Complete Arcane Classes

Wizards of the Coast released Complete Arcane in November 2004 as the third in its line of "Complete" class-oriented supplemental sourcebooks. Complete Arcane offers a setting-neutral guide to magic and magic-oriented characters. This article proposes specific placement for Complete Arcane classes and prestige classes in Eberron.

While the book's content is designed to be compatible with any campaign setting, Eberron presents unique challenges and opportunities for arcane prestige classes. Despite the prevalence of low-level magic in Khorvaire, high-level magic is rare among the common races. Therefore, heroic arcane characters are less likely to enter a prestige class through membership in an organization. Instead, prestige classes are often attained by studying enemy organizations, ancient non-humanoid magic, or through independent realization of arcane secrets.

Remember, the recommendations here are just suggestions. If a character is working toward a prestige class, the player and DM should work together to determine the best place for a prestige class in your campaign. Prestige classes, particularly in Eberron, are best used sparingly. Introduce them in a way that deepens your game’s lore rather than dilutes it.


Basic Classes

Warlock
"Beware the easy path to power, warlock. If your pride doesn't bring you down, the Gatekeepers will."
Warlocks are spellcasters who draw power from the planes themselves. Just as psions draw upon the from the planes of Dal Quor or Xoriat, warlocks channel the raw energies of Thelanis, Kythri, or Shavarath. Their eldritch blasts and invocations channel the arcane strength of fiends and fey. There are several types of warlock in Eberron, though all are extremely rare. Some have a family heritage touched by outsiders or native fiends, others have made bargains with fiends or fey, and some were simply born during a planar coterminous period. A few have found that they can unlock a warlock's abilities by wounding themselves, then exposing themselves to a powerful manifest zone. Regardless of their origin, warlocks are distrusted by those who understand their nature. In particular, druids are concerned that warlock magic destabilizes the planes; certain Gatekeepers believe this problem should be addressed directly and violently.

Warmage
"Magic is not solely the province of geniuses and savants. With enough discipline, nearly anyone can harness it. Give me a few of your brightest soldiers and your hardiest magewrights, and I will return to you a unit of warmages."
During the Last War, nations turned to military magic to break stalemates and supplement traditional warfare. In 968 YK, Aundair's Knights Arcane realized that fragile young spellcasters could learn to cast spells in armor if given the proper training early in their careers. In Karrnath, warmages were trained first in combat, then instructed in the use of simple spells. The practice spread to other nations, though warmages never became a significant part of any force. House Cannith actually commanded the largest force of warmages during the Last War: warforged spellcasters designed as combat casters. While rare in the current peacetime, warmages are still trained by a notoriously overbearing instructor at the
Rekkenmark Academy.

Prestige Classes

Acolyte of the Skin
"I wear the pelt of Nethatar's spawn, freely given and gratefully taken. I swore no oath of allegiance to the rakshasas, but I must assume they see my interests as their own."
The Lords of Dust regard most mortal as tools and playthings, but consider some more valuable pawns than others. Acolytes of the Skin are the most powerful humanoid servants of the rakshasas, bound to lesser fiends in a ritual that both empowers and subverts the acolyte. Some are arcane conjurers, while others lead cults of the Dragon Below. In both cases, their manipulation of minor demons gains the attention of rakshasas who offer them a terrible bargain. This culminates in the Ritual of Bonding, a process that leaves the Acolyte of the Skin marked with dark stripes and menacing feline features. Though Acolytes claim autonomy, their will is secretly bound to the Lords of Dust, and all Acolytes can expect to become hunted enemies of the Silver Flame.
Conversion: At 9th level, an Acolyte of the Skin may choose to summon a bharaivya rather than a babau or chain devil. At 10th level, an Acolyte of the Skin becomes a native outsider.

Alienist
"What do I hear coming from the corridor ahead? I hear snow-black ooze carrying a flock of exquisite insects, and in each facet of each insect's eye is a perfect city formed of flowing crystalline lungs, and in these cities live eel-armed dwarf maidens of unimaginable beauty..."
Xoriat, the plane of madness, is an all-consuming trap for powerful minds. Overconfident sages look to Xoriat as a surmountable challenge, but find only insanity as they try to comprehend its mysteries. They see Xoriat superimposed on the world around them, and constantly hear the daelkyr's whispered commands. All alienists walk a path toward ruin, but along the way they gain impressive power. The pseudonatural creatures they summon are anathema to all druids, and the Gatekeepers are particularly intent on eliminating any known alienists.

Argent Savant
"Put that scroll away, you fool! You can't treat
Upper Menthis like some abandoned dungeon. Crowded streets call for more selective evocation."
While argent savants can be found among elite spellcasters through Eberron, the world's most well-known argent savants are a pair of wizards in the Blackened Book, the arcane arm of the Sharn Watch. While most countermages in the Blackened Book are diviners or abjurers, extreme situations call for powerful evokers. Masters of force effects, the argent savants use their spells to apprehend criminals or destroy threats to the city without harming civilians.

Blood Magus
"I have conquered death itself. What could you possibly believe I have to fear from you?"
The Order of the Emerald Claw has access to a number of artifacts that raise the dead, collected by the lich queen Vol in her unsuccessful quest to return to life. When one of these devices is used to resurrect a high-ranking wizard and sorcerer within the Order of the Emerald Claw, the spellcaster sometimes gains new insight into life and death. The result is a blood magus, a master of the vital fluid that form the basis of Vol's religion. While blood magi keep most of their secrets inscribed on their own skin, the process for becoming a blood magus is recorded in a set of tomes secured beneath a Blood of Vol church in Karrnath.

Effigy Master
"Cannith may no longer be in the business of creating life, but their imitations of life have become increasingly convincing."
Constructs have always been the
province of House Cannith, but the study of simulacra has traditionally taken a back seat to the development of warforged and wondrous magical items. With the Treaty of Thronehold's ban on warforged production, some artificers and wizards within House Cannith have chosen to focus on the creation of lifelike effigies. A novelty item during the last war, these effigies have become increasingly popular as bodyguards and soldiers. Effigy masters are few, but the revenue earned by their services means that even artificers with no blood ties to House Cannith are welcomed to train as effigy masters.
Conversion: An artificer who has 10 ranks in Use Magic Device can meet the prerequisites for this class without having simulacrum on his spell list. An artificer who becomes an effigy master adds Use Magic Device to the effigy master's list of class skills. At every level after first, an effigy master gains additional infusions per day as if he had gained a level of artificer.

Elemental Savant
"The Bronzehearts do not teach outsiders our ways... but you are clearly blessed by the Thunder Prince. We will reveal our secrets if you swear to join our war against the Stormwalkers."
The dragon-worshipping barbarians of Seren produce an unusually large number of sorcerers. These sorcerers cultivate powers related to their tribes' draconic founders, particularly focusing on destructive spells that mimic draconic breath weapons. An elemental savant takes this to the next level, mastering one element at the expense of all others. Seren elemental savants are reluctant to share their secrets with foreign spellcasters, and demand displays of loyalty from any who wish to join their ranks.

Enlightened Fist
"Aureon teaches us that the mystic passes of spellcasting can be extrapolated to the entire body. With the right training, a precise punch or kick can serve as a spell's somatic component."
Just as a Fist of il-Yannah combines martial discipline with psionic prowess, an enlightened fist blends monastic study with spellcasting might. A half-dozen enlightened fists of Aureon exist in Khorvaire, and all are treated with the respect normally reserved for ecclesiarchs of the Sovereign Host. Some spend their lives in quiet contemplation, studying lost magic or draconic martial arts, while others serve as instructors for young monks. A few choose a much more dangerous path: hunting down the enlightened fists of the Shadow.

Fatespinner
"I refuse to be a slave to the Prophecy. I choose to forge my own destiny."
The dragons of the Chamber tend to be young and impatient, eager to participate in the Prophecy rather than simply observe it. Some take this approach even further, hoping to directly alter the course of fate. Such dragons become fatespinners, manipulating providence as a bard might play a harp. Brash and impulsive, they are more than willing to share their techniques with human agents of the Chamber, selecting mages with a penchant for divination and a flair for games of chance.

Geometer
"I once knew a gnome who told me that a spell's power has more to do with the ink it's written in than the person casting it. Aren't gnomes hilarious?"
Each dragonmarked House has its specialist spellcasters. Among the most remarkable are the geometers of House Sivis. Like all gnomes, the members of House Sivis have an insatiable thirst for knowledge. They delight in studying sigils, arcane marks, written language, and mathematics that bore members of other races. Combining these disciplines, they discovered the power of spellglyphs. Most people aware of the Sivis geometers assume their magic simply supplements the House's traditional businesses. The truth is more impressive: geometers have uncovered techniques for exploiting vulnerabilities in the wards used to protect House Kundarak banks and holdings. They are willing to sell this information, but so far the highest bidders have been the dwarves of House Kundarak.

Green Star Adept
"At first, the meteors were not recongizable as Siberys shards, covered as they were by a mysterious viridian stone. Now I wonder if this ore is even more valuable than any dragonshard."
Deep in the jungles of Xen'drik, priceless dragonshards rain from the skies. Of these, perhaps one in a hundred is covered in an unearthly green ore. Once refined, this green starmetal has arcane properties apparently derived from its exposure to Siberys. Only one wizard is known to have studied this material extensively, and she disappeared over a decade ago. Adventurers who find some of this strange metal and wish to explore its properties further must follow the trail of clues left by that wizard, Eberron's only green star adept.

Initiate of the Sevenfold Veil
"We have watched them closely, Khaazak'tasha. I do not know what to make of their obsession with the constellation Tiamat, but the members of the Sevenfold Guard have not wavered in their duties."
Long before men or elves walked Eberron, dragons liberated the world from the reign of fiends. Pivotal to these efforts were seven elder wyrms, taught powerful secrets of abjuration by a couatl sage. Since the Age of Fiends ended, the dragons of Argonnessen have maintained a Sevenfold Guard dedicated to the mysteries of a force they call "the Veil." Each member is assigned to master one color of the veil. The colors assigned correspond to the dragon's type (with bronze, gold, black, and silver dragons matched to orange, yellow, indigo, and violet, respectively). Only a handful of humanoid spellcasters have the knowledge required to even begin studying the Veil, and none are deemed worthy by the dragons. It is always possible, however, that a couatl exists who still possesses this knowledge and is willing to share it. 

Mage of the Arcane Order
"If you wish to challenge me, be aware that you oppose the will of Khorvaire's mightiest mages."
Several mage guilds exist in Khorvaire, from the Esoteric Order of Aureon to the Arcane Council of Aundair. Most, though, are mere shadows of the magical fraternities that existed before the Last War. A mage of the arcane order gains access to the order's spellpool, an arcane library that vastly increases a wizard's versatility. One of the deepest spellpools in Eberron belongs to the Twelve, an alliance of wizards sponsored by the dragonmarked houses. In fact, the spellpool contains spells more powerful than even the most experienced member of the Twelve should be able to cast. A mage of the arcane order will have to contend with this mystery ...and with the more immediate threat of jealous rivals within the Twelve.

Master Transmogrifist
"Personal transformation takes discipline and arcane talent, yes, but just as important is the ability to play a role, to believe you are what you are not."
While few spellcasters have the experience and raw talent to become a master transmogrifist, there are many paths to this prestige class. Aundairian sages have long studied the wildshaping druids of the Eldeen Reaches with great fascination, and some have applied those principles to enhance their transmutation magic. In Droaam, apprentices to the Daughters of Sora Kell are taught shapeshifting secrets to aid their infiltration of humanoid cities. Members of the Chamber can learn polymorphing techniques from a silver dragon patron. Finally, an adventuring sorcerer or wizard could simply discover these techniques herself through repeated use of related spells. In all these cases, master transmogrifists make exotic spies and versatile warriors.

Mindbender
"The inscription on the temple's eastern wall is written in archaic Aereni. It describes a slave uprising, led by elven bards whose songs were so compelling that they turned the giants against one another."
Like the master transmogrifist, the mindbender is a class found among multiple individuals and organizations in Eberron. Mindbenders tend to be the heads of cults and cartels, leading others with a combination of natural charisma and supernatural coercion. The Tyrants, a criminal network based in Sharn, is said to include several doppleganger enchanters and sorcerers who have developed their natural telepathy into a powerful manipulative tool. The Aurum use mindbenders in high places to keep money in the hands of the rich. The agents of the Dreaming Dark are the most insidious and widespread members of this class, and their kalashtar opponents sometimes become psionic mindbenders.
Conversion: For Inspired mindbenders and their PC counterparts, use the psionic conversion suggestions provided in the "Adaptation" section of the mindbender description.

Seeker of the Song
"My life would be complete if I could discover just one note of the song that guides the dance of the planes, the lullaby that keeps Khyber asleep within Eberron, the requiem that began when Siberys was destroyed and scattered across the heavens."
While bards are notorious dabblers, they all share a single passion: music that uplifts the soul and changes the world. Within the Circle of Song, a few bards focus on music above all other trades. These Seekers of the Song are known only to each other, and their precise numbers are a mystery even to those within the continent-spanning brotherhood of bards. Their quest is to uncover the Music of Creation, the mysterious and inimitable notes that guided the birth of universe. Along the way, they discover songs that affect objects and bodies as sublimely as they affect hearts and minds.

Sublime Chord
"We all know that music can be found among the stars, meter and pitch spelled out in the geometry of constellations. But observe, if you will, the pattern made by overlaying those notes over our charts of Siberys. This is more than a code. It’s a spellbook written across the sky.”
The gnomes of Zilargo prize knowledge above all else. The gnomes' greatest heroes have been bards, and the study of music and lore is ingrained in Zil culture. Many Zilar wizards often have their first exposure to magic through bardic music, a phenomenon that has resulted in deeper study of the relationships between the two. The sublime chords are true students of esoterica: philosophy, astrology, music, and magic. They find thematic and mathematic connections between phenomena that other scholars could never imagine, and use their cosmological insights to cast spells in unique ways. Few non-gnomes have the tolerance for obscure studies required of a sublime chord, but the gnomes would welcome any sufficiently experienced scholars at their annual gatherings in Korranberg.

Xen'drik Archanamach
"At night, the storm giants’ rumbling song can be heard halfway across the continent. The few words I can understand speak of ancient heroes, of spells and swords that shook the very foundations of Eberron.”
During the height of civilization on Xen'drik, giants were the unquestioned rulers of the known world. Among their greatest warriors were the archanamachs, eldritch giants who fought the armies of the dream plane with martial and magical might. The archanamachs were among the first to fight during the Dal Quor incursion, and some of the last to fall. Now, they are truly extinct and their methods have been lost for millennia. Like modern-day arcanists, however, the archanamachs recorded their secrets in enchanted tomes. If such a spellbook still exists, it is either hidden deep within the ruins of Xen’drik or kept in a fortified chamber in Dal Quor, waiting for a hero to turn its massive pages and imbibe its secrets.
Conversion: Aside from changing the name of the Suel Archanamach prestige class, two modifications must be observed. First, Giant replaces the Ancient Suloise language requirement. Second, the Grimoire Archanamacha is quite literally a giant artifact. A house-sized tome, it requires magic to even move from its secret resting place.

Wayfarer Guide
"So if I don’t get you to Wroat by
noon, certain war will engulf all of Khorvaire? Fine, that’s good for a ten percent discount.”
Not to be confused with the Wayfinder Foundation, the Wayfarer Guides are a group of elite teleporters within House Orien. They provide premium services to politicians, merchant princes, adventurers, and other dragonmarked nobles. While most possess the greater Mark of Passage, a few are sorcerers or even wizards who hope to increase their standing in the House. Only a handful of Wayfarer Guides exist, and most prefer to spend their days enjoying their wealth rather than earning more. All are mercenary in nature, and expect prompt payment for their services. It’s possible that this avarice could even prompt one of them to sell their secrets to someone outside of Orien.

Wild Mage
"This is what magic could be: raw and unrestrained. You cannot hope to control it, only to let it sweep you up in its random majesty.”
On the Day of Mourning, the nation of Cyre was ravaged by a score of diverse catastrophes, only similar in the magnitude of devastation they caused. Almost unnoticed among these was the sudden appearance of manifest zones to Kythri, the plane of chaos. Indeed, such zones appeared throughout the known world on the Day of Mourning, and expanded where they had been seen in the past. In these zones, magic is powerful but rebellious, defying expectations in ways both impressive and dangerous. At least one archmage, widely believed a casualty of the Last War, has become obsessed with manipulating the unpredictable forces of wild magic. Those who study the manifest zones have found that they can not only harness the power of wild magic within areas connected to Kythri, but carry it into the rest of Eberron.


This article was written and written by Johnny "Jhonen Olain" O'Neal, with significant input from the members of the official Eberron message board. All associated copyrights are property of Wizards of the Coast.

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