(Complete Mage, p. 37) [Reserve] Prerequisite Edit. Watchful spirit class feature (see the wu jen class in Complete Arcane). D&D – Complete Mage Errata – Download as PDF File .pdf), Text File .txt) or read online. grond D&D E – Animated Series Handbook. Uploaded. Complete Arcane has Initiate of the Sevenfold Veil which I actually don’t allow in my games. It has a Polymorph specialist which would be.
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Complete Magep. You can channel magical energy into orbs of acid. Ability to cast 2nd-level spells. As long as you have an acid spell of 2nd compelte or higher available completw cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals ld6 points of damage per level of that acid spell. You can leave a prepared spell slot open to spontaneously cast a spell. Must prepare arcane spells.
If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any cimplete spell clmplete know of the same level or lower.
Casting the spell requires a full-round action. You can use this feat only once per day, regardless of the number of slots you leave open. A wizard can select this maeg as a wizard bonus feat. Your reservoir of magic allows you to breathe normally even underwater. Ability to cast 3rd-level spells. As long as you have a water spell of 3rd level or higher available to cast, you can breathe normally in both air and water.
This supernatural quality requires no activation. You have mastered techniques for taking full advantage of spells in melee while remaining unharmed. The Battlecaster Defense feat allows the use of three tactical maneuvers while spellcasting in melee. To use this maneuver, you must use the defensive casting option to cast a spell with a range of touch. When you successfully cast a spell defensively, your movement on your next turn doesn’t provoke attacks of opportunity from any creatures that were threatening you when you cast defensively.
The movement still provokes attacks of opportunity from other creatures normally. You cunningly mix melee combat and spellcasting to increase the mate of both.
The Battlecaster Offense feat allows the use of two tactical maneuvers.
This bonus applies only against the foe or foes you attacked, not against any other creatures affected by the spell. You can surround a weapon with a short-lived aura of force. As long as you have a 3rd-level or higher force spell available to cast, you can surround a melee weapon or a single piece of ammunition with magw thin field of force.
Activating this ability is a swift action; you must touch the weapon to be affected as part of the action.
The next attack 3.5e with that weapon, if taken before the end of your next turn, deals an extra 1 point of damage per level of the highest-level force spell you have available to cast. Furthermore, that weapon ignores the miss chance normally granted to an incorporeal creature. If the next attack with that weapon misses, this benefit is lost. You can channel the magic of the winds to briefly grant you flight.
Ability to cast 5th-level spells. As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet perfect maneuverability as a move action once per round.
You must begin and end this flight solidly supported, or you fall. You can’t use this ability if you wear heavy armor or carry a heavy load.
You can expend some of your musical abilities to increase the maye of your enchantment or illusion spells. If you succeed, you can sacrifice one of your daily uses of bardic music to increase the save DC of the next cojplete or illusion spell you cast in the same round by 2. If the Perform check fails, you still lose one daily use of bardic music but gain no benefit. You can apply Captivating Melody only to spells cast by the same class that grants you your bardic music ability.
You can deliver a thunderous roar with a touch.
Warmage – Class – D&D Tools
As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals ld6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or ,age deafened for 1 round.
Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Spell Focus conjuration or conjurer level 1st.
When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target if any. The cloud lasts for 1 round. Any living creature is sickened while inside it but not after exiting.
The cloud in all other ways acts like a small area of the fog cloud 33.5e. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect not before or after. Any creature you call or summon with the spell is immune to the sickening effect of the cloud. A conjurer can select this feat as a wizard bonus feat. You briefly increase the earth’s pull on the target creature.
Complete Arcane vs. Complete Mage
As long as you have an earth spell of 2nd magf or higher available to cast, you can spend a standard action to reduce the speed of any land bound creature within 30 feet of you. The creature’s normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highest level earth spell you have available to cast, to a minimum speed of 5 feet.
This effect lasts for 1 round. A successful Fortitude save negates this effect and renders the target immune to the feat’s effect for 24 hours. Creatures currently swimming or flying are immune to this effect. Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.
Spell Focus illusion or illusionist level 1st. When you cast an illusion 3.5d, you can choose to render all enemies within 30 feet dazzled for 1 round.
Blind creatures are immune to this effect. An illusionist can select this feat as a wizard bonus feat. Your watchful spirit helps keep you safe in combat. Watchful spirit class feature see the wu jen class in Complete Arcane.
Your watchful spirit helps you defend yourself. Also, you gain one extra initiative reroll from your watchful spirit class feature.
You can drink a potion and postpone its effects. You can drink a potion and delay its effects for a number of hours equal to your Constitution modifier minimum 1 hour. At any time during this period, you can activate the potion’s effect as a swift action. If the duration expires before you activate the potion, it is wasted. You can delay only one potion at a time. You must activate a delayed potion before you can choose to delay another one.
With a single step, you can cross an entire room. Ability to cast 4th-level spells. As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see including one you are currently scrying.
You can’t bring along another creature except for a familiar. You can transport small objects to you with an act of will. As long as you have a conjuration summoning spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell.
Complete Mage (3.5e Class)
With a look, you create a small but incapacitating amount of water in the subject’s lungs. As long as you have a water spell of 4th level or higher available to cast, you can use a standard action to transform a small portion of the air in a living creature’s lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet.
The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water or who don’t breathe are immune to this effect.
You can spontaneously cast a spell of the element you have mastered. Elemental mastery class feature see the wu jen class in Complete Arcane. Choose one spell of the element you have chosen for your elemental mastery class feature. You can now spontaneously cast that spell by sacrificing a prepared spell of equal or higher level. The spell you choose must be in your spellbook. When you gain a level, you can change the spell you can spontaneously cast by picking a new spell of the element you chose for elemental mastery.
Casting an abjuration spell grants you protection from energy damage. This energy resistance lasts for the duration of the abjuration spell you cast or until you are struck by any type of energy damage acid, cold, fire, electricity, or sonic.
The resistance applies to the first energy damage to which you are exposed, and thereafter you lose the energy resistance until you cast another abjuration spell. An abjurer can select this feat as a wizard bonus feat.