Complete Mage - Is it out yet?

Olaf the Stout said:
Thanks for that Nightchilde-2. I have now confirmed from multiple sources that the 10th is the street date for Complete Mage (and any other WotC releases for October I imagine).

Olaf the Stout

No problemo.

You'd be correct. Complete Mage, MM Special Edition and Expedition to Castle Ravenloft all have a Street Date of 10/10, as does the Monster Gift Set.

(All according to my distributor, of course. They have occasionally gotten dates wrong, and I haven't heard much hype from them (or WotC) about the Monster Gift Set)
 

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Nightchilde-2 said:
I can answer that to some degree (being a store owner and all that).

What you're talking about is the Release Date vs. the Street Date.

Release Date is the date (some) distributors will release the product to stores.

Street Date is the official "we can sell this now" date. Publishers generally don't like people selling before the Street Date. It's supposed to keep things nice and even as far as starting stores off with having product available for sell the same day, thus not giving one store an advantage over the other.

The problem is, some stores (not mine) break Street Date and sell things early. This, indeed, sucks for those of us playing by the rules. BTW, Oct 10th is the Street Date.

I called my store today, and he was mistaken...he thought it was coming out this week, but admitted it's next.

Banshee
 

Razz is answering questions about the book on the WOTC boards (in the new releases). So far, the only thing I have found interesting from the thread are the new invocations. Hopefully, I'll find many of the new spells and feats of interest, because the variant class features and most of the prcs sound disappointing in my opinion.
 


Nightchilde-2 said:
The problem is, some stores (not mine) break Street Date and sell things early. This, indeed, sucks for those of us playing by the rules.

Well, I can empathize, but suffice to say it sucks big-time to want a product that I know the owner has on-hand and be told to come back in a week because they're "playing by the rules". The publisher gets paid, the distributor gets paid, the retailer gets paid, and I'm the one doing the paying--yet these rules aren't in place to serve me. In light of that, I gotta applaud the guy who breaks the rules.
 


JEL said:
Someone mind c/ping the info here?

Here you go.

PRESTIGE CLASSES:

Abjurant Champion: Warrior who dabbles in abjuration magic.
Prerequisites: BAB +5, Combat Casting feat, must be able to cast 1st-level arcane spells, including one abjuration, must be proficient with at least one martial weapon
---5-level prestige class
---HD d10
---Good BAB
---Good Will saves
---2 skill points/level (Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (arcana), Ride, Spellcraft, Swim)
---+1 level of existing arcane spellcasting class for all 5 levels
---Abjurant Armor 1st level (gain +1 extra shield or armor bonus to AC per class level to a spell that grants such AC bonuses such as mage armor or shield)
---Extended Abjuration 1st level (duration of abjuration spells are doubled as if Extend Spell feat was applied, without change in level)
---Swift Abjuration 2nd level (can cast abjuration spells as a swift action as if Quicken Spell with no change in level, can use this for spells of a spell level equal to 1/2 class level rounded up)
---Arcane Boost 4th level (as a swift action, can spend an uncast spell or spell slot to grant an insight bonus for 1 round equal to the spell level to one of the following: attack rolls, weapon damage rolls equal to x2 spell level, bonus to AC, bonus to all saves, resistance to acid, cold, electricity, fire, or sonic equal to 5 x spell level)
---Martial Arcanist 5th level (Caster level in chosen arcane spellcasting class is equal to your base attack bonus, unless it would be higher. Can apply this feature to only one arcane spellcasting class to which your Abjurant Champion levels had increased its caster level)


Eldritch Disciple: Multiclass warlock/divine spellcaster (particularly Cleric since it has a Turn/Rebuke Undead requirement, but the adaptation states you can ditch that requirement to come up with warlock/druid or warlock/favored soul combos. Though, the problem is one of its main abilities is based off of using up your Turn/Rebuke undead uses)
Preq:Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks; ability to cast 2nd-level divine spells; ability to use least invocations; ability to turn/rebuke undead; must worship a chaotic or evil deity
Abilities: 10 / 9 Warlock/Divine spells. gets Gift of the Divine Patron, increased levels in Turn/Rebuke Undead, Eldritch Spellweave, and Timeless Body.


Eldritch Theurge: Multiclass warlock/arcane spellcaster.
Preq: Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks; ability to cast 2nd-level arcane spells; ability to use least invocations; eldritch blast +2d6
Abilites:gets Eldritch Spellweave, damage reduction cold iron (which stacks with Warlock one), Fiendish Resilience (stacks with Warlock), and two invocations accessible only by this prestige class---Spellblast and Greatreach Spellblast.
Spellblast: Lets you place an arcane spell that affects an area (like fireball) into your eldritch blast so that when the blast hits, the spell takes effect too.
Greatreach Spellblast: Let's you place an arcane spell with a range of touch (like vampiric touch or shocking grasp) into your eldritch blast so that when your blast hits, the spell takes affect too.
Eldritch Spellweave: Not an invocation, but a class feature, it lets you apply any eldritch essence invocation you know into an arcane spell that requires a melee or ranged touch attack. The spell's level must be as high as the eldritch essence invocation used. If the essence requires a saving throw, use the normal save for the essence. If the essence changes the type of damage, it can only be applied to a damaging spell


Enlightened Spirit: Warlock who takes on celestial characteristics.
Preq: any good alignment, Knowledge(the planes) 8 ranks, and eldritch blast +3d6.
*does not increase warlock caster level*
---HD d6
---Medium BAB
---Good Will saves
---2 skill points/level (Bluff, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge [arcana], Knowledge [religion], Knowledge [the planes], Profession, Sense Motive, Spellcraft, Use Magic Device)
---Aura of Courage at 1st-level (as the paladin ability)
---Aura of Menace at 1st-level (5-foot radius, as the ability archons gets)
---Spirit Blast invocation (eldritch blast deals 1 point of extra damage per die to undead and affects incorporeal creatures with no miss chance)
---Eldritch Blast increases by 1d6 at 2nd, 4th, 6th, 8th, and 10th level (at least this one increases)
---Spirit Armor at 2nd level (gain +1 sacred bonus to AC, increases to +2 at 6th level and +3 at 10th level)
---Celestial Flight invocation (sprout shimmering spirit wings and can fly at a speed equal to land speed at good maneuverability)
---Tongues spell continously active
---Can learn any one least, lesser, or greater blast shape invocation at 5th-level
---Energy resistance 5 (that stacks) to any two of the following at 5th-level: acid, cold, electricity, and fire
---Holy Blast invocation at 7th level (eldritch blast deals 1 point of extra damage per die to evil outsiders and affects them with a dimensional anchor)
---Transform Magic invocation (use melee touch attack to target foe with a greater dispel magic effect. If a spell is successfully dispelled, you or an ally within 30 ft. of you heal 5 points of damage per spell level of the spell that was dispelled. Cannot transform own invocations)
---Death Ward at 10th level (immune to death spells, magical death effect, energy drain, and negative energy effects)

Holy Scourge: Arcane spellcaster specialized in blasting evil.
Prerequisites: Any good, Knowledge (religion) 2 ranks, able to cast three evocation spells, able to cast 3rd-level arcane spells
---5-level prestige class
---HD d6
---Poor BAB
---Good Will saves
---2 skill points/level (Concentration, Craft, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft)
---+1 level of existing arcane spellcasting class at 2nd-5th level
---Code of Conduct (devote self to destruction of evil, particularly those dwelling on evil magic, if you screw up you becom an Ex-Holy Scourge, but can atone, etc.)
---Dedicated Spellcaster 1st-level (gain +1 bonus to caster level when casting good spells, cannot cast evil spells)
---Righteous Evocation 1st level (evocation spells deal an extra 1 point of damage per spell level against evil creatures and consists of pure divine energy so no resistance or immunity, at 5th level this increases to 2 points of damage per spell level)
---Arcane Smite 2nd level (like Smite Evil but once per day, except you apply the effec to an arcane spell that requires a melee or ranged attack roll, also the spell has the Good descriptor if used, at 4th level you can do this 2/day)
---Devoted Arcanist 3rd level (can add class level on caster level checks made to overcome spell resistance of evil creatures with arcane spells)


Lyric Thaumaturge: Bard with enhanced spellcasting prowess.
Prerequisites: Knowledge (arcana) 6 ranks, Perform (any) 9 ranks, Spellcraft 6 ranks, Melodic Casting feat, ability to cast 2nd-level arcane spells, bardic music 5/day
---10-level prestige class
---HD d6
---Medium BAB
---Good Reflex and Will saves
---4 skill points/level (Bluff, Concentration, Craft, Decipher Script, Diplomacy, Knowledge (all), Perform, Profession, Sense Motive, Spellcraft, Use Magic Device)
---+1 level of bard spellcasting abiltiy for all 10 levels
---Bardic Music uses increase as normal
---Bonus Spell (At 1st level gain an additional 1st or 2nd level bard spell slot, gain an additional 3rd or 4th slot at 4th level, gain a 5th level slot at 7th level, gain a 6th level slot at 10th level)
---Captivating Melody at 2nd level as bonus feat
---Spell Secret (Gain more spells known from Sorceror/Wizard spell list, gain a 1st or 2nd level spell known at 3rd level, a 3rd or 4th level spell at 6th level, and a 5th or 6th level spell at 9th level)
---Sonic Might 5th level (can expend a bardic music use to add 1d6 points of sonic damage per spell level to any spell with the sonic descriptor)
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Master Specialist: Wizard with greater mastery over school of specialization.
10-levels,
---d4 HD,
--- Poor BAB,
---Good Will saves,
--- 2 skill points/level (Concentration, Craft, Decipher Script, Knowledge (all skills), Profession, Spellcraft).
---All 10 levels grant a +1 level of wizard spellcasting ability
---Skill Focus (Spellcraft) at 1st level
---Expanded Spellbook at 2nd, 5th, and 8th level (can add a spell from your chosen school to add to your spellbook in addition to the normal 2 you get per wizard level)
---Greater Spell Focus of chosen school at 3rd level
---Minor School Esoterica at 4th level (you gain a benefit depending on your chosen school of magic, for example, abjuration gives you competence bonus to dispel checks equal to 1/2 class level)
---Caster Level Increase at 6th and 9th (add 1 to caster level when casting spells from chosen school)
---Moderate School Esoterica (as the Minor one, only you receive another benefit based on your chosen school. Using Abjuration again as an example, you'll get the ability to suffer no adverse affect if you pass a save on a spell that has partial or half effect)
---Major School Esoterica (as Minor and Moderate, using abjuration once again, you can cast personal spells as touch spells and abjuration spells that emanate from you can emanate from target touched)
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Nightmare Spinner: Arcane spellcaster who weaves fear into illusions
Prerequisites: Bluff 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks, ability to cast 3rd-level arcane spells, ability to cast at least one fear spells and at least one mind-affecting illusion spell
---5-level prestige class
---HD d4
---Poor BAB
---Good Will saves
---4 skill points/level (Bluff, Concentration, Decipher Script, Diplomacy, Intimidate, Knowledge (all), Prfession, Search, Sense Motive, Spellcraft)
---+1 level of existing arcane spellcasting class 2nd-5th level
---Bonus Spells 1st level (gain an extra spell slot per spell level to prepare an illusion spell or gain a spell slot per spell level that can only be used for an illusion spell known if a spontaneous caster)
---Immunity to Fear at 1st
---Inspire Fear at 1st (standard action can create a mind-affecting fear effect that makes living creature within 30 ft. shaken for a number of rounds equal to class level, can be used 3 + Charisma modifier times per day, uses don't stack)
---Nightmare Phantasm 2nd level (as a free action, can give the phantasm descriptor to a glamer or figment illusion spell and the target of the spell becomes shaken everytime they attempt a Will save to disbelieve the illusion, no save, can be used 3 + Charisma modifier times per day)
---Spirit Chill 3rd level (creatures affected by fear spell you cause from any source takes nonlethal damage equal to 1d6 if shaken, 2d6 if frightened, or 3d6 if panicked)
---Deadly Nightmare 5th level (can create mind-affecting fear effect on a living creature to make it drop dead within 30 ft. Target makes Will save or dies of fright. Fails if HD is twice your character level, can be used 3/day).

Ultimate Magus: Multiclass arcane preparation spellcaster/arcane spontaneous spellcaster (yes, you've read that correctly )
Preq: Knowledge (arcana) 4 ranks, Spellcraft 8 ranks; any metamagic feat; able to spontaneously cast 1st-level arcane spells; able to preapre and cast 2nd-level arcane spells from a spellbook
Abilities: gets Arcane Spell Power, Expanded Spell Knowledge, Augmented Casting, and 2 bonus feats
Odd progression warning: 1st level states that you receive a "+1 level of lower-level existing arcane casting class" only, so pretty much, you increase whichever is lower in caster level, your sorceror or wizard level. It says this again at 4th-level and 7th-level. The rest of the levels both classes increase simulatenously.
Arcane Spell Power: Caster level increases by 1 for all arcane spells. Increases again at 4th, 7th, and 10th for a total of +4 caster level to all arcane spells.
Expanded Spell Knowledge: At 2nd level, can select one 0 or 1st-level spell from spellbook and add it to Sorceror spells known, even if you can't cast spells of that level yet. Can add another every two levels thereafter. At 4th level it can be a 0-2nd level spell, at 6th it can be a 0-3rd level spell, at 8th it can be a 0-4th level spell and at 10th it can be a 0-5th level spell.
Augmented Casting: This can be used 3 + 1/2 class level times per day. Can sacrifice a spell or spell slot from one of your classes to apply the effect of a metamagic feat that you know to a spell cast using another arcane class (For instance, you could sacrifice a sorceror slot to apply a metamagic effect to a wizard spell). This sacrificed spell or slot is lost (just as if you had cast it) in addition to the spell you are actually casting. The level of the spell augmented can't be higher than 1/2 class level. Level fo spell sacrificed must equal or exceed the spell level adjustment of the metamagic feat. To empower a spell, you'd have to expend a 2nd-level or higher spell. You can't use this ability to augment a spell already affected by a metamagic feat.
Bonus Feat: Gain bonus metamagic feat at 5th and 9th level.

Unseen Seer: Stealthy character who dabbles in divination magic.
Prerequisites: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks, ability to cast 1st-level arcane spells, including at least 2 divination spells
---10-level prestige class
---HD d4
---Medium BAB
---Good Will saves
---6 skill points/level (Bluff, Concentration, Decipher Script, Diplomacy, DIsguise, Forgery, Gather Information, Hide, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Spellcraft, Spot)
---+1 level of existing arcane spellcasting class for all 10 levels
---Damage Bonus 1st level (deal extra 1d6 damage with sneak/sudden/skirmish attack, must choose which one gets the increase, gain another 1d6 at 4t, 7th, and 10th)
---Advanced Learning 2nd, 5th, and 8th level (can add new spell to spellbook or known spells, must be a divination spell but can be from any class spell list)
---Silent Spell feat at 2nd level
---Divination Spell Power 3rd level (gain +1 caster level when casting arcane divination spells, +2 at 6th level, and +3 at 9th level, but cast other arcane spells at -1 caster level at 3rd level, -2 at 6th level, and -3 at 9th level)
---Guarded Mind 5th level (permanently protected by nondetection, character level=caster level)
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Wild Soul: Arcanist who wields power from the realm of fey.
Prerequisites: Any nonlawful, Knowledge (arcana) 8 ranks, Knowledge (nature) 4 ranks, must be able to cast 2nd-level arcane spells, must make peaceful contact with fey creature and peacefully spend at least a day among fey
---10-level prestige class
---HD d4
---Poor BAB
---Good Will saves
---2 skill points/level (Concentration, Craft, Diplomacy, Knowledge (arcana), Knowledge (nature), Knowledge (the planes), Spellcraft)
---+1 level of existing arcane spellcasting class 2nd-10th level
---Seelie Courtier 1st level (must pick whether you're bound to Seelie Court or Unseelie Court based on your alignment, gain bonus to Bluff, Diplomacy, and Intimidate equal to class level made against fey and magical beasts)
---Spontaneous Spells (can spontaneously cast specific spells from a list provided to you, a spell from 1st through 9th level. The list depends on whether you've chosen Seelie or Unseelie Courts)
---Seelie Bond 2nd level (gain benefits when casting summon seelie ally or summon monster to bring forth a creature from the summon seelie ally list that last as long as creature is alive and duration of spell is still going; the benefits are cumulative, at 2nd gain immunity to magical and nonmagical sleep, 4th level gain +2 bonus to saves against enchantment, 6th level increase land speed by 10 feet, 8th level add 1 to DC of saves against illusion spells you cast, at 10th add 1 to DC of saves against enchantment spells you cast)
---Summon Seelie Ally 2nd level (can use this ability 3/day and functions like summon monster only you summon a creature from the list provided to you, and it depends on whether you chose Seelie or Unseelie Court. The creatures on the list can also be summoned with a summon monster spell. This list can also be expanded upon the DM's permission)

Spellcasting Progressions:
As for the other dabblers, Abjurant Champion is a 5-level PrC (+5 arcane caster levels in total), Holy Scourge is a 5-level PrC (+4 arcane caster levels in total), Lyric Thaumaturge is a 10-level PrC (+10 bard caster levels in total), Master Specialist is 10-level (+10 wizard caster levels), Nightmare Spinner is 5-level PrC (+4 arcane caster levels), Unseen Seer is 10-level PrC (+10 caster levels), and Wild Soul is 10-level PrC (+9 caster levels)



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NEW INVOCATIONS

LEAST INVOCATIONS
All-Seeing Eyes: As comprehend languages on written material, and a +6 bonus on Search and Spot checks.
Call of the Beast: Speak with animals and influence their behavior.
Hammer Blast: Eldritch blast deals normal damage to objects.
Otherworldly Whispers: Gain +6 bonus on Knowledge (arcana), Knowledge (religion), and Knowledge (the planes)
Serpent's Tongue: Gain the scent ability, +5 bonus on saves against poison.
Soulreaving Aura: As reaving aura spell, plus gain temporary hit points.
Swimming the Styx: Gain swim speed and ability to breathe water.

LESSER INVOCATIONS
Baneful Blast: Eldritch blast deals extra damage against specified creature type.
Cold Comfort: You and nearby allies protected by endure elements.
Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
Mask of Flesh: Touch attack deals 1d6 Charisma penalty to target and transforms you to look like target.
Relentless Dispelling: As a targeted dispel magic, with additional targeted dispel magic next turn.
Witchwood Step: Walk on water and move through some obstacles unimpeded.

GREATER INVOCATIONS
Caustic Mire: Acidic sludge slows progress, deals damage.
Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.
Hindering Blast: Target of your eldritch blast must succeed on Will save or be slowed for 1 round.
Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages: Creature falls asleep, takes damage when awakened.

DARK INVOCATIONS
Binding Blast: Target of your eldritch blast must make a Will save or be stunned for 1 round.
Caster's Lament: Your touch can break enchantment, and you can counterspell.
Steal Summoning: Take control of another caster's summoned monster.

There's also 2 new invocations accessible only by taking levels in the Eldritch Theurge prestige class: Spellblast and Greatreach Spellblast. There's 4 new invocations from taking levels in Enlightened Spirit prestige class: Spirit Blast, Celestial Flight, Holy Blast, and Transform Magic




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ALTERNATE CLASS FEATURES:


ARCANE HUNTER: Ranger, Level 1st, Knowledge (arcana) 1 rank, replaces 1st favored enemy; Gain favored enemy (arcanists) as 1st favored enemy.

ARCANE STUNT: Swashbuckler, Level 1st, Knowledge (arcana) 1 rank, lose grace class feature; Choose blur, expeditious retreat, feather fall, jump, or spider climb. Can use it as spell-like ability as swift action, duration is 1 round and caster level is Swashbuckler level. Can choose a 2nd one at 11th and duration is 2 rounds for all chosen spells and a 3rd at 20th and duration is 3 rounds for all chosen spells, can use 1 + Intelligence mod per day

ARMORED MAGE: Fighter, Level 1st, Knowledge (arcana) 1 rank, lose proficiency with medium and heavy armor; Choose one arcane spellcasting class and you avoid arcane spell failure in light armor and light shields, only applis to spells of a level equal to or lower than Fighter level + 1.

CURSE BREAKER: Paladin, Level 6th, Knowledge (arcana) 1 rank, replaces remove disease; Gain remove curse instead, and at 12th level can use two uses to do break enchantment

DIVINE COUNTERSPELL: Cleric or Paladin, 1st or 4th Level, Knowledge (arcana) 1 rank, lose turn/rebuke undead; 1 + Charisma modifier times per day can use dispel magic to counter a spell, adding cleric level to d20 roll and do not need to identify spell being cast.

DIVINE MAGICIAN: Cleric, Level 1st, Knowledge (arcana) 1 rank, gain only one domain; Can add one 1st level abjuration, divination, or necromancy wizard spell to cleric spell list, and again each time you gain access to a new spell level by choosing same level spell as one you gained access to.

ELEMENTAL COMPANION: Druid, Level 1st, Knowledge (the planes) 1 rank, speak Auran, Terran, Ignan, or Aquan, lose animal companion and wild empathy; Gain Small elemental (air, earth, fire, water) of whose language you can speak at 1st level. At 4th it becomes Medium, at 10th Large or can stay at Medium and gain other abilities, at 16th can become Huge, or remain same size and gain other benefits.

FOCUSED SPECIALIST: Specialist Wizard, Level 1st, lose one spell slot of each spell level and choose another prohibited school; Gain 2 additional spell slots per spell level that can only be used for chosen school.

SOULWARP STRIKE: Monk, Level 1st, Knowledge (arcana) 1 rank, lose 1st level bonus feat; Channel necromantic energy into unarmed strike. Declare before attack roll, in addition to damage it nauseates living creature for 1 round (or sickened if pass Fortitude save). Can use as many times per day as monk level.

SPELL REFLECTION: Monk, Ranger, Rogue, or Scout, Level 2nd (Monk or Rogue), 5th (Scout), or 9th (Ranger), Knowledge (arcana) 1 rank, lose evasion and if get improved evasion, get evasion instead; If enemy misses with spell or spell-like ability, can use immediate action to redirect it back at the caster. Use only on affects that require an attack roll. If single spell misses more than once (for example, scorching ray) then you can redirect each one that misses. Can use this ability 1 + Dexterity modifier per day.

SPELL SENSE: Barbarian or Rogue, Level 3rd, Knowledge (arcana) 1 rank, replaces trap sense; Gain +1 dodge bonus to AC against spells and spell-like abilities, increases by 1 for every 3 levels.

SPELLBREAKER SONG: Bard, Level 1st, Knowledge (arcana) 1 rank, Perform (any) 3 ranks, lose countersong; Use bardic music to give 20% spell failure to spellcasters within 30 feet casting spells with verbal components. Can maintain the song for 3 rounds.

STALWART SORCEROR: 1st level, need Knowledge (arcana) 1 rank, reduce number of sorceror spells known for your highest-spell level by 1. When you gain access to higher level spells later, you receive back the spell slot from the old spell level and lose the slot from the new highest spell level; The benefit is you gain extra hit points equal to 2 times your sorceror class level. Every time you gain a level you gain another 2 hit points. You also gain Martial Weapon Proficiency feat for a melee weapon of your choice along with Weapon Focus with that weapon.

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RESERVE FEATS

Ah, this new category of feats is interesting. They explain the reason for it's creation. The purpose of a Reserve feat is, even though you have to keep a spell prepared or a spell slot on hold in order to benefit, the benefits are worthwhile. The higher the spell level you hold, the stronger the benefit. The good thing about Reserve feats is they're usable at will with no limit.

They stated that these are good for those spellcasters that like to save their spells for just the right moment or are too worried about running out of spells. It gives them something worthwhile to do other than aid another or use up charges from wands and scrolls.

For example, I'll show you guys one of the reserve feats that looks cools, Storm Bolt.
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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.
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Most of the reserve feats, in fact I believe all of them, run along these lines. I like them, they appear to be very useful and worthwhile to invest in. There's quite a number of reserve feats in the book, 25 in total.


As for the other reserve feats, of course there's nondamaging ones. There's Aquatic Breath which lets you breathe water and air normally, Borne Aloft let's you fly 30 feet once per round, Clutch of Earth lets you impede a target's movement, and Shadow Veil let's you obscure a target's sight



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FEY HERITAGE FEATS

Fey Heritage: +3 bonus on Will saves against enchantments
Fey Legacy: Gain spell-like abilities usable 1/day (confusion, dimension door, summon nature's ally V, character level=caster level)
Fey Power: +1 caster level and save DC on enchantment spells and warlock invocations
Fey Presence: Gain spell-like abilities usable 1/day (charm monster, deep slumber, disguise self, caster level=character level)
Fey Skin: Gain DR/cold iron



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Other Feats

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.

MINOR SHAPESHIFT: This reserve feat says you need to have a polymorph spell of 4th level or higher on hold. But at will, you can gain one of several benefits such as +2 to melee damage or a claw attack dealing 1d6 damage and a couple of others. It also gives you +1 caster level when casting spells o the polymorph subschool.

ENERGY ABJURATION: You gain energy resistance every time you cast an abjuration spell equal to 1 + spell's level x 5 against any type of energy. Once you're hit by an energy, it wears off. It can be taken as a wizard bonus feat.

METAMAGIC SPELL TRIGGER: You can apply any metamagic feat you know to a spell you cast from a spell trigger item like a staff or wand. You expend one extra charge for each spell level increase the metamagic feat imposes. However, you can't apply the feats if it will take the spell beyond 9th-level.
 

Olaf the Stout said:
I know that Complete Mage is an October release so does that mean it is out now? If not does anyone know when it will be released this month?

Olaf the Stout
Good rule of thumb: 1st Tuesday of the month, but never earlier than the 6th.
 

Felon said:
Well, I can empathize, but suffice to say it sucks big-time to want a product that I know the owner has on-hand and be told to come back in a week because they're "playing by the rules". The publisher gets paid, the distributor gets paid, the retailer gets paid, and I'm the one doing the paying--yet these rules aren't in place to serve me. In light of that, I gotta applaud the guy who breaks the rules.

Well, fortunately no stores down here in Dallas, that I'm aware of, break street date so it's not that big of an issue for me. In fact, Alliance (my distributor) sets their release date as just in time for me to receive product on the street date anyway.

It's still frustrating to hop on here sometimes and see it happening, though...
 


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