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