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===Complete Arcane & Complete Mage=== As can be inferred from their titles, this duology (Arcane came first, Mage came second) focuses on [[arcanist]]s. They are the successors to [[Tome and Blood]]. Although the precise array of material differed between the books, both expanded on options for players and DMs alike when it came to arcane spellcasters. '''Complete Arcane's''' first chapter provided three arcane classes - the [[Warlock]], which was new; the [[Warmage]], reprinted from the [[Miniatures Handbook]]; and the [[Wu Jen]]; returning from [[Oriental Adventures]] alongside all of its spells. Its second chapter was an array of [[Prestige Classes]]: * [[Acolyte of the Skin]] * [[Alienist]] * [[Argent Savant]] * [[Blood Magus]] * [[Effigy Master]] * [[Elemental Savant]] * [[Enlightened Fist]] * [[Fatespinner]] * [[Geometer]] * [[Green Star Adept]] * [[Initiate of the Sevenfold Veil]] * [[Mage of the Arcane Order]] * [[Master Transmogrifist]] * [[Mindbender]] * [[Seeker of the Song]] * [[Sublime Chord]] * [[Suel Arcanamach]] * [[Wayfarer Guide]] * [[Wild Mage]] Chapters 3 and 4 are, of course, an array of new arcanist-focused feats and new spells. Chapter 5, magic items, contains the expected new magical items and ger enchantments, but it also looks at some variant rules; new alternative materials to use in place of potions and scrolls, a new "magic item" in the form of Contingent Spells, and a short examination of spellbooks, including mechanics for using, constructing and protecting them. The 6th chapter of Complete Arcane is devoted to Arcane Monsters, featuring the Effigy Creature (a kind of [[Construct]] based on an animated clockwork automaton), the return of the [[Elemental]] [[Grue]]s, an ultimate form for standard [[elemental]]s in the form of Elemental Monoliths, and new creature templates for the Pseudonatural Creature (an animal corrupted by exposure to the [[Far Realm]] and the Spellstitched (an [[undead]] augmented by the painstaking inscription of magical runes onto its body). Finally, chapter 7 dedicates itself to arcane campaigns. It looks at how different kinds of [[arcanist]] are likely to be perceived in the "standard" D&D world and offers tips on how to handle an arcane-heavy campaign, particularly given the various utility options that arcanists have. In comparison, '''Complete Mage's''' first chapter examines the fundamentals of magic; what is its nature, what defines it compared to divine or innate magic, typical traits and motivations of specialist wizards, common character archetypes for arcanist PCs, and how an arcanist can stand in for a warrior, [[Skill Monkey|expert]] or healer class role. The second chapter provides assorted new variant class features to add a more "arcane" feel to your characters and a ''massive'' array of feats. One unique type of feat introduced here that would be expanded on later was the Reserve Feat. Reserve Feats gave casters an at will ability if they had a sufficiently powerful spell prepared, but not cast. Chapter 3 is more [[Prestige Classes]]: * [[Abjurant Champion]] * [[Eldritch Disciple]] * [[Eldritch Therge]] * [[Enlightened Spirit]] * [[Holy Scourge]] * [[Lyric Thaumaturge]] * [[Master Specialist]] * [[Nightmare Spinner]] * [[Ultimate Magus]] * [[Unseen Seer]] * [[Wild Soul]] Chapters 4 and 5 are the obligatory new spells and magical items. And finally, chapter 6 examines running "arcane adventures", which is basically adding a more overtly magical theme to your standard adventure.
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