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Complete Mage - Is it out yet?
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<blockquote data-quote="Greg K" data-source="post: 3109145" data-attributes="member: 5038"><p>here is more from Razz</p><p></p><p>MINOR ESOTERICA</p><p>Abjuration: Gain competence bonus on dispel checks equal to 1/2 class level.</p><p>Conjuration: Summoned creatures gain extra hit points equal to caster level.</p><p>Divination: Divination spells with concentration as duration last an additional number of rounds equal to 1/2 class level after you cease concentrating.</p><p>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.</p><p>Evocation: Gain bonus to Concentration checks equal to 1/2 class level when casting evocation spells.</p><p>Illusion: Will disbelief illusions have DC increases by 2</p><p>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.</p><p>Transmutation: Your transmutation spells stay in effect for 1 round after being dispelled.</p><p></p><p>MODERATE ESOTERICA</p><p>Abilities here last a number of rounds equal to spell's level.</p><p></p><p>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.</p><p>Conjuration: Dispel checks against your conjuration spells treat your caster level as if 5 higher.</p><p>Divination: Gain uncanny dodge for duration of a cast divination spell.</p><p>Enchantment: Can make a reroll on an failed Will save against an enchantment or mind-affecting spell or ability; must accept 2nd result.</p><p>Evocation: Gain resistance 20 to any one energy type that matches a descriptor used by the spell you cast.</p><p>Illusion: Gain concealment</p><p>Necromancy: Immune to ability damage, drain, energy drain, and negative levels.</p><p>Transmutation: Can reroll failed Fortitude save against a transmutation spell or ability; must take 2nd roll.</p><p></p><p>MAJOR ESOTERICA</p><p>These abilities can be used 3/day.</p><p></p><p>Abjuration: Can cast personal abjuration spells as touch spells. If spell has an emanation effect centered on you, it centers on recipient instead.</p><p>Conjuration: Can cast conjuration spells with a casting time of standard action as a swift action.</p><p>Divination: Gain true seeing for 5 rounds after casting a divination spell.</p><p>Enchantment: Creatures that save against your enchantment spells must make the save again 1 round later with a +5 bonus on the save.</p><p>Evocation: Creatures that fail a save against your evocation spell suffers half the damage 1 round later.</p><p>Illusion: Can cast any illusion spell as stilled and silent and eschew materials without increase in caster level or casting time.</p><p>Necromancy: Undead allies within 60 ft. gain fast healing 10 for 5 rounds after casting necromancy spell.</p><p>Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to level of the spell.</p></blockquote><p></p>
[QUOTE="Greg K, post: 3109145, member: 5038"] 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. [/QUOTE]
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