Nothing distinguishes the Dungeons & Dragons game as much as the presence and power of arcane magic in the hands of player characters and villains. Sorcerers and wizards hurl spells that can blast their foes with fire, ensnare their minds, or hurl them into distant planes. Bards weave mystic melodies of beauty and strength, instilling their allies with hope and courage or binding their enemies in terrible dooms. All characters make use of weapons and garments enchanted in countless different ways, reinforcing their native talents with the spells and powers of magic belts, swords, boots, cloaks, or rings. This book contains information for both players and DMs -- from new base classes and monsters to guidance on running an arcane campaign. Our sneak peek offers a look at the new prestige classes, arcane feats, alternate magic item types, and spell lists contained within.
from Chapter 3: Arcane Feats
Double Wand Wielder
You can activate two wands at the same time.
Prerequisites: Craft Wand, Two-Weapon Fighting.
Benefit: As a full-round action, you can wield a wand in each hand (if you have both hands free), with one wand designated as your primary wand and the other your secondary wand. Each use of the secondary wand expends 2 charges from it instead of 1.
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can't increase your caster level to higher than your Hit Dice. However, even if you can't benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus.
For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect.
This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
Reckless Wand Wielder
You can increase the effectiveness of spells cast from a wand.
Prerequisites: Use Magic Device 1 rank, Craft Wand.
Benefit: By expending an additional charge, you can use a wand as if its caster level was 2 higher than its normal level, changing all the spell's level-dependent effects. For example, by expending 2 charges at once, a wand of magic missile (created at caster level 3rd) can be used at caster level 5th, firing three missiles instead of two. You can expend only 1 extra charge at a time using this feat.
Touch Spell Specialization
You deal extra damage with touch spells.
Prerequisites: Weapon Focus (touch spell), caster level 4th.
Benefit: Damage-dealing spells that require a melee touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that allow multiple touch attacks (such as chill touch).
Only spells that deal hit point damage can be affected by this feat.