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ARCANE CONDUIT

Requires the use of the Dungeons & Dragons Third Edition Core Books published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
ELITE STUDIES - Volume I
Written By Rodney West
Illustrated By Dave Caspall
Maeriths knuckles popped with her nervous grip on the
pommel of a massive claymore. The wave of clamoring
gnolls crested the hill, the scent of fresh blood whipping
them into frenzy. Unnamable horrors roiled at their
ank, driving the horde forward.
The archers let y the rst wave of arrows, a deadly rain
ripping through the advancing monsters. For all the
fury bound in the deadly shas, the impending assault
was not slowed.
Slowly, condently a score of lightly armored gures
emerged from the ranks of the warmages at Maeriths
back. Though more heavily armored than the warma-
ges, the gures wore lighter armor than that employed
by even the archers. Maerith couldnt remember exactly
what these troops were called, nor could she remember
exactly what their purpose was. The warmage generals
had described them as arcane vessels of some form, but
most of the explanation had been beyond her grasp of
the arcane. All she knew was that they were to play an
important role in the defense of the hamlet.
As the lightly armored gures strode forward, Maerith
couldnt help but envision their impending slaugh-
ter. She was transxed by the portents, unaware of the
sound of spellcra coming from the mages protected by
her sword. A horried realization dawned on Maerith as
the chants increased. Maerith had been on the receiving
end of many fell castings in her time, and she recognized
the potency of the magics being invoked. Yet the gnolls
were out of range of the spells, and it became apparent
that the intended targets were the lightly armored troops
standing at the forefront of the bale.
Maerith could only look on in horror as the deadly mis-
siles struck the lightly armored troops. Yet none of them
fell, instead being surrounded by cascading arcane en-
ergies. Within moments the arcane energies arced for-
ward, decimating the charging horde. Charred bodies
ew through the air as the earth shook and the sky was
torn asunder. Arcane energy continued to ow from the
warmages through the lightly armored troops and into
the advancing abominations.
To Maerith, the torrent of spells seemed to last for hours,
yet it was actually only lasted a few moments. Through
the spots in her vision caused by the lightshow, Mae-
rith couldnt make out any movement among the enemy.
The score of lightly armored troops turned towards the
defenders. They strode silently into the ranks of the war-
mages, blood streaming from their eyes, ears, noses, and
mouths. Yet the slow condence with which they had
joined the bale remained. Maerith stood in awe.
Arcane conduits are unique among arcane
spellcasters. Arcane casters generally spend most
of their lives gathering arcane might. Even those
who employ their skills in the service of good
demonstrate some degree of selshness when it
comes to arcane rewards. Arcane conduits are
an exception to this rule. Their role is as a vessel
for channeling the power of other mages. They
are in constant search of ways to aid their fellow
spellcasters. Their potential is only fully realized
when in the service of other mages.
Becoming an Arcane Conduit
Arcane may be found in any seing that possesses
arcane casters. Their abilities are normally
discovered by those with raw arcane might trying
to understand how wizards cast their spells.
Because of the requirement to spontaneously cast
arcane spells, sorcerers make the best candidates
for arcane conduits. However, the ability of a bard
to cast spells spontaneously also gives them the
ability to follow this path.
The two most useful traits for arcane conduits
are Charisma and Constitution. An arcane
conduits Charisma modier is applied to all
spells he channels to determine the new DC. High
Charisma also helps to endear an arcane conduit
to other arcane casters. At higher levels, an arcane
conduits high constitution provides access to
greater augmentation of channeled spells.
A potential arcane conduit must also have a strong
desire to learn the cra of spellcasting. They are
very knowledgeable in the subtle nuances of arcane
magic. Through journeys of personal discovery
they have learned to strengthen their own spells.
Most important to an arcane conduit is the desire to
aid other casters. This does not mandate altruism,
and many evil arcane conduits have risen over the
years. However, all arcane conduits must possess
the ability to sublimate their own desires and
judgments when channeling spells.
Arcane Conduit Entry Requirements
To qualify to become an arcane conduit, a character
must fulll all the following criteria.
Alignment: Any alignment possessing the Neutral
descriptor.
Skills: Spellcra 10 ranks
Feats: Great Fortitude, any 2 Metamagic feats.
Spells: Ability to cast at least one arcane spell of
3rd level or higher.
Special: Must never have possessed a familiar.
Must be able to cast arcane spells spontaneously.
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Class Features
All of the following are class features of the arcane
conduit prestige class
Weapon and Armor Prociency
Arcane conduits gain prociency with light armor,
and with light martial weapons.
Spells per Day/Spells Known
At each level except 1st, 4th, and 7th, an arcane
conduit gains new spells per day (and spells known,
if applicable) as if he had also gained a level in a
spellcasting class he belonged to before adding the
prestige class level. He does not, however, gain any
other benet a character of that class would have
gained. If a character has more than one arcane
spellcasting class in which he could cast arcane
spells before he became a conduit, he must decide
to which class he adds each level of conduit for the
purpose of determining spells per day. The chosen
class must be able to cast spells spontaneously.
Bonus Feat
At 1st level, an arcane conduit gains a bonus
metamagic feat. At 5th level, he gains a second
bonus metamagic feat. At 9th level, he gains a third
bonus metamagic feat.
Channel Spell (Su)
The primary ability of the arcane conduit is to
channel and enhance the arcane energy wielded
by other arcane casters. The channeled energy
is amplied, increasing in both raw power and
the ability to overcome the resistance of targets.
An arcane caster can willingly channel any spell
through an arcane conduit. Spells enhanced by an
arcane conduit gain an augmentation bonus to DC
equal to the arcane conduits Charisma modier.
Spells channeled in this way can be counterspelled
only while being cast by the original caster. Initially,
the arcane conduits synchronized schools limit the
spells that can be channeled. As the arcane conduit
increases in power, the selection of spells increases.
An arcane conduit can wear light armor without
incurring any arcane spell failure chance while
channeling spells. If he casts a spell normally
or wears medium or heavy armor, he suers the
standard arcane spell failure chance.

At 1st level, an arcane conduit is rst learning to
channel the arcane energy of other casters through
his body, augmenting it with his own arcane
might. He is able to apply a single metamagic feat
he knows to the spell. The spell must be cast on
the arcane conduit by another arcane caster. The
base caster must cast the special with the intent
of channeling it through the arcane conduit. The
arcane conduit can only use this ability with spells
from a synchronized school. Once the metamagic
feat is applied, the spell is routed through the
arcane conduit to its nal target. The original
caster selects the target of the spell when the spell
is initially cast. Channeling a spell is a full-round
action for the arcane conduit. The channeled spell
consumes a spell slot from the arcane conduit equal
to the modied spell cost. The arcane conduit can
only apply a single metamagic feat to the spell in
this way. The level of the modied spell must be
within the levels available to the arcane conduit.
The spell must be channeled during the round of
its initial casting.

At 2nd level, the arcane conduit may apply a second
metamagic feat to a channeled spell. He can ignore
a cost increase in the modied spell equal to his
Constitution modier when determining the level
of spell slots consumed. The arcane conduit can use
multiple spell slots to pay for the modied spell, as
given in the Spell Slot Conversion Table.
Hit Die: D6
Class Skills (2 + Int modier per level): Blu (Cha), Concentration (Con), Decipher Script (Int),
Diplomacy (Cha), Knowledge (arcana) (Int), Listen (Wis), Spellcra (Int), Spot (Wis), Tumble (Dex),
and Use Magic Device (Cha)
Level
Base
Aack
Bonus
Fortitude
Save
Reex
Save
Will
Save Special Spells
1 +0 +2 +0 +0 Bonus metamagic feat, channel spell +1, synchronized school -
2 +1 +3 +0 +0 Channel spell +2 +1 level of existing class
3 +1 +3 +1 +1 Channel spell +3 +1 level of existing class
4 +2 +4 +1 +1 Rerouting channel -
5 +2 +4 +1 +1 Absorbing channel +1, bonus metamagic feat, redirect spell,
synchronized school
+1 level of existing class
6 +3 +5 +2 +2 Absorbing channel +2 +1 level of existing class
7 +3 +5 +2 +2 Sculpting channel +1, share feat -
8 +4 +6 +2 +2 Sculpting channel +2 +1 level of existing class
9 +4 +6 +3 +3 Bonus metamagic feat, sculpting channel +3, synchronized school +1 level of existing class
10 +5 +7 +3 +3 Puried channel +1 level of existing class
THE ARCANE CONDUIT
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At 3rd level, the arcane conduit can apply a
number of metamagic feats to a channeled spell
equal to his Constitution modier. He can ignore
a cost increase in the modied spell equal to his
Constitution modier when determining the level
of spell slots consumed. The modied spell may
be of a higher level than the arcane conduit could
normally cast. The arcane conduit takes temporary
Constitution damage dependent on the dierence
in levels between the highest level spell he can cast
and the level of the modied spell. The base ability
damage incurred is 2 for a spell 1 level higher than
the arcane casters normal threshold. This value
doubles for each additional level of dierence. This
ability damage heals at a rate of 1 point per day,
and cannot be restored by any magical means.
Rerouting Channel (Su)
At 4th level, the arcane conduit can change the
target of a spell he is channeling. The target must
be a valid target for the modied spell. He is also
able to take a move action during the round he
channels a spell.
Absorbing Channel (Su)
At 5th level, an arcane conduit has learned to beer
harness the arcane energy in spells he channels.
He must still spend a number of spell slots equal to
the cost of the modied spell. However, he gains
a bonus spell slots equal to the level of the original
spell.
At 6th level, the arcane conduit can delay the
channeling of the spell a number of rounds
equal to his Constitution modier. If the spell is
not redirected at the end of this time, the arcane
conduit takes a number of points of temporary
Constitution damage equal to the total spell slots
absorbed. This damage heals at a rate of 1 point
per day, and cannot be healed by any magical
means. An arcane conduit can take a standard
action during any round where he absorbs arcane
energy without discharging it.
Redirect Spell (Su)
At 5th level, whenever the arcane conduit makes a
successful save against a spell from a synchronized
school, he may redirect the failed spell against any
valid target. The DC for the redirected spell is
equal to the original DC plus the arcane conduits
Charisma modier. The spell must be redirected
during the same round as the saving throw.
Sculpting Channel (Su)
At 7th level, the arcane conduit can change the spell
being channeled. He can select a single spell of the
same school as the original spell that he knows.
Metamagic feats may be applied to this new spell.
The modied cost of the new spell must be less than
the cost of the original spell. A spell being sculpted
into a new spell can be counterspelled normally,
while being cast by the arcane conduit. Otherwise
this ability is identical to regular spell channeling.
At 8th level, the modied cost of the new spell
may be equal to or less than the cost of the original
spell. Additionally, the arcane conduit can channel
multiple spells into a single spell, as long as the
channeled spells were all from the same school,
and were cast during a time range given by an
absorbing channel. If multiple spells are absorbed
and reshaped, their level is considered to be the
sum of their spell slot levels.
At 9th level, the modied cost of the new spell may
be greater than the cost of the original spell.
Share Feat (Su)
At 7th level, an arcane conduit gains the ability
to temporarily bestow metamagic feats on other
arcane casters. The arcane conduit can grant a
number of metamagic feats he knows equal to his
Charisma modier (minimum 1) on other arcane
casters. A single feat can only be shared with a
single arcane caster at a time. However, multiple
feats can be granted to multiple casters, if the arcane
conduits Charisma modier is high enough. The
recipient does not need to meet the prerequisites of
the feat. For the next 24 hours, the arcane conduit
loses use of any shared feats. If the arcane conduit
is slain during this period, the recipient granted
the feat loses its use. If the recipient is slain during
this period, the arcane conduit suers 1d4 points
of Wisdom damage per shared feat. This damage
heals at a rate of 1 point per day, and cannot be
healed through magical means.
Puried Channeling (Su)
At 10th level, an arcane conduit gains the ability to
channel, sculpt, and reroute spells at no personal
cost. The spell can be changed per the reshape
spell ability and the application of metamagic feats
without using any spell slots. The eective level of
such a modied spell must be less than or equal to
the highest level spell the arcane conduit can cast.
Spells altered in this way must be immediately
Spell Slot Conversion Table
Spell Level
S
p
e
l
l

S
l
o
t
s

C
o
n
s
u
m
e
d
1 2 3 4 5 6 7 8 9
1 1 2 4 8 - - - - -
2 1 1 2 4 8 - - - -
3 1 1 1 2 4 8 - - -
4 1 1 1 1 2 4 8 - -
5 1 1 1 1 1 2 4 8 -
6 1 1 1 1 1 1 2 4 8
7 1 1 1 1 1 1 1 2 4
8 1 1 1 1 1 1 1 1 2
9 1 1 1 1 1 1 1 1 1
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recast. This ability can be used a number of times
per day equal to the arcane conduits Constitution
modier.
Synchronized School (Su)
At 1st level, an arcane conduit selects a single
school of magic. He is able to counterspell spells
from the chosen school by expending spell slots
of the same level or higher than the spell. He also
receives a bonus to saving throws versus the spells
from the chosen school equal to his levels in the
arcane conduit class. Any spells he channels must
come from a synchronized school.
At 5th level, the arcane conduit gains a second
synchronized school. At 9th level, he gains a third
synchronized school.
Playing an Arcane Conduit
Arcane conduits play a supporting role to arcane
casters in a party. Though gied with tactical
minds, arcane conduits are seldom leaders. Instead,
they will more oen play the part of an advisor. An
arcane conduit must be ready to sacrice himself
in the process of channeling arcane energy. This
awareness results in a somberly stoic resolve.
However, arcane conduits know their value and do
not foolishly risk their lives. Arcane conduits may
run the gamut of motivations, but on some level all
are concerned with advancing the arcane causes.
Combat
Though arcane conduits do not occupy the same
spot in combat as pure melee ghters, they are
more active combatants than other arcane classes.
Their close proximity to melee combatants allows
other mages to increase the utility of their combat
spells.
All arcane conduits possess rudimentary combat
skills, and are able to use their abilities while
defending themselves. They are not foolhardy
combatants, however. Arcane conduits are acutely
aware of the range needed for the spells they will
be channeling, and will not approach closer than
this range.
Arcane conduits do not engage in melee combat
lightly. Arcane conduits oen use their own
protective spells before moving forward through
the ranks. Though more skilled than other arcane
casters, they know that their niche is not in using
raw physical force. They rely on defensive tactics.
The exception is in the defense of mages they are
channeling. In the event that a channeled mage
is threatened, an arcane conduit will aack with
ferocity of both spell and steel.

Advancement
The primary focus of arcane conduits as they
advance in power is increased utility to other
mages. In pursuit of this, arcane conduits normally
take metamagic feats whenever they gain new
feats. Other choices in feats usually lean towards
defensive combat feats.
Charisma and Constitution are the most important
abilities to arcane conduits. At lower levels, arcane
conduits tend to focus on Charisma because of
the increase to save DCs of channeled spells. At
higher levels, the arcane conduit gains abilities that
receive a greater benet from higher Constitution
scores. Also, the health benets garnered from a
higher Constitution score are oen important to
the role of an arcane conduit.
Arcane conduit spell choices are diverse, reecting
personal preference in synchronized schools. Once
an arcane conduit selects synchronized schools, he
will seldom choose spells from other schools. The
exception to this rule is found in the abjuration
school. The protective nature of abjuration spells
is a useful addition to the repertoire of any arcane
conduit.
The choice of skills available to an arcane conduit
almost always focuses on Spellcra. Arcane
conduits are experts at recognizing all aspects of
arcane spells. This expertise is an added benet
to other arcane casters. Many arcane conduits
also become expert strategists, learning skills that
aid in tactical preparations both on and o the
baleeld.

Resources
Arcane conduits oen have access to a wide
selection of arcane resources in their synchronized
schools. They are normally paid well by other
arcane casters, and are readily supplied with spell
components. The greater the prestige of mages
in a culture, the greater the respect and resources
aorded to arcane conduits.
Arcane Conduits in the World
Arcane conduits ll a unique niche in seings with
access to arcane magic. They play a useful support
role to mages in combat, augmenting their abilities.
They also aid in the training of new casters due
to their unique ability to channel arcane magic.
Whatever the situation, arcane conduits play a
secondary role in the world, viewed as useful tools
by arcane casters.
Organization
Arcane conduits oen group themselves into
small organizations based on shared interests in
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synchronized schools. These organizations provide
access to specialist mages for the arcane conduits
to assist. They may oer their services to a single
mage, or to a school devoted to a particular arcane
specialization.
NPC Reactions
NPCs in societies proliferated with arcane magic
view arcane conduits favorably. Their services
are placed at a premium. They are favored with
the best services and lower prices than other
adventurers. This is done at the behest of mages
who are constantly looking for the services of
pliable arcane conduits.
As a societys tolerance for arcane magic decreases,
so to does the tolerance for arcane conduits. In
these societies, arcane conduits may be seen as an
endemic part of an arcane infestation. They may
be greeted with greater open hostility than other
arcane casters due to their perceived lesser power.
Arcane Conduits in the Game
Arcane conduits will appeal to players interested
in playing a support role while remaining on the
front lines of combat. These players are willing to
accept their precarious role in combat. However,
arcane conduits usually become skilled strategists,
and players choosing this class should enjoy
making tactical decisions at the cost of their own
safety. Parties with arcane conduits should possess
at least one other arcane caster who will possess at
least a fraction of power of any arcane conduits.
Arcane conduits are best used in a support role.
Despite the fact that arcane conduits possess their
own arcane might, they make poor apprentices.
Many arcane categorize arcane conduits with
summoned creatures or constructs. Though they
provide a valuable service, a powerful wizard will
sacrice an arcane conduit if his own safety is in
grave risk. For their part, most arcane conduits
accept this status quo.
A secondary role of arcane conduits in the game is
as tutors for arcane students. In worlds possessing
wizard schools, the ability of an arcane conduit
to synchronize with a particular arcane school is
useful in the training of other arcane casters. They
have an ability to feel if spells have been cast
properly, giving inexperienced mages guidance in
honing their skills. The rich knowledge of spellcra
possessed by arcane conduits is an added benet.
The simplest way to add an arcane conduit to a
campaign is as a toady to a powerful mage. This
could be the rst time that the party has ever
encountered this type of arcane practitioner. A
second way to add arcane conduits is through an
NPC that joins the party and develops a clinging
aachment to the partys primary arcane spellcaster.
Similarly, an arcane conduit could be assigned to
an arcane caster in the party while the caster is
aempting to learn the casting of a new spell.
Adaptation
Arcane conduits may be found in any world
possessing arcane magic. The greater the
proliferation of arcane magic, the greater the
number of arcane conduits. These are the intended
worlds for arcane conduits.
In worlds where arcane casters are persecuted,
arcane conduits are rarely seen. In these worlds,
they are normally the rst victims of arcane
violence. Arcane conduits normally organize into
hidden cabals in such seings, refraining from
their combat roles. Instead, they work in secret to
aid mages, only openly displaying their abilities as
a last resort.
Arcane conduits are not found in worlds that do
not possess arcane magic.
Encounters
Encounters with arcane conduits can occur
whenever powerful mages are involved. These
mages may employ a host of arcane conduits, and
an adventuring party may never guess the identity
of the actual mage using the arcane conduits. Oen,
such a mage will be working against the party. By
extension, so will the arcane conduits.
Arcane conduits may also be encountered among
the ranks of armies that also have warmages. These
arcane conduits usually form special units assigned
to warmage generals. These arcane conduits are
usually held apart from the rest of the army, and
may be seen as aloof. They will be respectful of
arcane casters in a party, but will have lile regard
for the other party members.
Finally, arcane conduits may be encountered among
the faculty of wizard schools. These encounters will
normally follow a more scholarly path. The arcane
conduits will oen aempt to aid arcane casters in
the party in learning new spells and developing
metamagic feats.
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to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content
distributed using this License.
3.Oer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Use, the
Open Game Content.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sucient rights
to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date,
and the copyright holders name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element
of that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except as expressly licensed
in another, independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in Open Game
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shall retain all rights, title and interest in and to that Product Identity.
8. Identication: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You have
wrien permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so aected.
13 Termination: This License will terminate automatically if You fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
d20 System Reference Document Copyright 20002005, Wizards of the
ELITE STUDIES - Volume I
ARCANE CONDUIT
ELITE STUDIES - Volume I
ARCANE CONDUIT 7
www.primalurgegames.com
7
www.primalurgegames.com
Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins,David Noonan, Rich Redman, and Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
Elite Studies - Arcane Conduit, Copyright 2005, Rodney W. West and
Primal Urge Games;Author Rodney W. West. All Rights Reserved.
END OF LICENSE
ELITE STUDIES - Volume I
ARCANE CONDUIT 8
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