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D&D 3.5 - Complete Mage [OEF]

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CHAPTER 2<br />

CHARACTER<br />

OPTIONS<br />

42<br />

As a secondary benefit, you gain a +1 competence bonus<br />

to your caster level when casting water spells.<br />

ELEMENTAL ADEPT<br />

You can spontaneously cast a spell of the element you have<br />

mastered.<br />

Prerequisite: Elemental mastery class feature (see the wu<br />

jen class in <strong>Complete</strong> Arcane).<br />

Benefit: Choose one spell of the element you have chosen<br />

for your elemental mastery class feature. You can now spontaneously<br />

cast that spell by sacrificing a prepared spell of<br />

equal or higher level. The spell you choose must be in your<br />

spellbook. When you gain a level, you can change the spell<br />

you can spontaneously cast by picking a new spell of the<br />

element you chose for elemental mastery.<br />

ENERGY ABJURATION<br />

Casting an abjuration spell grants you protection from<br />

energy damage.<br />

Prerequisite: Spell Focus (abjuration) or abjurer level<br />

1st.<br />

Benefit: When you cast an abjuration spell, you can choose<br />

to gain a special energy resistance equal to (1 + the spell's<br />

level) × 5. This energy resistance lasts for the duration of the<br />

abjuration spell you cast or until you are struck by any type<br />

of energy damage (acid, cold, fire, electricity, or sonic). The<br />

resistance applies to the first energy damage to which you<br />

are exposed, and thereafter you lose the energy resistance<br />

until you cast another abjuration spell.<br />

Special: An abjurer can select this feat as a wizard bonus<br />

feat.<br />

ENERGY GESTALT [TACTICAL]<br />

You have learned to combine multiple energy effects to great<br />

advantage.<br />

Prerequisites: Spell Focus (evocation), caster level 3rd.<br />

Benefit: The Energy Gestalt feat enables the use of three<br />

tactical maneuvers. In every case, you must deal damage to<br />

one or more subjects with a pair of energy-based spells you<br />

cast in 2 successive rounds.<br />

Acrid Fumes: You cast an acid spell followed by a fire spell.<br />

The flames of your second spell turn some of the lingering<br />

acid into choking, sickening fumes. Any living creature damaged<br />

by both spells is nauseated for 1 round. Those who make<br />

a successful Fortitude save (DC based on the second spell)<br />

are sickened for 1 round instead. Treat this as a poison effect<br />

for the purpose of save bonuses and immunities.<br />

Brittle Blast: You cast a cold spell followed by a sonic spell.<br />

Any object or construct damaged by both spells takes +50%<br />

damage from the sonic spell, because its physical structure<br />

has been made brittle by the cold.<br />

Improved Conduction: You cast a cold spell followed by an<br />

electricity spell. The lingering cold more effectively conducts<br />

the electricity, temporarily fatiguing creatures. Living creatures<br />

damaged by both spells are slowed for 1 round (as the<br />

slow spell). Creatures that make successful Fortitude saves<br />

(DC based on the second spell) are fatigued for 1 round.<br />

FACE-CHANGER [RESERVE]<br />

Your mastery of illusions allows you to subtly alter your<br />

appearance at whim.<br />

Prerequisite: Ability to cast 3rd-level spells.<br />

Benefit: As long as you have a glamer spell of 3rd level or<br />

higher available to cast, you can alter your appearance as the<br />

spell disguise self, except that the duration lasts 1 minute per<br />

level of the glamer spell.<br />

This illusory transformation requires a full-round action<br />

to activate.<br />

As a secondary benefit, you gain a +1 competence bonus<br />

to your caster level when casting glamer spells.<br />

FAVORED MAGIC FOE<br />

Through study, you have learned how best to defend yourself<br />

against your favored enemies' spells and how to best affect<br />

them with your own.<br />

Prerequisite: Knowledge 6 ranks (in appropriate skill;<br />

see below) or favored enemy class feature.<br />

Benefit: Choose a creature type for which you have the<br />

favored enemy class feature, or one associated with a Knowledge<br />

skill in which you have at least 6 ranks (see below). If you<br />

choose humanoid or outsider, you must also choose a subtype<br />

from Table 3–14: Ranger Favored Enemies (PH 47).<br />

You gain a +1 bonus on caster level checks to overcome<br />

the spell resistance of the chosen creature type, and such<br />

creatures take a –1 penalty on saves against your spells and<br />

spell-like abilities.<br />

Creature Type<br />

Aberration<br />

Animal<br />

Construct<br />

Dragon<br />

Elemental<br />

Fey<br />

Giant<br />

Humanoid (any)<br />

Magical beast<br />

Monstrous humanoid<br />

Ooze<br />

Outsider (any)<br />

Plant<br />

Undead<br />

Vermin<br />

Associated Knowledge Skill<br />

Dungeoneering<br />

Nature<br />

Arcana<br />

Arcana<br />

The planes<br />

Nature<br />

Nature<br />

Local<br />

Arcana<br />

Nature<br />

Dungeoneering<br />

The planes<br />

Nature<br />

Religion<br />

Nature<br />

Special: You can take this feat multiple times. Each time<br />

you take this feat, you choose a new creature type (or subtype,<br />

in the case of humanoids or outsiders).<br />

FEARSOME NECROMANCY<br />

Creatures subjected to your necromantic spells feel the chill<br />

of fear.<br />

Prerequisite: Spell Focus (necromancy) or necromancer<br />

level 1st.<br />

Benefit: Any foe required to save against a necromancy<br />

spell you cast is shaken for 1 round, regardless of the result<br />

of the save. This mind-affecting fear ability does not stack

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