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It provides sample adventure mystic arts, well studied in all the major secrets of arcana. Although you feats give your arcanist character an interesting origin story, can benefit from much of this material even if you don't have while reserve feats allow a spellcaster to extend her power Complete Arcane, that book is necessary to make full use of over a series of encounters.

Complete Mage and to take full advantage of the new options In addition to feats, this chapter includes several arcane- and mechanics presented herein. In running text, each mention sacrificing their core identity. Prestige Classes Chapter 3 : Every mage yearns to bring Finally, the superscript notation CA in statistics blocks signi- her own spin to arcane magic, and the eleven new prestige fies a game feature found in Complete Arcane.

Some of the class features, feats, energy than a free action. Unlike a swift action, an immediate spells, and items in Complete Mage use these concepts. Swift Action: A swift action takes a small amount of time but Using an immediate action on your turn is the same as using represents a larger expenditure of effort than a free action. You a swift action, and doing so counts as your swift action for that can perform one swift action per turn without affecting your turn.

You cannot use another immediate action or a swift action ability to perform other actions. However, you can perform only until after your next turn if you have used an immediate action one swift action per turn, regardless of other actions you take. In addition, casting diate action before your turn is equivalent to using your swift any spell with a casting time of 1 swift action such as batllecry; action for the coming turn.

You also cannot use an immediate see page 96 is a swift action. Casting a spell with a casting time action if you are currently flat-footed. Even people Unrefined magic cannot be seen, felt, tasted, smelled, or who wield the mightiest spells seem reluctant heard. Unrefined magic is best described as the poten- to give a simple answer. For purposes of this tial for the incredible that is inherent in the universe. Magic works sense unrefined magic in any way experts in the field its wonders without any discernible physical cause and often regard those who claim otherwise as eccentrics.

Rather, without any rational explanation. A character working magic practitioners open their minds or spirits to the possibil- taps into some kind of mysterious power source and shapes ity of magic. A variety of sensations magic, which is present in the universe in the same way that might accompany this awareness.

Practitioners ordinary matter is present. Magic is simply one element in report a surge of confidence, a tingle of raw power, or the combination of things that make up what mortals know an impression of potent harmonics.

Some perceive as reality. You can find matter almost everywhere you look in the harmonics as chords of unearthly music, while the universe. Some scholars contend that even the voids of others describe the same phenomenon as tremors interplanetary space and the Astral Plane hold infinitesimal rippling through their limbs and organs.

However bits of matter, too small to see or feel, but present neverthe- magic is perceived, the mere fact of that sensitivity less. Magic, too, infuses the universe, though most beings indicates the individual's potential to shape it into remain unaware of its invisible presence. Even those incapable of learning spells aren't alike. To the layperson, there's not much dif- the simplest spell can, with practice, learn to mimic the ference between the spells wielded by a wizard and those power of a spellcaster by way of various magic items.

Seri- cast by a cleric. To the student of magic, however, profound ous students of magic, however, scoff at the suggestion that differences abound. After all, specific source that serves as both a conduit and a filter. Someone else—a true practitioner—has already or ideal. Regardless of the actual source, divine magic is performed the truly difficult task of shaping and binding raw intensely personal and comes to the user through devotion to magic into the item.

Put simply, to a divine spellcaster magic is a matter of faith, not learning. The protection from evil spells if they don't wish to rely on magic items that someone spell cast by a cleric functions identically to that cast by a else already has made.

Some creatures have a natural talent sorcerer, even though each caster would claim that his spell for casting arcane spells dragons and nagas, for example , but results from a different power. The mystical gestures required by divine For a wizard or similar arcanist, the initial period of prepa- spells tend to be less expansive and complicated than those ration represents the spell's lengthiest and most complex of their arcane counterparts, but no compelling theory element.

Preparing a spell involves drawing in unrefined explains why. For all practical fewer innate restrictions on their spells, since a higher power purposes, preparing a spell is the first step in casting it.

The has already entrusted them with the effect. The spellcaster prays or meditates, entreating the potential for a particular spell. Arcane spellcast- A rapidly growing number of individuals, however, master ers, on the other hand, see preparing a spell as an intellectual arcane practices that ignore the act of spell preparation.

These exercise. The arcane spellcaster ponders the spell's intricacies characters instead focus their talent in learning a narrow range and builds it within his or her mind, piece by piece. Instead of Divine casters must also obey certain strictures on spending long hours poring over spellbooks, these casters need their use of magic, varying from limited access to spell mere minutes each day to ready their magical potential.

Rare is Whether prepared or merely readied, a spell remains with the divine spellcaster who doesn't have to deal with at least the caster as magical potential until the caster chooses to trig- one quirk that an arcane caster might find quaint or even ger, or cast, the spell. Such an act typically requires a variety outright annoying. Curiously, one arcane caster—the wu of physical props components , ranging from a mystical jen—shares a similar stricture in the form of taboos.

This phrase or gesture to an expensive or rare substance required similarity suggests that the origins of the wu jen's magical to unleash the magic. Although arcanists have commonly accepted. These energetic sages assert that power. Once a spell has been cast, it's effectively impossible components aren't keys, but rather locks—suggesting that to tell whether it is arcane or divine.

If an observer actually even the most learned of arcanists don't fully control their witnesses the casting, the spell's components might give a own powers, and that components are necessary instruments clue to the spell's nature; for example, divine spells typically to keep the spells in check.

Whether these locks were placed employ a holy symbol as a focus for the spell. Otherwise, by the deities themselves or are simply such an old convention nothing distinguishes an arcane spell effect from a divine that no one today questions their utility is anyone's guess.

Such creatures have no explainable are the undisputed masters of crafting power-driven bar- awareness of how they actually manage their magical talents. No other creatures anything special to work their magic beyond willing their take as much pleasure from corrupting mortals with dark magical tricks to happen.

Such creatures seem to function as powers, and the sheer number of devils who traffic in such. They naturally collect pacts would send a chill down the spine of the staunchest. From ambitious horned devils and pit fiends to the This magical potential doesn't seem to have any clear link greatest archdevils themselves, these masters of artifice and either to arcane magic or to divine magic, though it creates duplicity take pride in sowing evil throughout the land, and results similar or identical to those arising from spells.

A endowing warlocks with their power provides ample oppor- glabrezu's dispel magic ability functions like the same spell tunity. These individuals and sorcerer or a dragon have more in common with the spell- other devils are updated for the v.

So far, this theory has gained little traction responsible for the pacts that create warlocks. As any planar among traditional sages. Although the end result of a breath a bare few of the so-called demon princes are so inclined. Mighty demons prefer to bestow their favor upon bloody Warlocks typically claim that this proficiency with magic cults of mad followers rather than reward a single individual comes from their bloodline—or, in some cases, from a pact with great power—after all, such an individual might easily made with powerful entities that permanently changes the become a threat to the demon prince's own rulership of his individual's interactions with the supernatural.

The various demon princes are updated for the v. In truth, while they might be the most visible and well-known exam- ples, fiendish warlocks make up only a thin majority of all those who use invocations. Instead, Fey: A growing number of warlocks draw their power schools provide labels that fit the facts various scholars and from the mystical realm of faerie.

Fey have always enjoyed practitioners have observed about magic over the years. Each school describes a group untapped potential that rests within faeriekind. True fey are more terrible and beautiful than mortal similar ways. Characters who grasp the concept of spell schools eyes can bear to perceive. Legends of rival courts of fey—one maintain a way of thinking about magic that helps them light and one dark—have persisted for ages, though the fey achieve the proper frame of mind for working arcane spells.

The increase in mortals who Spell schools, and the techniques associated with them, wield fey-given power, however, suggests that the realm of have proved such effective classifications that spellcasters of faerie might be awakening from a long slumber.

Woe to all kinds have adopted the terms and methods associated with those who underestimate the effect of this development on schools to sharpen their own understanding of magic and to the mortal realm. The detect magic spell is A feyblooded warlock is equally likely to be a well-meaning just one example that proves the usefulness of the concept of chaotic good, an unpredictable chaotic neutral, or a coldly spell schools.

The spell reveals magical auras, and anyone with malevolent neutral evil individual. Few have the discipline even a basic understanding of spell schools can examine an for a lawful evil bent, and most don't share the savage outlook aura and determine exactly what the aura's school is, regard- common to chaotic evil.

A magical aura reflects Slaadi: As beings of pure chaos unconcerned with mat- what the magic is actually accomplishing, not where it comes ters of morality, few slaadi care enough to make pacts with from. A trained observer can study an aura's characteristics mortals. Some of the most potent of them, however, such and relate them to one of the eight schools.

The Spell Focus feat allows any Warlocks whose powers derive from the slaadi can be of spellcaster not just a wizard to develop a knack for casting any alignment, but most are chaotic.

Celestials: The mere suggestion that the paragons of Schools aren't the only method for understanding and virtue would grant such dark powers to mortals seems at first working arcane magic, just the most successful one.

Other to be unworthy of discussion. However, some particularly approaches can prove just as effective, at least for some arcan- wild or chaotic celestials, such as the eladrins, share more ists. Warlocks, for example, are classified as users of arcane in common with the fey than with the archons or angels. Is magic because they don't rely on a deity or ethos for their it so inconceivable that the mighty denizens of the Court magical power , but they don't work their magic within the of Stars the eladrin lords detailed in Book of Exalted Deeds framework that schools have defined.

Doing this is commonly known as specializing soul. For another take on a celestial-themed warlock, see the in a school. When a wizard chooses one school as a specialty, enlightened spirit prestige class page Only time will tell if schools if the item is activated with a spell trigger.

In fact, a school specialist can choose any two prohibited schools. The uncertainties surrounding magic haven't stopped magical Still, rivalries between students of particular schools have practitioners from promulgating various theories and systems arisen over the years, and certain schools appeal more to for its use. Perhaps the most successful of these concepts is some practitioners than to others. Here's a quick look at each the system of schools of magic relied on by wizards.

They like to imagine that else. Whether it blocks, banishes, protects, or rescues, an through spellcasting, they take control of the fundamental abjuration spell is dedicated to preventing or ending some material of reality. Conjurers believe that their spells are drawn from the Specialists in this school call themselves abjurers, and they leftover energy that created the universe.

As such, their spells subscribe to the philosophy that an ounce of prevention is do not steal from the world around them, but instead draw worth a pound of cure. The school's detractors refer to abju- from an ever-expanding force of creation that is still spawn-.

Those who oppose this theory accuse. CHAPTER 1 of undoing, but abjurers contend that the power to unmake conjurers of weakening the fabric of reality, slowly draining something particularly another magical effect represents off imperceptible amounts of matter to fuel their spells. By extension, then, they Philosophically, conjurers stand in opposition to the hold abjuration as the most powerful school of magic.

Conjurers find evocation spells superficial and desire for equilibrium, the school's devotees claim. For every devoid of possibility, since they lack meaningful substance. Those who reject this theory claim simply that and unreliable for regular use. Likewise, conjurers regard abjuration spells result from long magical research driven illusion spells as distasteful, preferring to work only with by the desire to resist or reverse change. Abjurations aren't what is real.

Philosophically, abjurers are most likely to come into As a conjurer, you might exhibit any or all of the following conflict with illusionists. After all, abjuration deals with real personality traits. Since many abjura- You are naturally bossy and tell people what to do before tion spells deal with protecting or ending harmful ongoing earning their respect.

Evokers, with their love of You have little patience for uncultured or uneducated loud and flashy magic, also rub abjurers the wrong way.

Personality: Abjurers like to solve problems, and they try You prefer the company of your summoned creatures over to be ready for any situation that might arise. As an abjurer, your living companions. You prefer to summon You have to get the last word in any discussion or creatures that you can count on entirely, rather than ensnaring argument.

Illusion and You are annoyed by outside forces people, events, the transmutation are similarly perceived as a waste of time, weather interfering with your personal life or goals.

Prohibited Schools: As an abjurer, you can most afford to give up the school of illusion. Beyond that, The effect could disclose hidden traps, expose well-told lies, both enchantment and necromancy represent acceptable or foil enemy plans.

These schools' spells deal with only a Specialists in this school call themselves diviners, and limited range of foes or circumstances, which is contrary to they subscribe to the philosophy that you must know all the the typical abjurer's attitude. The effect could appear in the spellcaster's hand, Diviners see themselves as seekers of truth, even while they arrive from another plane of existence, or take shape in keep the most powerful secrets to themselves.

Diviners feel that their very existence epitomizes the never- Specialists in this school call themselves conjurers, and ending search for knowledge. Diviners justify their chosen they subscribe to the philosophy that two birds in the hand path of magic by claiming that if all things in the universe are worth four in the bush.

Critics of the conjuration school were known, divination magic would cease to exist. Those strong enough to Philosophically, diviners categorically oppose the school resist such mental coercion might speak against the social of abjuration, because abjurers are the most successful at corruption an enchanter can seed into a community.

The blocking their spells. The school of illusion is similarly enchanter blithely agrees, all the while manipulating politics irksome to diviners in search of the truth, often misleading to secure his or her position of influence.

Transmutation can be troublesome to diviners Philosophically, enchanters oppose the evocation school. Since enchanters are concerned with blending in without Personality: Diviners are being overtly noticed, necromancy is summarily creatures of intense curiosity rejected because of the stigma it attracts.

Personality: Enchanters are characters You are a good listener with a of subtlety who have an air of superior- highly analytical mind. As an enchanter, you You are quietly judgmental of might exhibit any or all of the following everybody around you, taking note of personality traits. You are a pacifist who defuses violent You dislike charging into situa- encounters rather than escalating tions unless you have ample time them. You are happiest work- You see conspiracies everywhere, per- ing in the background haps even where none exist.

Necromancy holds little power but carry yourself interest for you, since the dead with a quiet confidence. Abjuration You love conflict in all its represents your philosophical forms and sow the seeds of shadow, but you crave profi- chaos whenever possible. You are an enchanter, giving up the indifferent about giving up the school of necromancy is almost a school of illusion, since diviners foregone conclusion, since you lack see the potential in deceiving scrying the ability to affect undead minds.

Evo- sensors rather than blocking them cation serves a purpose when you are An enchanter favors subtlety over which proclaims that something is be ostentatious displays actively engaged in magical battles, but ing hidden. They effec- manipulate their own pawns. The effect and they subscribe to the philosophy that your most valued could blind its targets with searing light, immolate them with friends are those you make.

Those who disparage the enchant- explosive fire, or shock them with electrical current. Those who oppose the school of evocation cite the change of mind. For an enchanter, controlling the actions collateral damage of these spells, but evokers are quick to of another creature, particularly an influential one, is akin assure any concerned party that their spells are either care- to guiding fate. In truth, evokers are almost Enchanters regard domination of the mind as the ultimate fatalistically drawn to the limitless raw magical power of form of magical power.

They realize that their field of magic their spells, oblivious to the inherent danger. Critics of the illusion school claim that its spells focuses magic from its most turbulent and volatile state.

They believe that release it in controlled amounts. Opponents of the school, reality is defined by observation, and they focus on changing who believe that evokers contribute to rather than diminish individual perception as the supreme form of power.

Evokers regard the reality-based focus reality, and so are in fact altering the world on a deeply sub- of conjurers as limited in its outlook, missing the wealth of conscious level. Debunkers of this opportunities that evocation creates. By extension, theory retort that illusionists are the school of enchantment warrants a delicate either more than a little insane touch that is frequently lost on evokers.

As an evoker, confound the mind. Simi- and up front, holding larly, evocation creates nothing back when ex- effects that are unden- pressing yourself.

As an usually divest yourself of the conjuration puzzled demon the difference between illusionist, you might exhibit any or all immunity and resistance school, since summoned creatures would of the following personality traits. Enchantment holds You are exceedingly curious about people's fears and ask little appeal, since charming a creature to do your bidding is inappropriate personal questions about what scares them.

Illusion spells, while You are intensely private and never talk about yourself, us- capable of creating dramatic effects, require more attention ing your illusions as a mask or veil over your personality. An illusion spell creates a false impression that targets the Prohibited Schools: As an illusionist, transmutation senses.

The effect could hide your presence, summon a is a likely choice as one of your prohibited schools because target's greatest fear, or manifest a visage limited only by a well-crafted illusion can serve the same purpose as an your creativity.

Necromancy is perhaps the next Specialists in this school call themselves illusionists, and logical choice, since the schools have some overlap with they subscribe to the philosophy that reality is only what you spells that frighten their subject. Enchantment is over life and death. Their effects can also a good choice for a prohibited school, since necromancers drain the stamina out of an opponent's rarely have any need for living servants.

A transmutation spell modifies energy and matter. Specialists in this school call them- The effect could alter a creature's shape, selves necromancers, and they subscribe boost mental or physical qualities, or to the philosophy of waste not, want change the way something interacts not.

Detractors of the school con- with the world. Controlling such right to change creation, but trans- bodies, however, is secondary to muters feel that if something can be controlling life.

They claim that any an essential element in the hurdle, no matter how daunting, universe—one that can be can be solved by changing it into controlled and manipulated something harmless. Necromancers believe that strength and variety of their spells they hold the reins of life by to a belief that all things in the surrounding themselves with universe must inevitably change undead creatures. People who into something else. They merely challenge the necessity of this accelerate that ongoing evolution- school claim that necromancy ary momentum to suit their needs.

Necromancy trumps the mind by claiming dominion Philosophically, transmutation is opposed to the school of over life. Necromancy also finds little in common with conjuration. Rather than working with existing materials, conjuration; while conjurers must create their own power conjuration creates or summons new materials. Evocation by summoning and the like, necromancers work with is similar in this regard, in that both schools create effects whatever is on hand at the time.

Necromancy and Personality: Necromancers are introspective characters transmutation are complementary schools, since both share with a pragmatic approach to death. As a necromancer, you the same view of using whatever is available. Whether alive, might exhibit any or all of the following personality traits.

Personality: Transmuters are tinkerers at heart, never You are hopeful and impatient as people die, seeing their content to leave things as they are. As a transmuter, you might bodies as useful material for your spells. You are obsessed with your own mortality and crave You are a troubleshooter who enjoys overcoming challenging immunity from death.

You brood instead of discussing or sharing your You are a natural actor who assumes the role of any creature thoughts. For this reason, blasters abilities. They do not You revel in appearing to be much less than you seem. A grandstanding blaster is either supremely talented at quish illusion as one of your prohibited schools, since you calculating spell angles, diameters, and radii, or he is heedless focus on creating real changes rather than perceived ones.

Adventurers who find themselves Conjuration can also be sacrificed comparatively painlessly, in a party with a careless blaster don't need any additional.

They abilities. Evocation, despite being philosophically opposed endeavor to remain constantly aware of where everybody is to transmutation, is considered an asset, shoring up the situated to best apply their spells for maximum effect. It is transmuters effectiveness. Indeed, magicians portrayed in legend and popular Against an advancing army of soldiers, a blaster is completely fiction vary in focus as much as—or even more than—any in his element.

Weaknesses: For the same reason that a blaster is a boon This innate flexibility allows an arcane spellcaster to to any group of adventurers, he can also become a detriment. A disorganized party that fails to coordinate with its blaster Described below are several arcane spellcaster archetypes, either ends up injured by an errant spell, or the blaster has to along with suggestions for building each one into an effec- voluntarily rein himself in, effectively taking himself out of tive character.

Neither Of course, not every spellcaster fits neatly into one of the scenario is desirable, since they both force a blaster to tiptoe following archetypes.

A character can easily combine two or around his untapped potential. For example, a Arcane are good blaster candidates, bringing a wealth of spells booster who prefers to take the battle per day to any battle. Their high Charisma also lends itself to the enemy personally might also well to leading a group. Wizards particularly evokers be a warrior.

Many blasters like to combine the necessary intellect to guide their party keep a few sniper spells in reserve through advanced tactics and the ability to fine-tune and vice versa , and the strate- their spell selections to the group's immediate needs. Best Prestige Classes: The blaster and BLASTER the sniper see below are two sides of the The choice of targets is usually made for same coin, and they benefit from the you, determined entirely by how many same prestige classes.

The elemental opponents are in the closest proximity to savant Complete Arcane grants the each other. As a blaster, you are the anchor blaster great control over a particular of an adventuring party.

Although you type of energy, which meshes nicely shine against large numbers of weak with his preference for dealing opponents, your most important role damage. The archmage's master is to soften up the enemy so that your of shaping class feature can companions can swoop in and defeat be exceedingly useful to them that much easier. Blasters with Personality: Although it might be a more unpredictable easy to pigeonhole a blaster as blunt in bent might find the his outlook, he is actually more attentive wild mage prestige than people think.

In point of fact, class Complete Arcane he must be. A blaster would otherwise to their liking. It essentially gives balls of snow. The fireball known choices. This spell is also a prime candidate you to deal even more collateral damage to your opponents. Be careful should be the first spell selected at this level.

This spell is using this feat when your allies border the spell effect, since particularly useful since most of a blaster's spells originate they might collide with the ejected bodies. As Sculpt Spell Complete Arcane : This feat allows you to alter your second spell, explosive cascade Spell Compendium is ideal the area of any spell and even lets you create four isolated for targets that cluster together. As a blaster, you Spell Focus evocation : Many of your spells require Reflex can strategically place these explosions across a battlefield in saving throws, and the DCs can never be high enough.

For places where your allies won't be affected. Moreover, anybody the same reason, Greater Spell Focus evocation is also a struck by this spell takes half as much damage in the next sensible choice. Widen Spell: When all your allies are out of harm's way, you 6th—Chain Lightning: Similar to firebrand, this enduring can cut loose with this metamagic feat.

Most of the spells in a blaster's foot-radius burst, while either dazing or dazzling them for repertoire affect multiple opponents within an area, limiting 1d6 rounds depending on whether they make their saving this feat's utility. Short of being sightless, no creature can boast immunity Enlarge Spell: Spells with a range of medium or long already to this spell. Casting 8th—Horrid Wilting: Unquestionably worthy of its name, a blaster spell from any farther away becomes excessive, this spell drains moisture from the bodies of an extraordinary especially if you want to see where your party members are number of targets.

You can selectively affect any number of in relation to the enemy. Moreover, spells with burst, cone, or creatures within long range as long as all targets are within line areas or those with ranges measured in a fixed number 60 feet of each other. A more powerful gout of flame does not exist. Make environment where allies can be easily caught in the secondary sure your friends have all run for cover.

Spells to Avoid: Although blasters have many options Best Spells: As a blaster, you want to catch the maximum available to them, some spells more effectively deal damage number of opponents in your area spells without harming in a wider area than others.

Try to balance damage output your allies. Doing this requires a good vantage point from against potential area, especially if you have a limited number which the battle can be surveyed, but you also can't be so of spells known. Most of your spells come from the evocation to targets in the area, but in small amounts that can be easily school.

If the targets save against the fighters who need to be augmented with his magic. Almost any spell Best Classes: Wizards, particularly transmuters, enjoy that deals damage ensures that some effect will be felt, even the most unfettered access to arcane boosting spells, with a if the enemy successfully makes a saving throw.

A wu Stinking Cloud: This spell and others like it jen Complete Arcane with elemental mastery over earth or simply impairs targets rather than dealing hit wood can make a particularly good booster as well, espe- point damage. Bards arguably make the. CHAPTER 1 BOOSTER best boosters, not only because of their inspirational You tend to be exceptionally selfless music, but also thanks to their ability to double for an arcanist, devoting your spells as secondary healers with access to cure to making everybody in the party spells.

Additionally, bards are also more formidable against their the arcanists most capable of enemies. As a booster, you are protecting themselves without as valuable to an adventuring needing help. A sorcerer party as a healer—except that who focuses on transmu- instead of restoring the exist- tation spells is a boon to ing potential of your group, any party, since he rarely your spells push mortal suffers from a shortage limitations to preternatural of spells, but he often extremes and endow your lacks the perfect so- allies with arcane might.

More than any- es: The initiate of the thing, they want to see sevenfold veil Complete everybody in their party Arcane is an excellent come back alive from their choice of prestige class for latest adventure.

To this end a booster, since its protective they are both sympathetic wards protect boosters while and analytically critical of they augment their allies. More their companions, address- important to any arcanist, an ini- ing individual strengths tiate of the sevenfold veil does not lose a and weaknesses to shore single caster level.

The sublime chord Com- up group dynamics. In areas in which their companions can im- preternatural extremes addition, the sublime chord class grants ac- prove their tactics and train accordingly. A booster takes his cess to several arcane songs that increase role so seriously that when anyone is injured due to lack of spellcasting effectiveness and can even suspend the enemy organization, he takes it as a personal failure. Strengths: Boosters are the sergeants of a party, keeping A booster willing to sacrifice power for versatility should track of individual contributions and pointing out flaws consider the mystic theurge prestige class, since the sheer that need to be eliminated.

Wherever a deficiency exists, the number of boost spells available to such a character should booster provides a spell that removes the problem. When keep him busy throughout the adventure. Adventurers who Arcane Disciple Complete Divine : Although you can only have a booster watching their backs can make short work of gain so many spells from this feat depending on your any obstacles they face.

Wisdom score , even if you only gain access to the first three Weaknesses: Not surprisingly, the greatest potential levels, those spells can justify this investment—especially weak link in any adventuring group is the booster himself. Many domains grant spells that As arcane spellcasters, boosters are notoriously ineffectual arcane casters can find on their own lists, but a booster in melee combat.

They try to fortify their own weaknesses might want to consider the Courage Spell Compendium , before battle along with everyone else, but once a conflict Family Spell Compendium , Healing, Luck, Protection, and starts, boosters need protecting. This weakness can be turned Renewal Spell Compendium domains.

It's cheaper than a potion tably puts you in harm's way during melee combat. This feat of cure moderate wounds, and certainly more beneficial. This spell makes it possible for everyone in your party at hand means you can branch out with your own spell to participate in an attack from above.

The longer a booster can turned into an unstoppable force of stone can be even more make a spell last, the more spells he can save for multiple effective. Fortify Spell Complete Arcane : This feat can prevent a 9th—Freedom: When all else has failed to liberate a party booster's spells from being dispelled, but the likelihood member from enspelled imprisonment, this one does the of that event occurring with enough frequency to warrant trick.

Spells to Avoid: You have the largest selection of spells Spell Focus transmutation : Most of the targets of your spells to choose from as a booster. Try to restrict your choices to are willing recipients, meaning that save DCs are not usually boosts your companions cannot achieve themselves with important. This spell should be considered only if you learn special abilities or spells, especially if you have a limited a significant number of offensive transmutation spells.

Best Spells: As a booster, you want to help everyone in Heroism: A decent spell for individual party members, your party by choosing whichever spells best complement but any bard can provide virtually the same benefit without and improve their natural strengths. Most of your spells casting a spell. In addition, for downloading some very long Scribd documents to single-page PDF, this plugin will fail to download. It will show an error message. In addition to the above two, there are some other ways to download Scribe documents without download option.

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