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D&D 3.5 - Complete Mage [OEF]

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CHAPTER 1<br />

FUNDAMENTALS<br />

28<br />

Best Spells: For a summoner, taking summon monster I<br />

through summon monster IX is a foregone conclusion. The<br />

following list of spells assumes that the summon monster<br />

spells are taken in additional to these suggestions. Most of<br />

your spells come from the conjuration school.<br />

1st—Unseen Servant: One of the most underestimated and<br />

eminently practical spells in the game. The invisible form<br />

created by this conjuration can save your neck in more than<br />

a few difficult situations. For example, while unseen servant<br />

cannot effectively trigger traps with the 20 pounds of force<br />

it is capable of applying, it can certainly drag 100 pounds of<br />

weight through a trigger area.<br />

2nd—Summon Swarm: A handy spell that nauseates your<br />

target while simultaneously subjecting it to disease, poison, or<br />

wounding attacks (depending on whether you prefer swarms<br />

of bats, rats, or spiders).<br />

3rd—Vipergout (Spell Compendium): This truly disgusting<br />

spell enables you to literally spit celestial or fiendish viper<br />

snakes from your mouth, holding them back until needed or<br />

spewing nearly all of them out in a single round.<br />

4th—Dimensional Anchor: This spell is instrumental in<br />

preventing creatures that are summoned using the planar<br />

binding spells from escaping with teleportation or dimensional<br />

shifting abilities. Any summoner planning to use a<br />

planar binding spell would be wise to learn an appropriate<br />

magic circle spell to strengthen the trap as well.<br />

5th—Summon Undead V (Spell Compendium): This is the first<br />

level of undead summoning at which the caster can choose<br />

between creatures that are neither skeletons nor zombies. A<br />

wizard summoner can afford to add all five summon undead<br />

spells to his spellbooks, but a sorcerer might want to be<br />

more selective.<br />

6th—Planar Binding: The spell lets you attempt to trap up to<br />

three outsiders of no more than 12 Hit Dice, which can then<br />

be forced to do your bidding. This kind of coercion, however,<br />

becomes much easier if the outsider is offered a reward or<br />

bribe. Lesser planar binding and greater planar binding also have<br />

their uses if you are not limited by spells known.<br />

7th—Dragon Ally (Spell Compendium): What could be more<br />

impressive than producing a dragon? This spell calls a single<br />

dragon of up to 22 Hit Dice that barters for its service in<br />

exchange for gold, gems, or both.<br />

8th—Fierce Pride of the Beastlands (Spell Compendium): For<br />

absolutely no XP or gp cost, this spell summons 2d4 celestial<br />

lions into your service, followed by 1d4 celestial dire lions 10<br />

minutes later. Depending on your alignment, the alternatives<br />

to this spell, abyssal army, heavenly host, and hellish horde, are<br />

all available to you as 9th-level spells.<br />

9th—Call Marut (Spell Compendium): Despite the 500 XP<br />

cost of this conjuration, few spells conjure forth a more reliable<br />

or powerful ally to serve your cause for 1 hour.<br />

Spells to Avoid: Summoners have most of their spells plotted<br />

out for them. Despite the seemingly predictable direction<br />

your choices might take, try to avoid the following two spells,<br />

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

Mount: Unless you anticipate that a 75 gp light horse or 30<br />

gp pony will be difficult to acquire, this spell is not worth<br />

the investment. If you are in need of a horse that can be<br />

summoned out of thin air, it's better to wait for the phantom<br />

steed spell.<br />

Vile Death (Spell Compendium): Unless your intention is to<br />

set free the fiend you summon from the Abyss into an undead<br />

body, this spell guarantees no service to the spellcaster. It's<br />

far more practical to open with a persuasive offer or bind the<br />

creature until it agrees to serve you in some capacity.<br />

WARRIOR<br />

Where most arcane spellcasters are physically frail and need<br />

to be protected by their companions, you have never accepted<br />

the weaknesses of your profession. In fact, your party is hard<br />

pressed to keep you out of the fight. You feel the most alive<br />

in combat. Magic is your melee weapon, which you use to<br />

shore up any perceived weaknesses.<br />

Personality: Warriors are not satisfied to merely cast<br />

spells from behind the front line of fighters. They want to be<br />

the front line and have the fighters back them up. Warriors<br />

represent a decidedly aggressive variety of arcane spellcaster.<br />

They are not above augmenting party members with their<br />

spells, but always boost themselves first. This might seem<br />

like selfish behavior, especially when there are already ablebodied<br />

melee fighters in a party, but the warrior strives to<br />

hold her own in combat. If there's one defining quality that<br />

every member of this archetype shares, it's that they all have<br />

something to prove.<br />

Strengths: Unlike a fighter, who stands out with his<br />

swords and armor, the warrior is an unassuming spellcaster<br />

who can appear to be far less threatening than she<br />

is. This gives warriors the element of surprise when their<br />

arcane-assisted prowess surfaces without warning. Warriors<br />

regularly exploit the powerful advantage that lies in others'<br />

tendency to underestimate them.<br />

Weaknesses: Any warrior spellcaster must find a way<br />

to overcome or otherwise cope with the drawbacks of a low<br />

base attack bonus, low AC, and/or low hit points. If you can't<br />

find a way around at least two of these disadvantages, you're<br />

better off avoiding this archetype.<br />

Best Classes: Other than the duskblade (Player's Handbook<br />

II), no arcane spellcaster can effectively pursue this<br />

role without some early multiclassing. Even a single level of<br />

fighter or barbarian can dramatically extend the life span (and<br />

utility) of a sorcerer or wizard bent on becoming a warrior.<br />

That said, with the right spell selection, any arcane caster<br />

can eventually achieve the ability to hold her own in a fight.<br />

The sorcerer probably has an edge on the wizard, since her<br />

ability to cast the same few spells many times per day grants<br />

her an edge over the wizard's versatility. Both the warmage<br />

and the bard enjoy better AC and hit points than a typical<br />

arcane spellcaster, but they lack the spell selection required<br />

to shine in this role. The hexblade (<strong>Complete</strong> Warrior) is<br />

certainly a viable warrior candidate, but the class has only<br />

limited arcane spellcasting power.<br />

Best Prestige Classes: For warriors who are strictly<br />

devoted to fighting, the eldritch knight, however straightforward,<br />

offers a fighter's base attack bonus while only giving up<br />

two levels of spellcasting: one to pick a melee class proficient<br />

with all martial weapons and one within the prestige class.

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