D&D 3.5 - Complete Mage [OEF]
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CHAPTER 1<br />
FUNDAMENTALS<br />
18<br />
1st—Charm Person: An age-old staple for controllers, who<br />
never tire of this spell. Since giving orders to charmed human¬<br />
oids relies on an opposed Charisma check, bards and sorcerers<br />
are particularly good with this spell. A controller continues<br />
taking additional charm spells throughout her entire career,<br />
including charm monster and the mass versions of each.<br />
2nd—Suggestion/Cloud of Bewilderment (Spell Compendium):<br />
Bards almost always choose suggestion at this level, reveling<br />
in the multitude of creative ways that they can bind creatures<br />
to do their will. Sorcerers and wizards, on the other hand,<br />
choose cloud of bewilderment to take a number of opponents<br />
out of the fight. Sorcerers and wizards can take suggestion as<br />
a 3rd-level spell.<br />
3rd—Puppeteer (Spell Compendium)/Slow: Bard controllers<br />
like nothing more than to make fools out of their targets,<br />
which puppeteer succeeds in doing admirably. As a sorcerer or<br />
wizard choosing between hold person and slow at this level, keep<br />
in mind that hold person can immobilize a single humanoid<br />
target, but slow severely inhibits one creature of any type per<br />
caster level.<br />
4th—Bestow Curse: Sorcerer and wizard controllers are loath<br />
to pass up this spell even in favor of lesser geas (which makes a<br />
great second choice), since they understand the potential of a<br />
painfully restrictive “permanent” curse.<br />
5th—Dominate Person: At last, the tried and true spell that lets<br />
any controller achieve her full potential. Although its effects<br />
are restricted to humanoids, you shouldn't have trouble finding<br />
a thrall that can offer decent resistance against any enemy.<br />
6th—Mass Suggestion: Never underestimate the power of<br />
mind control on a massive level to turn enemy forces against<br />
each other. The geas spell comes a close second at this level, but<br />
it requires a 10-minute casting time. Still, it might be worth<br />
the time to have a creature of any number of Hit Dice serve<br />
you for days.<br />
7th—Mass Hold Person: A powerful spell with no upper<br />
limit on the number of creatures it can affect, as long as they<br />
remain within 30 feet of each other. Use of this spell does<br />
pose the question of how comfortable the party is attacking<br />
and potentially slaughtering defenseless foes. Perhaps one of<br />
your dominated creatures can do the dirty work.<br />
8th—Otto's Irresistible Dance: A wonderful spell that turns<br />
a single powerful creature into a capering pincushion. Not<br />
only can you make your regular attacks, but everyone in melee<br />
range can take an attack of opportunity against the dancing<br />
creature as well (without the slightest fear of reprisal for 1d4<br />
+1 rounds).<br />
9th—Programmed Amnesia (Spell Compendium): Here you<br />
are on the verge of choosing between dominate monster or<br />
mass hold monster, when along comes a spell that lets you<br />
permanently rewrite the memory of any creature to make it<br />
believe that its entire purpose in life is to secure and protect<br />
your safety. Why control your enemy when you can turn him<br />
into a loyal friend?<br />
Spells to Avoid: A controller has to keep her purpose in<br />
mind to avoid accidentally choosing ineffectual spells. Focus<br />
on effects that actually control (or significantly hinder) targets<br />
rather than simply changing their behavior, especially if you<br />
have a limited number of spells known.<br />
Confusion: Despite how much fun this spell is to cast, the<br />
affected creature's actions are completely out of your hands.<br />
Its behavior randomly changes every round, and it might even<br />
attack you, defeating the purpose of the spell.<br />
Hypnotic Pattern: Any spell that merely fascinates creatures<br />
is not going to help you if even one party member is holding<br />
or draws a weapon.<br />
Tasha's Hideous Laughter: Although this spell can affect any<br />
creature, hold person is a better choice. Tasha's hideous laughter<br />
grants a +4 bonus on the saving throw to any creature that<br />
does not share your type and even then does not render<br />
opponents helpless.<br />
GENERALIST<br />
You understand that a single well-chosen spell can frequently<br />
save the day With that in mind, you are selective when deciding<br />
which spells to learn or memorize. None of your choices<br />
are redundant, with each spell serving an individual purpose<br />
and thereby increasing your overall utility to an adventuring<br />
party. You see little use in pursuing one spellcasting approach<br />
when they can all be useful.<br />
Personality: Generalists are sagelike in their approach to<br />
problem-solving, carefully deliberating over the best course<br />
of action. They understand the need for haste in the face of<br />
danger, but find themselves more perturbed by rushing than<br />
frightened by an impending threat. Anything worth doing<br />
is worth thinking about rationally, and a solution can always<br />
be found. Generalists prefer to solve minor problems with<br />
intellect alone and so are greatly valued by adventuring parties.<br />
The generalist prides herself in always being prepared<br />
and maintaining a level head despite setbacks.<br />
Strengths: Generalists are not only ideal repositories of<br />
knowledge but exceedingly resourceful spellcasters as well.<br />
Their repertoire has been specifically tailored to augment,<br />
help, or inform adventurers in virtually any situation they<br />
encounter. A generalist has learned how to take what she<br />
knows and make it last. This archetype is the most likely to<br />
craft alchemical and magic items for the party, since generalists<br />
value feats that allow them to do so more than any other<br />
arcane spellcasting archetype does.<br />
Weaknesses: A generalist encounters her greatest difficulty<br />
when called upon to excel in one particular area, since her<br />
spellcasting abilities can be spread too thin. A shrewd generalist<br />
shores up this deficiency somewhat with scrolls, wands, or<br />
wondrous items. This solution quickly becomes cost-prohibitive<br />
for the generalist, as she loses increasingly large amounts<br />
of XP to make increasingly powerful magic items.<br />
Best Classes: Wizards who do not choose a school of<br />
specialization are best suited to become generalists. Although<br />
a discriminating sorcerer who makes thrifty spells known<br />
choices can attempt the role of generalist, it is hard to compete<br />
with a wizard, who has the potential to learn every arcane<br />
spell she comes across. A wu jen (<strong>Complete</strong> Arcane) makes a<br />
better generalist than a sorcerer for the same reason. Both<br />
the wizard and the wu jen, however, must craft magic items<br />
to compete with the sorcerer's volume of spells per day.<br />
Best Prestige Classes: The archmage prestige class is<br />
definitely worth the high-level prerequisites for generalists,