaging spell by 1d6 per arcane caster level in the group. Each character who contributes to the casting takes 1d6 nonlethal damage.


The furormancer, or rage mage, is a mage who has learned to harness the power of adrenaline. In the heat of battle, their powers surge, especially when angry.

  • HP: 5+1d6 at each level
  • BAB: Good.
  • Saves: Good Fort and Reflex. Bad Will.
  • Level 6 – Quick to Act – You can always act during a surprise round of combat and are never surprised with a fight.
  • Level 6 – Craft Rods, Staffs, Potions, Bracers, and Amulets – The furormancer can create magic items. Staffs always have full charges and take 1 carat of ruby per level of each spell stored within. Rods, Bracers, and Amulets take 10 carats per level of the item. Potions are brewed in batches of 10 and take 1 carat per spell level. All crafting takes 1 week, except a batch of potions which takes 1 day for the 10.
  • Level 7 – Infectious Rage – While in initiative, and fighting, all allies who can see you gain the following bonuses. DR5/magic, Resist Fire 5, +5 Initiative, and +5 Deflection to AC. You are always your own ally. Any ally who takes a withdrawal action or begins to retreat loses this bonus.
  • Level 8 – Frenzied Casting – You can cast spells up to level 3 with a casting time of 1 standard action or less as a swift action.
  • Level 9 – Eldritch Storm – While you are using Infectious Rage, you can choose to strike one creature per round, within a 15 ft. radius, with a bolt of elemental lightning arcing from your body. This bolt deals 1d6 electric damage/level and allows a reflex save for half (DC 10+Level+Casting stat mod).
  • Level 10 – Boiling Blood – Whenever you are dealt damage with a melee attack you blood splashes back, dealing damage to the attacker. They must make a reflex save DC 10+Level+casting stat mod or take the same amount of damage you received in fire damage. If they succeed, they take half damage.


The magus is known for his dedication to the pursuit of traditional study of the arcane craft. They spend long hours poring over lost tomes searching for esoteric spells and enhancements to more common ones. They tend to respect arcane tradition and are often affiliated with arcane academies.

  • HP: 3+1d6 at each level.
  • BAB: Poor
  • Saves: Good Reflex and Will. Bad Fort.
  • Level 6 – Spells – You learn an additional spell of the maximum level you can cast at each level of magus.  
  • Level 7 – Craft Magic Item – The magus can craft any magic item. Items with charges are always crafted at max charge and take 1 carat of Ruby per spell level. Other items require 10 carats per level of the item. Potions and scrolls are created in batches of 10 and take 1 carat per spell level. All crafting takes 1 week, except a batch of potions or scrolls which takes 1 day for the 10.
  • Level 8 – Apprentice – Unlike all those other self-taught arcane characters, you believe in the value of a teacher. You take on an apprentice and can legitimately call yourself a Master if you would like. Depending on the setting, you can probably even claim tenure at an academy of sorts if that interests you. You gain the service of a level 5 arcane caster. Backstory, Name, Origin and Class are chosen by the player, but exact stats are chosen by the GM. They have the Arcane power source. If this apprentice dies, a new one will seek you out within 2d6 days. When you level up, so does your apprentice. You will be expected to perform a graduation rite, and take on a new student, gaining a new level 5 arcane caster apprentice while the other makes their way in the world without you.
  • Level 9 – Metamagic – Be spending a full round casting a spell, with a normal casting time of less than that, you may modify one criteria surrounding it chosen from the following list. School, Subschool, Descriptor, Components, Range, Duration, save type, or SR Yes/No.
  • Level 10 – Item Familiar – You can create an item familiar. This process takes 100 carats, and 1 months’ time. At the end, you have imbued an item with a form of sentience. Its Int, Wis, and Charisma are the same as yours at creation, and it is undying in its loyalty towards you. This item can cast spells for you from your spells prepared for the day and uses your save DCs. The item can use these spells regardless of distance from you, but you have no form of automatic telepathic link. It will use its intelligence to determine when/if the spells should be cast in accordance with what your wishes are, assuming you’ve spelled them out. You will know immediately if a spell has been cast, and which one. You are also able to cut off its access to your spells if needed as a standard action. The item cannot move of its own accord, so most magi wear them, carry them, or mount them as silent observers.


The sorcerer has learned through his devotion to his art, that not only is he passionate about magic, but it is in his blood. Literally. Sorcerers are those rare few who study arcane magic, and then discover a latent spring of draconic blood in their heritage. They put this newfound knowledge to use, and greatly expand their normal magical powers.

  • HP: 5+1d6 at each level.
  • BAB: Poor
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 6 – Craft Rings – You can craft rings. They require 10 carats per level of the item, and 1 week of downtime.
  • Level 6 – Flight – you grow leathery wings and gain a fly speed equal to a dragon of your size.
  • Level 6 – Draconic Aspect – At 6th level and each level of this class, you take on an additional draconic aspect from the list below. Many can be chosen multiple times, each time taking on a new one of the options, EX Breath weapon of red and white dragons.
    • Breath Weapon – You gain the breath weapon of the chromatic dragon of your choice.
    • Frightful Presence – you gain the frightful presence ability of a dragon, and the immunity to this ability from other dragons. The DC for this is based off your casting stat.
    • Immunities – you gain immunity to sleep, and paralysis as well as one elemental type of your choice.
    • Size – You can increase your size one category for all this entails. Your strength score increases by 4, but your other stats are unchanged. You can take this multiple times.
    • Natural Armor – Your skin becomes scaled, and you gain a bonus to natural armor equal to 5+ your level. (If chosen multiple times, you simply gain a flat +5 for each additional time)
    • DR – You gain DR 1/Magic per level. (If chosen multiple times, this increases to DR 2 per level, and then DR 3, etc.)
  • Level 7 – Gold Sense – You can sense gold, precious metals, and gems within a 1-mile radius, and can track them as though you had the scent ability.
  • Level 8 – Draconic Senses – you gain Darkvision to 120 ft., and blindsense 60ft.
  • Level 9 – Spell Resistance – you gain spell resistance equal to 10+1/2 your level.
  • Level 10 – Dragon Type – your type changes to draconic.


Spellthieves are the ultimate arcane assassin, capable of locking down any foe on the battleground and rendering all their best tricks unusable.

  • HP: 5+1d6 at each level.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fort.
  • Level 6 – Spell Thievery – When you strike a foe in combat with a melee or ranged weapon (not spell) you can choose to shut down their connection to magic for the next round. The target makes a will save DC 10 + Level + Your casting stat to negate. This ability suppresses arcane spells, but also any ability from other power sources called out as magic. When successful, you regain the use of a spell you had cast this day.
  • Level 7 – weapon crafting – You can craft weapons. They require 10 carats per level of the item, and 1 week of downtime.
  • Level 8 – Disjunction – You can suck the magical essence from a magical item. Given an hour of work, you can render a magic item non-magic and produce a single carat worth of Ruby for each 10 the item would take to create. This can create rubies of less than 1 carat, but you have no specific means of combining them into singular large rubies again. This does not work against artifacts.
  • Level 9 – Spell Resistance – You gain SR = 10+Level.
  • Level 10 – Crippling Gaze – You can choose to apply your Spell Thievery power to any who meet your gaze. This is still a free action but can only be done once per round per creature. The save DC when applied in this manner is 10 + ½ level + casting stat mod. This is considered a gaze attack.

Paragon Arcane

Living Spell

A Living spell embodies their favorite spell made flesh.

  • HP: 8+1d6 at each level.
  • BAB: Bad
  • Saves: Good Fort and Will. Bad Reflex.
  • Level 11 – Living Spell – Choose a single spell you know. You can cast this spell at will with no limit per day. You do not need to prepare it, and it does not count against your daily spells cast limit. This becomes your spell. You also gain the ability to ignore any components required for your spell, although if it has material components you are compelled to consume them regardless of whether you are required to use them in its casting (you can resist with a strong will, and no saving throw). There can only be one living embodiment of a spell at a given time. If there is already a living spell in charge of your chosen spell, you must choose another, or delay your leveling until they are slain.
  • Level 11 – Spell Body – Your creature type changes to Outsider and you gain any subtypes that your spell has, provided they are also creature subtypes EX: Fire. Your body takes on the physical appearance of your spell, as coordinated with your GM.
  • Level 12 – Unlimited Range – When casting your spell, you do not need to abide by range limits. You do need to have a general idea of the targets, and still need to pick eligible targets. You must be on the same plane. Scrying, portals, or visions are often used for this.
  • Level 13 – Attunement – You become so attuned with your spell that you are aware of it being cast anywhere on your plane of existence, and if you so choose, can cancel its casting unless the caster succeeds a will save DC 10+Level+Casting stat mod. If canceled, the caster still loses the spell slot, and is aware that “A force has stopped them”. You do not know the circumstances of its casting, but are aware of the name of the caster and their approximate location (distance in a straight line, and name of building/location)
  • Level 14 – Teaching – You can teach your spell to any who desire to learn it, even those who are not arcane or high enough level. In those cases, they can cast it once per day. Each time you grant this power, you must expend any Chaos you may have.
  • Level 15 – Spell Immunity – You can grant immunity to your spell to a chosen select. Each time you grant this power, you must expend any Chaos you may have. This immunity is permanent and can only be revoked with the expenditure of Chaos. Both require touch. 


The spellstorm casts more spells than any other arcanist, able to coat a field in fireballs and teleport away while others are still drawing their components.

  • HP: 10+1d6 at each level
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fort.
  • Level 11 – Rapid Spell – Spellstorm’s can reduce the casting time of any spell by a single step to a minimum of a swift action.
  • Level 12 – Extra Slots – You can transform Hope into spell slots. For each Hope doused, you can add a spell slot to your spells per day permanently.
  • Level 13 – Rapid Spell II – Reduce the casting time of any spell by two steps to a minimum of a single swift action.
  • Level 14 – Time Stop – You can move so quickly you appear to stop time. This ability requires you to vanquish a Fear. When you do so, you speed up so greatly that all other creatures seem frozen, though they are still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. Any creatures targeted or harmed during the ability have all effects applied immediately at the end of the ability. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.
  • Level 15 – Rapid Spell III – Reduce the casting time of any spell by three steps to a minimum of a swift action.


You are a source of arcane power and can channel this power into objects or other casters. This often means casters flock to you for the benefits while learning spells.

  • HP: 5+1d6 at each level.
  • BAB: Bad
  • Saves: Good Fortitude and Will. Bad Reflex.
  • Level 11 – Restoration (Items) – You can restore a charge expended on any charged magic item as a standard action.
  • Level 12 – Restoration (Spells) – With a standard action, you can restore a spell per day for yourself, or another arcane caster touched.
  • Level 13 – True Crafting – You can create magic items, and do not need to pay the Gemstone cost associated. Items crafted in this manner require an hour.
  • Level 14 – Sever the Weave – With a standard action and a melee touch attack, you can remove a creature’s ability to cast arcane spells. This does not apply to SLAs, non-arcane spells, or other magical abilities. The creature gets a fortitude save DC 10+ your casting stat mod. It then gets another save each morning for one week. At the end of the week, if it has not passed a save, the effects are permanent.
  • Level 15 – Disjunction – You can permanently destroy any magic item with a touch (no save), or an Artifact (The creator gets a save DC 10+Level+Casting stat mod). This item crumbles to ash immediately. An artifact that saves against this is safe from your use of this ability for one week.


Avangion’s are the paragon of the Good aligned Arcanist, slowly evolving and changing shape to what many consider to be an angel. They gain many passive abilities, and the powerful ability to grant wishes to those they deem worthy.

  • HP: 10+1d6 at each level.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 11 – Metamorphosis – Type changes to Outsider, gains SR equal to 10+ Class level. Face and skin take on metallic silver or gold sheen and hair turns bright white. Gain DR 10/Magic, lastly the character becomes immune to negative effects of aging, and no longer dies of old age. At each metamorphosis, the creature requires the expenditure of Good to undergo the transformation. Without doing so, the character gains the level and associated bonuses, but not the benefits from Metamorphosis. Each metamorphosis requires a full uninterrupted 8 hours to perform.
  • Level 12 – Metamorphosis II – Character sprouts enormous gossamer wings granting flight 100ft perfect. The wings are nearly transparent and have a span of 30ft. The skin glitters in sunlight. All hair vanishes from the body. Creature gains a deflection bonus to AC equal to Wisdom Score.
  • Level 13 – Metamorphosis III – arms and legs fold into the wings, and the creature can no longer walk, instead flying without effort and a perfect fly maneuverability. Size increases one category and wingspan grows to 50ft. In addition, gain the use of the following SLAs at will – Tongues, Know Alignment, and Detect Lies.
  • Level 13 – Wish – The Avangion can grant wishes once per day. A wish can do any of the following
    • Duplicate any spell
    • Create any magic item
    • Create any non-magical item
    • Revive the Dead
    • Other items as agreed upon by your GM.
  • Level 14 – Metamorphosis IV – The character can become ethereal, at will, and gains an increase in its Wisdom stat of +2. Character extends a radiance of brilliant light extending 90 ft in all directions. All allies within the aura are under the aura are under the effects of protection from evil, and it dispels all magical darkness. This can be paused or resumed at will.
  • Level 15 – Metamorphosis V – Character gains an additional +4 wisdom. The aura grows to 200ft and strikes any evil creature that enters with a Ray of Enfeeblement each round. Additionally, anyone within the aura is always protected by a Globe of Invulnerability. The character also increases in size once again.

Epic Arcane


The archmage is the ultimate in arcane power. They craft the spells that others merely learn.

  • HP: 15 at each level
  • BAB: Poor
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 16 – Epic Spells – You can craft epic spells, as per the 3.5 epic level handbook. These do not require gold or XP as indicated, but rather Souls at a rate of 1 influence per gp and/or XP listed. Other components may also be required. The casting time on all spells is a standard action, and this cannot be changed, nor is it factored into the cost. Lastly, once created, you can add this spell to your spellbook for free. You can cast 1 epic spell per day per epic level.
  • Level 17 – Genesis – You have access to a private demi-plan. You can open a doorway to this plane from any plane of existence as a standard action. This door stays open as long as you like and can be closed as a swift action. In addition, the plane has one physical entrance, usually a door, from which anyone who opens it can enter or exit your plane. Anyone who attempts to exit your plane always exits the physical entrance, unless they are exiting with planeshifting magic of their own.  While within your plane time does not appear to pass on other planes. You can shape the confines of your plane to your desires, but they are always spherical. You determine factors such as atmosphere, temperature, and other similar effects. Once chosen, they can be altered at any time at will. You cannot create life on your plane, but life can certainly exist there if you allow it entrance. The creation of this demi-plane requires 1,000 souls per mile in diameter.
  • Level 18 – Awaken Construct – You grant sentience to a construct. It gets a Con, Int, Wisdom, and Charisma score equal to 10+2d6 (roll once for each). This construct is sentient, but unerringly loyal to you. This requires the expenditure of 1 soul per size above small. Small or smaller creatures always require a soul.
  • Level 19 – Commune – So long as you are touching a willing, or helpless Believer, you can commune with their deity. The deity is compelled to answer your questions and engage with you. They are not forced to answer truthfully or react positively to this engagement. This communion is entirely telepathic, but the deity can discern your identity, and general location. (Name of city or forest for example).
  • Level 20 – Guarded Plane – Other creatures cannot enter your demi-plane without your explicit approval. You can expel them as a free action if you decide to revoke this approval.


Planeswalkers are the ultimate seekers of knowledge. They traverse the planes seeking answers, and allies. They form interplaner allegiances and form armies of demons, devils, angels, and more powerful beings.

  • HP: 15 at each level.
  • BAB: Good
  • Saves: Good Fortitude and Will, Bad Reflex.
  • Level 16 – Plane Shift – You can bring yourself and any number of touching creatures to another plane. This functions with un-erring accuracy and requires a standard action on your part.
  • Level 16 – Planar Knowledge – You always know which plane you are on, and the properties of a plane you are shifting to. You also gain a +20 modifier to knowledge the planes checks.
  • Level 17 – Planar Ally – You can designate any willing creature as a planar ally by exchanging True Names. In doing so, you can call one another as a full round action. The called creature is given the option to be called, and can refuse, but is not given context into where it is being summoned, adjacent to the summoner.  Once summoned, the creature does not return home unless it has some means to do so.
  • Level 18 – Gate – At the expense of 1,000 souls, you can create a physical gate to another plane. The gate is generally crafted out of stone prior to activation, and one must be placed at location on each plane. The gate is between 5ft in diameter and 20ft, at your discretion and irreversibly links the two planes together. Any creature can pass between the gates simply by walking.
  • Level 19 – Planar Binding – You can designate an unwilling creature as a Planar Ally by learning its True Name. This can be done by spending a full day meditating next to the creature while it is helpless. If done in this manner, the creature does not learn your true name and cannot summon you. It also means that when you summon the creature, it must serve you for one day, at the end of which it is free to act as it desires. Sometimes this is simply to leave, other times it ends in bloodshed.
  • Level 20 – Summon Monster X – As a standard action, you can summon a monster from the Adventurers Almanac with a level of no higher than 18 without using its true name. This summon lasts for 1 round per level, after which it is sent home. This creature is unerringly loyal to you and retains no memory of being summoned. This creature is a standard example of its type, and no changes can be made to its stat block or prepared spells.


A Chronomancer is the expert in time itself, bending it to their will and manipulating it for their own gain.

  • HP: 15 at each level.
  • BAB: Good
  • Saves: Good Reflex and Will. Bad Fortitude.
  • Level 16 – Time Stop – A Chronomancer can briefly pause time. As a full round action, a Chronomancer can pause time for 1d4 rounds. During this time, no one, except other Chronomancers, can take any actions anywhere. This gives the Chronomancer time to set up traps, escape, or simply attack his foes. Because of the strain of this ability, it can only be done once per hour.
  • Level 17 – Aging Touch – with a touch, the Chronomancer can age and de-age creatures. If used, each successful touch moves a creature up or down one age category at the Chronomancers discretion. If a Chronomancer kills a creature in this method, he can claim the creature’s soul, regardless of where it was promised. Unwilling creatures get a fortitude save DC 10 +1/2level + Casting stat. Many chronomancers use this ability to achieve or grant immortality.
  • Level 18 – Temporal Council – A Chronomancer establishes a mind-link with all their past, and future selves. In this manner, they can never forget anything, and can share knowledge about the future. Note that the very act of using this ability alters the future, making it potentially inaccurate. The Chronomancer should also expect to answer questions from their past and future self about various things they may have forgotten or not yet learned.
  • Level 19 –Past Selves – A Chronomancer can expend a soul and hijack a version of themselves from the past sending them to the present. This can be used to pull a single Paragon tier, two prestige tier, and four heroic tier characters at a time. Doing this erases you from people’s memories of the events you were a part of, but all the you’s retain your normal memories. These versions can generally not be sent back to their normal time without some other method. If these time-displaced versions die, you suffer no ill effects.
  • Level 20 – Time Travel – You and up to 9 willing creatures within 30ft can travel through time. It requires 1 soul per year, but you can go forward and backwards. You cannot travel through space in this method. While traveling, you are invisible and protected from objects briefly passing through your space. Objects deal damage equal to 1d6 per year spent occupying your space. So long as you remain in the original 30ft bubble, creatures can feel free to move about. Travel takes about 1 hour per year but is not otherwise stressful.

Arcane Spells

Arcane spells are often used with modification from 3.5. In general limits are removed, for example fireball has no cap of 10d6, like normal. Since most are so similar, and I don’t want to figure out SRD compatibility on this, here are the levels each spell is at.

  • Level 1: Acid Splash, Arcane Mark, Dancing LIghts, Detect Magic, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic, Shocking Grasp.
  • Level 2: Alarm, Burning Hands, Grease, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Shield.
  • Level 3: Alter Self, Flaming Sphere, Fog Cloud, Invisibility, Resist Energy, Scorching Ray, Shatter, Spider Climb.
  • Level 4: Dispel Magic, Explosive Runes, Fireball, Fly, Lightning Bolt, Haste, Slow, Wind Wall.
  • Level 5: Black Tentacles, Dimension Door, Fire Shield, Solid Fog, Wall of Fire, Wall of Ice.
  • Level 6: Cone of Cold, Delayed Blast Fireball, Ice Storm, Mud to Rock/Rock to Mud, Telekinesis, Wall of Force, Wall of Stone.
  • Level 7: Acid Fog, Chain Lightning, Disintegrate, Flesh to Stone/Stone to Flesh, Teleport, Wall of Iron.
  • Level 8: Ethereal Jaunt, Forcecage, Mage’s Sword, Planeshift, Prismatic Spray, Spell Turning.
  • Level 9: Maze, Meteor Swarm, Polar Ray, Prismatic Sphere, Prismatic Wall, Sunburst.

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