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Irda High MageD&D 3e (3.0/3.5) Rulesby VictorAs mentioned in the Towers of High Sorcery sourcebook, Irda can blend knowledge of High Sorcery with their own natural magical aptitude to produce effective results. RequirementsTo qualify to become a Irda High Mage, the character must fulfill all of the following criteria: Race: Irda. Class SkillsThe Irda high mage's class skills are Bluff (Cha), Concentration (Con), Disguise (Cha), Knowledge (all skills taken individually) (Int), and Search (Int). Skill Points at Each Level: 2 + Int mod. Class FeaturesAll of the following are class features of the Irda high mage. Weapons and Armor Proficiency: Irda high magi gain no additional Weapon or Armor proficiencies. Spells per Day: Every level an Irda high mage gains new spells per day as if he had also gained a level in the Wizard. He does not however, gain any other benefit a character of that class would have gained. Arcane Hybrid: At every level except 1st, an Irda high mage may make one spell known to her (in her spellbook) a spell-like ability by sacrificing a spell slot one level higher then the level of the spell chosen, once a spell is chosen it can not be changed. Like all of the Irda's spell-like abilities these are cast as if by a sorcerer of the Irda's level.
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Palanthas
