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D&D 3.5 - Complete Mage [OEF]

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CHAPTER 1<br />

FUNDAMENTALS<br />

24<br />

damage. The loremaster, with seven prerequisite divination<br />

spells, is a natural choice for a spy who doesn't want to give<br />

up any arcane spellcasting levels.<br />

Best Feats: These feats help augment a spy in her chosen<br />

role and are strongly recommended.<br />

Extend Spell: This metamagic feat doubles the duration of<br />

your most useful spells, allowing you to gather twice as<br />

much information remotely.<br />

Persistent Spell (<strong>Complete</strong> Arcane):<br />

When this feat is applied to any detect<br />

spell, the spy remains constantly<br />

aware of the subject being divined<br />

for the entire day.<br />

Rapid Spell (<strong>Complete</strong> Divine): A<br />

large number of divination spells<br />

have long casting times. When the<br />

party needs information quickly, this<br />

metamagic feat can reduce a casting<br />

time of 2 to 59 minutes to 1 minute.<br />

Spell Focus (divination):<br />

Though only a limited number<br />

of divination spells allow<br />

saves, you rely on many of<br />

those.<br />

Versatile Spellcaster (Races<br />

of the Dragon): Although<br />

only spontaneous spellcasters<br />

can utilize this feat,<br />

the ability to sacrifice two<br />

lower-level spell slots for one<br />

higher-level spell slot comes<br />

in handy more often than you<br />

might think.<br />

Feats to Avoid: Although these<br />

feats retain some functionality<br />

for the spy, their application is<br />

limited at best.<br />

Enlarge Spell: Your scrying<br />

spells have unlimited range and your<br />

detect spells have fixed ranges, neither of<br />

which can be augmented with this feat.<br />

Spell Penetration: Divination spells generally create magical<br />

sensors that are not affected by spell resistance.<br />

Best Spells: As a spy, your spells enable you to perceive<br />

surroundings remotely or become aware of hidden dangers.<br />

Alternatively, the closer a spy can get to her enemies with concealment<br />

spells, the more thoroughly they can be understood.<br />

Most of your spells come from the divination school.<br />

1st—Disguise Self: Even if a foe recognizes that you're disguised,<br />

he still won't know what you really look like, allowing<br />

you to try your infiltration again later.<br />

2nd—Invisibility or Know Vulnerabilities (Spell Compendium):<br />

Assuming a spy knows how to keep quiet or mask the noises<br />

she makes, invisibility can get her close enough to enemies to<br />

learn their most valued secrets. Bard spies should consider<br />

taking know vulnerabilities at this level to learn the weaknesses<br />

of an anticipated opponent. Sorcerers and wizards can also<br />

learn know vulnerabilities, but as a 4th-level spell.<br />

Spies are nothing if not tapped<br />

into their surroundings<br />

3rd—Clairaudience/Clairvoyance or Know Opponent (Spell<br />

Compendium): Once a spy is acquainted with her surroundings,<br />

clairaudience/clairvoyance becomes an immeasurable<br />

benefit to not only track her enemies, but to warn her<br />

companions about impending reinforcements. A bard gains<br />

access to know opponent at this level, which reveals the most<br />

powerful abilities a target possesses.<br />

4th—Arcane Eye: Few spells are more useful<br />

for reconnaissance than this invisible<br />

sensor. It can rapidly scout ahead<br />

while protecting the spy from all the<br />

dangers of an unexplored area. This<br />

spell works best when the arcanist<br />

has several ranks in the Spot and<br />

Search skills. Greater invisibility is<br />

also a must-have spell at this level.<br />

5th—Prying Eyes: If properly instructed,<br />

the semitangible orbs of this<br />

spell can function as an early warning<br />

system with a range of 1 mile.<br />

Be sure to invest in the 8thlevel<br />

spell greater prying eyes<br />

when it becomes available,<br />

since it benefits from true seeing<br />

as well.<br />

6th—True Seeing: Displacement<br />

effects, illusions,<br />

invisible or translucent creatures<br />

or objects, and polymorphed<br />

forms are either negated or revealed<br />

through this spell. The<br />

true seeing spell even lets you perceive<br />

the Ethereal Plane in case your<br />

enemies herald from beyond the veil.<br />

7th—Greater Scrying: Unlike<br />

with scrying, the fact that you<br />

don't need to haul around a<br />

bulky focus makes this spell<br />

useful in the dungeon.<br />

8th—Discern Location: When it comes<br />

to tracking down a creature or object, there is virtually no<br />

way to prevent this spell from working. Mind blank is another<br />

good choice, since it protects you from discovery.<br />

9th—Eye of Power (Spell Compendium): If you thought arcane<br />

eye was useful before, now you can remotely cast up to 3rdlevel<br />

spells through it.<br />

Spells to Avoid: A spy should be resourceful without<br />

always counting on her spells. Explore ways to replace typical<br />

spells with hard-earned skills that accomplish the same effect,<br />

especially if you have a limited number of spells known.<br />

Comprehend Languages: This spell is undeniably useful,<br />

but by learning Draconic, Giant, Goblin, and Orc, a spy<br />

can understand most of the languages her enemies speak.<br />

Wizards with high Intelligence scores will be able to speak<br />

almost all of these languages right away, and a bard can pick<br />

them up cheaply with Speak Language as a class skill.<br />

Scrying: Despite being a highly useful spell to intimately<br />

study your enemy, until you can effortlessly transport the

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