2. El artfculo 23 de la Ley Hipotecaria de 8 de febrero de 1861
2.1. Significado del principio
Anatomists choose their spells from the following list: 0 level -arcane mark, detect magic, detect poison, disrupt undead, mending, prestidigitation, read magic.
1st Level 4th Level 7th Level
Cause Fear, Chill
2nd Level 5th Level 8th Level
Alter Self,
3rd Level 6th Level 9th Level
Gentle Repose, Halt
Naturally, arcane devotees are always arcane spellcasters. Sorcerers and wizards are the most common type, but some music-oriented
deities tend to have more bard devotees, and a rare few of the more evil deities have been known to have assassin devotees that focus on cruel and terrible forms of death magic.
Dungeons and Dragons 3e Prestige Classes
Table
Level Attack
Bonus
Fort Save
Ref Save
Will Save
Special Spells per day
1 +0 +0 +0 +2 Enlarge spell +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 Sacred defence +1,
alignment focus
+1 level of existing arcane spellcasting class
3 +1 +1 +1 +3 Bonus feat +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 Sacred defence +2 +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 Divine shroud +1 level of existing arcane spellcasting class
Requirements
To qualify to become a arcane devotee (dev) of a particular deity, a character must fulfil all the following criteria.
Spellcasting: ability to cast 4th-level arcane spells.
Skills: knowledge (religion) 8 ranks, Spellcraft 8 ranks.
Feats: enlarge spell.
Patron: an arcane devotee must have a patron deity, and it must be the deity of which she is a devotee.
Hit Dice: d4.
Class Skills
The Prestige class skills (and the key ability for each skill) are:
Alchemy (Int), concentration (con), craft (Int), knowledge (all skills taken individually) (Int), profession (Wis), scry (Int), and spellcraft (Int).
See chapter 4: skills in the player’s handbook for skill descriptions.
Skill points at each Level: 2 + Int modifier.
Class Features
All the following are Class Features of the arcane devotee prestige class.
Weapons and Armour: Arcane devotees gain no proficiency in any weapon or armour
Spells per day: an arcane devotee’s training focuses on arcane spells. Thus, when a new arcane devotee level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item
creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of arcane devotee to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before he became an arcane devotee, he must decide to which class he adds each level of arcane devotee for the purpose of determining spells per day.
Enlarge spell: The arcane devotee may cast a spell as if it were under the effects of the enlarge spell feat. He does not need to prepare this spell in advance, and it does not increase the casting time or use a higher spell slot. This ability can be used a number of times per day equal to 1 + the arcane devotee’s charisma bonus (minimum of once per day)
Sacred defence: Add this value (+1 at 2nd level, +2 at 4th level) to the arcane devotee’s saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders.
Alignment focus: A 2nd-level arcane devotee chooses one component of his deity’s alignment. He now casts spells of that alignment at +1 caster level. If his deity is neutral, he chooses one component of his alignment for this focus. If the arcane devotee and his deity are neutral, the character chooses chaos, evil, good, or law for his focus.
Bonus feat: At 3rd level, an arcane devotee can choose any one item creation feat or any feat from the following list: spell focus, greater spell focus, spell penetration, greater spell penetration, improved counterspell, magical artisan, or shadow weave magic (devotees of shar only).
Divine shroud (su): Once per day, a 5th-level arcane devotee may surround himself with a shroud of glowing divine power that protects him against enemy spells. The shroud is of a colour appropriate to the arcane devotee’s patron’s Alignment constant blue for law, shimmering white for good, wavering black for evil, or flickering yellow for chaos. The shroud grants spell resistance of 12 + the character’s caster level as if he were under the effects of a spell resistance spell. This ability can be invoked as a free action and lasts a number of rounds equal to the arcane devotee’s charisma bonus + 5.
Mage [Arcane Duellist]
Description
The Arcane Duellist is a master of one on one magical combat.
Keen eyes, quick decisions, and raw magical power are the primary tools of the Duellist. Different personalities are drawn to this path of arcane mastery for different reasons. Some seek to better compete against their peers, others to defend against the most powerful of evil forces, and a few walk the path of the Duellist to satisfy personal goals of arcane power and ambition. For every Duellist
however, disputes between students of the arcane arts are settled through contests of magical power. The degree of control over arcane energies and the raw potency of an Arcane Duellist’s spells are often unmatched, and make them powerful adversaries.
Experienced, aware, and exceptionally intelligent, the Arcane Duellist can be a deadly foe.
Arcane Duellists can be any alignment and any race, though humans, elves and half-elves are the most common of this rare
Dungeons and Dragons 3e Prestige Classes
prestige class. Religion is usually of no consequence to the Arcane Duellist, though patronage to a deity does not bar entry to the class.
Wizards are most suited to follow the path of the Arcane Duellist, as
their limitless selection of spells offers more dynamic options, though some keen Sorcerers have found success in this prestige class as well.
Table
Level Attack Bonus
Fort Save
Ref Save
Will Save
Special Arcane
Spells
1 +0 (+1) +0 +0 +2 Feat: maximise spell, react +1
2 +1 (+1) +0 +0 +3 +1 spell DC, control damage +1
3 +1 (+1) +1 +1 +3 Improved Evasion +1
4 +2 (+2) +1 +1 +4 max spell modifier -1 +1
5 +2 (+2) +1 +1 +4 +1 spell DC, school mastery +1
6 +3 (+2) +2 +2 +5 counterspell +1
7 +3 (+3) +2 +2 +5 max spell modifier -1 +1
8 +4 (+3) +2 +2 +6 +1 spell DC +1
9 +4 (+3) +3 +3 +6 pierce spell resistance +1
10 +5 (+4) +3 +3 +7 max spell modifier -1, DC +1 +1
Requirements
Class: 10th level in either Sorcerer or Wizard
Abilities: Exceptional intelligence (18 or higher) Above average dexterity (13 or higher)
Skills: Spellcraft 10 ranks Knowledge Arcane 10 ranks Concentration10 ranks Spot5 ranks
Feats: Combat Casting Spell Penetration plus one other metamagic feat (item creation feats excluded)
Hit Dice: 1d4
Class Skills
The prestige class skills (and the key ability for each skill) are:
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int), Spot (Wis).
See Chapter 4: Skills for skill descriptions.
Skill Points per level: 2+intelligence bonus
Class Features
The Arcane Duellist continues to advance in arcane spell casting ability, following the memorisation and spells known chart from their prior arcane class.
Spell casting remains linked to the prior major ability score (Intelligence for Wizards, Charisma for Sorcerers)
Touch/Ray Attack bonus: The number in parenthesis is an additional bonus that is applied only to attack rolls of touch and ray based spell effects.
React: DC of all skill checks is 10+opponents total level
At the beginning of any round, the Arcane Duellist can attempt to analyse and prepare for an incoming attack. This is a sequence of spot, spellcraft and arcane lore checks at the above DC.
Spot discerns slight body movements which foretell the timing of the opponents action. If Spot succeeds, Spellcraft may be used to gain knowledge of the action. If Spellcraft succeeds, arcane lore can be used to give the Arcane Duellist an idea of how best to react to the opponents action. Each successful skill check grants a cumulative bonus of +2 to saving throws against the incoming attack, to a maximum of +6. This ability can be used against only a single opponent each round.
+1 DC modifier to spells: The DC of all spells cast by the duellist is increased by 1. The bonus is cumulative with all other bonuses which may affect spell DC, including itself. Therefore, the Arcane Duellist has +1 DC at level 2, +2 DC at level 5, +3 DC at level 8, and +4 DC at level 10.
Control Damage: Spellcraft check at DC 15+ level of spell Upon casting a spell, the Arcane Duellist can attempt to make all, half or one-quarter of the spells damage subdual damage. Spells which would normally result in death can also be controlled, with the subdued effect being one day of unconsciousness per level of the spell. Spells which would drain an ability score to zero will not drain the last point, but will make the victim unconscious for a period of 1d4 days. This attempt requires a spellcraft check as outlined above.
Improved Evasion: As outlined in the players handbook, pg. 51.
All reflex saves result in no damage if successful, and only half damage if the saving throw is failed.
Maximise Spell modifier: The memorisation penalty for the maximise spell feat is reduced by one. This bonus is cumulative with itself, resulting in no penalty for memorising a spell as a maximised spell by level 10.
School Mastery: The Arcane Duellist chooses any single school to master. This gives an extra spell memorisation slot for each spell level that must be used for the mastered school. All spells cast from this school are much more potent, having either a +2 to their DC modifier, or an extra +1/die of damage. The form of this potency is chosen by the Arcane Duellist and cannot be changed thereafter. The Arcane Duellist also gains +2 to saving throws against spells from this school. Due to this concentration on one particular sphere of arcane magic, one single school must be chosen to which the Arcane Duellist will be barred from. No spells can ever again be cast from
Dungeons and Dragons 3e Prestige Classes
this barred school, though magic items which mimic effects may still be employed.
Counterspell: The 3rd level spell Dispel Magic is now considered automatically memorised as a quick spell, akin to Feather Fall.
Therefore, it can be cast as a free action at any time. In addition, any bonuses from the react ability, as well as DC modifiers from ability scores and class apply to dispel rolls.
Pierce Spell Resistance: All checks to overcome an opponents spell resistance are made with a bonus of 2 +Intelligence modifier.
This bonus is cumulative with any other bonuses from feats or other sources the Arcane Duellist may have.