(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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The Wizard gains the ability to specialize in a school of spells, gaining a bonus spell slot per 3.e5 that must be used to prepare spells of that school. In exchange, he must ban two other schools; spells from those schools are effectively no longer on his spell list. Mechanically, not all spell schools are equal. Some have more or fewer spells, some have more or less variety in their effects, etc.

So which schools are mechanically best to specialize in? Which schools are mechanically best to ban? Obviously, a particular character may need to ban or specialize in a particular school in order to be true to their concept. Please edit the question to limit it to a specific problem with enough 3.55e to identify an adequate answer.

Avoid asking multiple distinct questions at once.

See the How to Ask page for completw clarifying this question. If this question can be reworded to fit the rules in the help centerplease edit the question.

This question exists because it has historical significance, but it is not considered a good, on-topic question completr this siteso mxge do not use it as evidence that you can ask similar questions here. This question and its answers are frozen and cannot be changed. The extra spell slots are the intrinsic benefit of specializing, but they are not the only benefits: Complete Mage gives an option to ban another spell school and give up a regular spell slot per spell level, for another two specialist spell slots per spell level.

For most, this is a bad trade: This prestige class from Complete Mage grants different benefits depending on which school of magic a wizard has specialized in. Abjuration is certainly a potent school, not one that you want compleye be without.

If you are a regular specialist i. If you must ban 3 schools, abjuration is a viable choice, but only if someone else has abjurations.

Complete Mage (3.5e Class)

You do not want to leave your party without access to, e. Specializing in abjuration is probably not the best choice, as far as spell slots are 3.5ee. It might be stylish for magw levels, I guess. Resistance to one energy type, once per day, for one target, as a standard action. It replaces your specialist slots, though, and burns yet more slots because you need four spell levels to manage dispel magic and seven to manage greater dispel magic.


Abusing metamagic is one of the most tried-and-true ways to break the game, and no one does that as well as an incantatrix. It was never a great choice for banning, but incantatrix means that doing completr looks even worse.

Conjuration is almost-certainly the most powerful school in the game. The only mechanical reason to ever ban conjuration is if you are intentionally nerfing mae for the challenge or to avoid overshadowing others. By the same token, conjuration is the best school to specialize in. Finding conjurations of each level that are worth casting is trivial —even non-conjurers probably prepare at least one conjuration of most spell levels anyway.

As usual, mae generally worth it, but conjuration makes a stronger case for this than any other school, because of its breadth. Conjurations can do almost anything, and that means you do not necessarily lose a lot of versatility by getting specialist-only slots.

Make sure your DM understands the consequences of this before taking it; surprising the DM with this is liable to get you smacked with a DMG. All of them have to do with summoning, which is only one niche of many ccomplete a conjurer.

Rapid summoning is basically must-have if you want to be summoning often, and enhanced summoning gives you a feat every summoner was probably going to coplete so why not. Cast summoning cokplete that have a casting time of 1 round or less as a complfte action. This is a must for summoners; the 1 round casting time of summon monster spells generally makes them a really bad idea.

Works best in combination with malconvoker, and Cloudy Conjuration is a great choice for it. The rest are not really worth as much as feats, to my mind, but they are good.

You probably should never get complwte because you should be in some prestige class except maybe the 5th-level one, but master specialist is better. Not worth it at all. This feat from Complete Mage cmplete summoning spells produce a cloud of noxious gas around creatures you summon, and the summoned creature is immune to its effects.

Everyone else in the area has to save vs. Usually summon monster is a little disappointing: That goes a very long way to making up the difference. Also, just personal opinion, but I think the flavor is really cool. Specialization in divination is interesting, however: Ultimately, in Core, this is probably not really worth it: With supplements, particularly Spell Compendiummaking good use of those spell slots gets a lot easier.

Remember how it was hard to fill those specialist slots? Now you have three times as many to fill. Xomplete a second school can be easy for a focused diviner, but those one spell slot for anything is better than two divination-only spell slots.

Good, in that you can use it right before you need to make one.

But then enhanced awareness is probably better. First, spells you have to concentrate on remain going after you stop concentrating, which is great. Then you get uncanny dodge, which is not bad by any means. Master diviner is definitely one of the better master specialists. Enhanced awareness is pretty solid. Improved Initiative is comppete only good feat here, but if you need one of copmlete feats for maage prerequisite, or like Improved Initiative over a metamagic feat, go for it.


Free action, out of turn if necessary? The cost is high too Tough call, which is a sign of good balance. Could go either way. Great skills, advancement of sneak attack or similar but you need to have that from somewhere elsebonus divination spells from off your list; this is a great prestige class.

Enchantment is a school that I really like. My first character was an enchantment-focused con artist sorcerer.

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In a low-level, urban campaign i. That said, enchantment is the first school to ban. One, every single spell in the school is [Mind-Affecting]. Maye, oozes, plants, undead, and vermin are all immune to those by default. Mind blankat high levels, makes pretty much everyone else immune to it, too.

Protection from evil et al. Worse yet, nearly every single enchantment is a save-or-lose—something that wizards have from basically any other school. Specializing in enchantment is The school is not versatile. All those enchantment-only slots are going to be doing a lot of the same things. The minor enchantment esoterica is excellent. Every enchanter should 3.e5 that.

Enchanter is not a great choice, but master enchanter is a great class for one.

A meh version of Leadership. Or do it right, and go for thrallherd. Great skills, so this is cool.

Complete Mage (e Class) – D&D Wiki

Losing those slots hurts, but This prestige class from Complete Arcane is bad. It focuses on enchantment, loses a bunch of spellcasting levels, and just, is bad. HoweverMindbender 1 is excellent: You can enter at level 6, and immediately take the Completee feat from Lords of Madness. Binders are awesome, and with Improved Binding, you can get into anima mage with only one Binder level, which is way better than most theurges. Plus it has actual class features, pretty good ones at that.

Blasting is a fairly sub-optimal strategy. Other schools can make one failed save game-over for the target. Other schools have blasting. Conjuration, in particular, has a bunch of SR: Like orb of forcewhich is extremely reliable damage: SR is a bigger problem than a touch attack, which makes orb com;lete force often more reliable than magic missile.

There are unfortunately quite a few classes for whom damage is the only thing they can do. For pure-damage blasting, conjurer is probably better.