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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,

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