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=3e Anagakoks= Anagakoks made it into 3rd edition in the pages of [[Dragon Magazine]] #344. Here, they're treated as a [[wizard]] [[Variant Class]], being identical to the wizard except as follows: * Anagakoks are considered Specialist Wizards who take the "School of the Anagakok", forsaking [[Illusionist|Illusion]] or [[Necromancer|Necromancy]] spells for the usual specialist wizard bonuses. * Anagakoks get the Illiteracy drawback if taken as your very 1st level, only being able to read their arcane formulas. You can get rid of this drawback the same way as a [[barbarian]]. * Anagakoks can prepare Read Magic from memory, without needing to study their spellbook. * Anagakoks gain Spontaneous Casting, which can be used to cast Endure Elements. * At 1st level, they gain the Wilderness Lore trait, which gives them +2 to Knowledge (Nature) and Survival checks. * Finally, they get the Good Fortune class trait, which gives them a pool of "fortune points" they can expend to grant themselves (or an ally in touching range) a luck bonus to any die roll. The base pool is 2 points, and they gain +2 points at everything 5th level, so at levels 5, 10, 15 and 20, to a maximum of 10 FOrtune Points. Lorewise, these anagakoks drop the temperature-related lore and are instead presented as more a [[druid]]-esque [[wizard]] from remoe tribal cultures, using their powers over animals, plants and fate to benefit their allies and assist them in surviving in the face of a hostile wilderness. The "Anagakore School" of magic contains a number of [[druid]] spells, and specifically consists of the following spells: ::0: Create Water, Know Direction, Purify Food & Drink ::1st: Calm Animals, Charm Animal, Detect Animals or Plants, Detect Snares & Pits, Longstrider, Pass Without Trace ::2nd: Animal Trance, Hold Animal, Reduce Animal, Wood Shape ::3rd: Diminish Plants, Dominate Animal, Neutralize Poison, Quench, Snare ::4th: Antiplant Shell, Command Plants, Repel Vermin, Rusting Grasp ::5th: Awaken, Commune with Nature, Control Winds, Tree Stride ::6th: Find the Path, Repel Wood, Stone Tell, Transport ia Plants ::7th: Animate Plants, Transmute Metal to Wood, Windwalk ::8th: Animal Shapes, Control Plants, Repel Metal or Stone ::9th: Elemental Swarm, Regenerate, Shambler {{D&D3e-Variant Classes}}
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