Complete Mage - Is it out yet?

Set said:
I like these better, actually. The +1 caster level and the much easier to meet prerequisites make them very nice compared to the Locus feats.

I was driving one of my friends around and we were discussing that we wanted more prerequisites. Goes to show different playstyles and all.
 

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Here is another from Razz

CAPTIVATING MELODY: (Bardic music, ability to cast arcane spells) As swift action before casting a spell, make a Perform check (DC 15 + spell level). If you succeed, you can sacrifice one use of bardic music to increase save DC of next enchantment or illusion spell you cast in same round by 2. If the Perform check fails, you gain no benefit but still lose the bardic music use. You can only use this feat on spells from a class that grants you the use of bardic music.
 

Klaus said:
I'd rather find out that a creature is resistant to electricity through a wasted use of an at-will ability than through the wasted use of a 3rd-level spell slot.

But it ain't wasted if damage gets through. I suppose a mage with this reserve could do: Zap for 3d6, do 11-10=1 damage, find out the creature is only slightly hurt, and then say "what the hell" and go for the full lightning bolt for more damage. Or pull out his wand of fireballs. :)
 

I am less interested in the damaging versions of the reserve feats than in the utility versions. I'm especially interested in their use by multiclass or non primary spellcasters.

...I should explain my reasoning. Sorcerors hardly need more spells per day. Wizards? They'll get some benefit, but not a ton at higher levels, especially for the damagine attacks that dont' grow incredibly fast.

Nonprimary spellcasters often have significant limits on spells per day. For example, a hexblade runs out of spells very, very quick. These feats could give them permanent magical natures to augment their abilities. Reserve feats that look good for hexblades: Blade of Force, Dimensional Jaunt, Dimensional Reach, Face Changer, Magic Disruption, Minor Shapeshift, Sun Light Eyes, Wind Guided Arrows.

I don't have the actual text of these feats, just the preview in this thread. But all of them look fun, useful, and thematic.
 
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I do really like the Hexblade potential in these....makes it much more viable to be "always magical," like a Warlock with better melee potential....big fan.

Speaking of, yes, the utility is somehow more interesting than the POWER. I thought the same thing for the warlock....magical lazer at will blah blah blah....but I can basically teleport around whenever I want? Something tells me the guards at the gates will not be barring my entrance anymore....

It was like when I saw that Warlocks could walk around surrounded in a swarm of bugs at all times....the possibility to just threaten *everyone* with creepy crawlies was very amusing to me. You can't make a bug-proof home, after all....

Mweeheehee...
 

Milkman Dan said:
Oddly, at least in my case, it wasn't the extra ability that drew me to the Reserve Feats as much as the +1 caster level that's tacked on. See, according to Complete Mage's description of Reserve Feats, it's a full-time, "always on" benefit.

Actually, I forgot to reply to this earlier, but I think you're absolutely right. This caster level boost is what makes the feat superior to wanding.

It also creates an interesting tactical choice where a caster's tempted all the more to burn that spell that's giving him a constant spell-like ability.
 

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It's the return of the Rainbow spell!!!

Can Druids still use it?

And now that the book is out, is there anything in there to boost familiars?
 

Some new spells that Razz listed as his favorites. I personally dislike them, but I thought that I would share them anyway.

Prismatic Deluge: 40 ft. wide, 80 ft. high area effect that hits everything in it as if they walked through a prismatic wall.

Repelling Shield: As the shield spell, except it bull rushes enemies that attack you.

Lightning Leap: Turn into a lightning bolt and move through your enemies as the bolt, dealing damage.

Transcend Mortality: Wu jen only spell, but gives you crazy powerful benefits for 1 round/level. Then you die. Heh.
 


here is more from Razz

MINOR ESOTERICA
Abjuration: Gain competence bonus on dispel checks equal to 1/2 class level.
Conjuration: Summoned creatures gain extra hit points equal to caster level.
Divination: Divination spells with concentration as duration last an additional number of rounds equal to 1/2 class level after you cease concentrating.
Enchantment: Targets of charm spells don't receive a bonus to saves when being threatened or attacked. Also, targets of compulsions don't get a bonus to saves for doing actions beyond their nature.
Evocation: Gain bonus to Concentration checks equal to 1/2 class level when casting evocation spells.
Illusion: Will disbelief illusions have DC increases by 2
Necromancy: Undead allies within 60 ft. gain turn resistance and bonus on saves equal to class level for a number of rounds equal to class level when you cast necromancy spell.
Transmutation: Your transmutation spells stay in effect for 1 round after being dispelled.

MODERATE ESOTERICA
Abilities here last a number of rounds equal to spell's level.

Abjuration: If subject to a spell that has a partial or half effect on a successful save, you suffer no adverse affect on a successful save.
Conjuration: Dispel checks against your conjuration spells treat your caster level as if 5 higher.
Divination: Gain uncanny dodge for duration of a cast divination spell.
Enchantment: Can make a reroll on an failed Will save against an enchantment or mind-affecting spell or ability; must accept 2nd result.
Evocation: Gain resistance 20 to any one energy type that matches a descriptor used by the spell you cast.
Illusion: Gain concealment
Necromancy: Immune to ability damage, drain, energy drain, and negative levels.
Transmutation: Can reroll failed Fortitude save against a transmutation spell or ability; must take 2nd roll.

MAJOR ESOTERICA
These abilities can be used 3/day.

Abjuration: Can cast personal abjuration spells as touch spells. If spell has an emanation effect centered on you, it centers on recipient instead.
Conjuration: Can cast conjuration spells with a casting time of standard action as a swift action.
Divination: Gain true seeing for 5 rounds after casting a divination spell.
Enchantment: Creatures that save against your enchantment spells must make the save again 1 round later with a +5 bonus on the save.
Evocation: Creatures that fail a save against your evocation spell suffers half the damage 1 round later.
Illusion: Can cast any illusion spell as stilled and silent and eschew materials without increase in caster level or casting time.
Necromancy: Undead allies within 60 ft. gain fast healing 10 for 5 rounds after casting necromancy spell.
Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to level of the spell.
 

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