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Complete Mage - Is it out yet?

Greg K

Legend
Hi all,
To those asking for more info, I just copied that info from a thread at WOTC boards. I'll try to copy and paste more info as it comes. The real person to thank (and whom to ask specific questions) is Razz as he is the actual source of the information
 

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Aaron L

Hero
Greg K said:
SOMATIC WEAPONRY: Pretty much what I expected and what I am sure everyone will be happy about. Requirements are cheap, and you can basically use your weapon, or any item in fact, for the somatic component of a spell.


Ive been waiting for this feat for EVER, I was just talking about wanting it on the WotC message board like last week, seriously.

Thats AWESOME.
 

Whizbang Dustyboots

Gnometown Hero
Felon said:
If a mage reaches a point where he can afford to keep a lightning bolt uncast, then he's probably at a point where a 3d6 attack is no big whoop, eh?
Unless you're at the epic levels, I can't imagine 3d6 is never going to make a difference, especially when it's potentially 3d6 every round until a spell can be dropped to really turn the tide. If nothing else, this is the Mook Killer feat, and given that a pile of mooks is bad news for the robe-wearing members of a party, that's a good thing.

I honestly can't imagine someone playing an arcane spellcaster and NOT taking this feat.
 

Greg K

Legend
Hi all,
Here is some more Complete Mage preview goodness posted by Razz at the WOTC boards

PREREQUISITES FOR MASTER SPECIALIST PRC
Prerequisites: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, Spell Focus (school of specialization), must be able to cast 2nd-level arcane spells, must be a specialist wizard


RAPID METAMAGIC
You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can.
Prerequisites: Spellcraft 12 ranks, ability to spontaneously cast spells
Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its normal casting time.
Normal: Spontaneous casters applying metamagic must either take a full-round action (if the spell normally requires a standard action or less) or add a full-round action to the casting time (if the spell takes 1 full round or longer to cast).

RESERVE FEATS
Acidic Splatter: [Ability to cast 2nd-level spells] Create orb of acid 1d6damage/level, +1 caster level on acid spells
Aquatic Breath: [Ability to cast 3rd-level spells] Breathe normally in air or water, +1 caster level on water spells
Blade of Force: [Ability to cast 3rd-level spells] Surround a weapon in force, +1 caster level on force spells
Borne Aloft: [Ability to cast 5th-level spells] Fly 30 feet once per round, +1 caster level on air spells
Clap of Thunder: [Ability to cast 3rd-level spells] Touch attack does 1d6damage/spell level and bestows deafness, +1 caster level on sonic spells
Clutch of Earth: [Ability to cast 2nd-level spells] Impede creature's movement, +1 caster level earth spells
Dimensional Jaunt: [Ability to cast 4th-level spells] Teleport 5 feet/spell level, +1 caster level on teleportation spells
Dimensional Reach: [Ability to cast 3rd-level spells] Summon a small item, +1 caster level on summoning spells
Drowning Glance: [Ability to cast 4th-level spells] Exhaust an air-breathing foe, +1 caster level water spells
Face-Changer: [Ability to cast 3rd-level spells] Alter your appearance, +1 caster level on glamer spells
Fiery Burst: [Ability to cast 2nd-level spells] Create fire burst 1d6damage/spell level, +1 caster level on fire spells
Hurricane Breath: [Ability to cast 2nd-level spells] Bull rush foes from a distance, +1 caster level on air spells
Invisible Needle: [Ability to cast 3rd-level spells] Create force dart 1d4 damage/spell level, +1 caster level on force spells
Magic Disruption: [Ability to cast 3rd-level spells] Reduce effect of enemy spellcasting, +1 caster level on abjuration spells
Magic Sensitive: [Ability to cast 3rd-level spells] Detect magic instinctively, +1 caster level on divination spells
Minor Shapeshift: [Ability to cast 4th-level spells] Grant physical benefit, +1 caster level on polymorph spells
Mystic Backlash: [Ability to cast 5th-level spells] Target's spell damage self, +1 caster level on abjuration spells
Shadow Veil: [Ability to cast 2nd-level spells] Obscure a target's sight, +1 caster level on darkness spells
Sickening Grasp: [Ability to cast 3rd-level spells] Sicken a target with a touch, +1 caster level necromancy spells
Storm Bolt: [Ability to cast 3rd-level spells] Create line of electricity 1d6 damage/spell level, +1 caster level on electricity spells
Summon Elemental: [Ability to cast 4th-level spells] Summon elemental, +1 caster level on summoning spells
Sunlight Eyes: [Ability to cast 2nd-level spells] See in darkness 10 feet/spell level, +1 caster level on light spells
Touch of Distraction: [Ability to cast 3rd-level spells] Impose -2 penalty on target's attack or Reflex save, +1 caster level on enchantment spells
Wind-Guided Arrows: [Ability to cast 3rd-level spells] Apply modifier to ranged weapon attack, +1 caster level on air spells
Winter's Blast: [Ability to cast 2nd-level spells] Create cold cone 1d4 damage/spell level, +1 caster level on cold spells
 

Aaron L

Hero
Greg K said:
STORM BOLT: Ability to cast 3rd-level spells; As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.


Wow. That is.... rad!


I cant wait to get this book.
 

Felon

First Post
Whizbang Dustyboots said:
Unless you're at the epic levels, I can't imagine 3d6 is never going to make a difference, especially when it's potentially 3d6 every round until a spell can be dropped to really turn the tide. If nothing else, this is the Mook Killer feat, and given that a pile of mooks is bad news for the robe-wearing members of a party, that's a good thing. I honestly can't imagine someone playing an arcane spellcaster and NOT taking this feat.

Oh, I can. Wands and (later) staves can easily make that 3d6 look pretty piddling. It's the exact same deal with a warlock's eldritch blast...except the stormbolt doesn't have essences to enhance its effectiveness...and it's not an unspecified energy type...and a spell of the wizard's highest level has to be reserved for it to remain equivalent damage...
 
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BryonD

Hero
Felon said:
Oh, I can. Wands and (later) staves can easily make that 3d6 look pretty piddling. It's the exact same deal with a warlock's eldritch blast.
I'm thinking they are a touch on the powerful side for a feat.
It is hard to compare a ranged touch to a line. But a 20 foot line is pretty small.
If it is a little over power, I'm thinking that the fun added will cancel that out.
:)

I really like the concept and flavor. A Lot.

And I agree that a wand of Lightning Bolt would make this almost pointless. So it can't be to bad. ;)


Is there a save involved?
 

Whizbang Dustyboots

Gnometown Hero
Felon said:
Oh, I can. Wands and (later) staves can easily make that 3d6 look pretty piddling. It's the exact same deal with a warlock's eldritch blast...except the stormbolt doesn't have essences to enhance its effectiveness...and it's not an unspecified energy type...and a spell of the wizard's highest level has to be reserved for it to remain equivalent damage...
We'll see. My gut says, a year from now, one or more of the reserve feats are a "must have" for arcane spellcasters. At least Force Dart uses a smaller damage die.
 

Gold Roger

First Post
Whizbang Dustyboots said:
We'll see. My gut says, a year from now, one or more of the reserve feats are a "must have" for arcane spellcasters. At least Force Dart uses a smaller damage die.

You say that as if it's a bad thing. I personally welcome casters that hold for a whole day.
 

Whizbang Dustyboots

Gnometown Hero
Gold Roger said:
You say that as if it's a bad thing. I personally welcome casters that hold for a whole day.
Say what like it's a bad thing? I'm in favor of casters being able to do something cool every round -- I love Monte's spitballing of, essentially, merging wizards and warlocks in 4E, with fewer wizard spells in return for effects similar to reserve feats -- I just think that the current reserve feats might be a little TOO good. It's not as though wizards are underpowered to start off with.
 

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