Complete Mage: A Player's Guide to All Things Arcane by Skip Williams, Ari Marmell

By Skip Williams, Ari Marmell

Complete Mage
A Player’s consultant to All issues Arcane

Skip Williams Penny Williams
Ari Marmell Kolja Raven Liquette

Arcane strength at Your Fingertips

Every sentient creature is born with a few power to paintings magic. besides the fact that, actual mastery of arcane magic calls for ability, perform, and tool past the succeed in of universal folk–specifically, the facility to harness uncooked magic and form it right into a wanted impact. you're between these talented few who've discovered to channel arcane magic, shaping it to serve your inventive or harmful whims.

This D&D® complement is meant for avid gamers and Dungeon Masters. as well as offering the definitive treatise on arcane magic, it expands the nature innovations to be had to clients of arcane magic, together with bards, sorcerers, wizards, assassins, warlocks, and wu jen. Herein you’ll locate never-before-seen status sessions, spells and invocations, magic goods, alchemical goods, background feats, and reserve feats (a new form of feat that delivers specified talents to people who stay charged with magical power). replacement classification gains supply different personality classes–from the barbarian to the rogue–a little style of what it’s wish to be an arcanist with no sacrificing their middle identities.

For use with those Dungeons & Dragons® center books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™

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Extra info for Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Sample text

Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). ARCANE STUNT Every swashbuckler relies on her agility and quick wit to get her out of scrapes.

A necromancer or dread necromancer (Heroes of Horror) in the party can compensate for the lack of turning ability with his power to control undead, and halt undead should be part of an arcane caster's repertoire in any case. ARCANE GROUPS For a real change of pace, try putting together an adventuring party composed entirely of arcane spellcasters. In the examples below, each class is followed by an archetype from the list presented elsewhere in the chapter. As in any group that doesn't adhere to a traditional array of PCs, some characters must be prepared to fill in for others at a moment's notice—be sure to carry some extra potions, scrolls, wands, and the like.

Improved Conduction: You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round. FACE-CHANGER [RESERVE] Your mastery of illusions allows you to subtly alter your appearance at whim. Prerequisite: Ability to cast 3rd-level spells.

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