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D&D 3.5 - Complete Mage [OEF]

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CHAPTER 1<br />

FUNDAMENTALS<br />

26<br />

Widen Spell: When you want to target a large expanse of<br />

enemies with a damaging area spell (and your allies have<br />

safely retreated off the battlefield), this feat is ideal for cutting<br />

down the maximum number of enemies.<br />

Feats to Avoid: Although these feats retain some functionality<br />

for the strategist, their application is limited at best.<br />

Extend Spell: The duration of strategist spells is rarely a<br />

factor unless you are dealing with combat on a large scale.<br />

The normal durations are usually more than sufficient to<br />

achieve the desired effect in limited engagements.<br />

Repeat Spell (<strong>Complete</strong> Arcane): Due to the nature of strategist<br />

spells, repeating the same spell in the same area only<br />

increases the duration of any ongoing effect by an additional<br />

round. Furthermore, targets usually leave the area of a persistent<br />

effect after the first round.<br />

Spell Focus (conjuration): Most of the conjuration spells that<br />

control the battlefield do not allow saving throws, meaning<br />

that the bonus granted by this feat and Greater Spell Focus<br />

rarely serve any purpose. Moreover, a strategist casts spells<br />

from several schools, so focusing on one rarely provides<br />

much advantage.<br />

Best Spells: As a strategist, you look for spells that affect<br />

your targets by changing the environment around them.<br />

As such, your spells cannot be directly resisted with saving<br />

throws or overcome with spell resistance. Keep in mind,<br />

however, that spells cast on an object in possession of a<br />

creature that has spell resistance must still overcome that<br />

resistance to take effect. Most of your spells come from the<br />

conjuration school.<br />

1st—Grease: A handy spell that can trip up to four Medium<br />

or Small targets (more if they share the same space). Remember<br />

that creatures standing up from prone provoke attacks of<br />

opportunity. Held objects get no saving throw against this<br />

spell, and a creature must succeed on a Reflex saving throw<br />

or drop the object.<br />

2nd—Web: The ultimate strategist spell. Targets who<br />

successfully make their saving throw must still push their<br />

way through the gluey fibers with Strength or Escape Artist<br />

checks. Even better, spell resistance is completely ineffective<br />

against the effect.<br />

3rd—Stinking Cloud: This is really two spells in one. The<br />

primary effect creates a bank of fog that nauseates everybody<br />

within the spread while also simulating the effect of a fog cloud<br />

spell. The nauseating fog can be resisted with a saving throw,<br />

but the concealment cannot. Stinking cloud naturally gives way<br />

to cloudkill when 5th-level spells become available.<br />

4th—Evard's Black Tentacles: A devastating spell that crushes<br />

the life out of your enemies. Greater invisibility also presents a<br />

good choice at this level, effectively hiding your involvement<br />

during any battle.<br />

5th—Telekinesis: Despite the saving throws permitted by<br />

this spell, no single transmutation can control a battlefield<br />

more effectively. This spell has three possible applications<br />

that can be used as needed, allowing the caster to choose<br />

between a combat maneuver, a sustained force, or a violent<br />

thrust.<br />

6th—Globe of Invulnerability: A strategist's dream, this<br />

abjuration prevents spells of 4th level or lower from affecting<br />

you and anyone in a 10-foot radius around you, while<br />

allowing spells of any level to be cast out of the globe without<br />

difficulty.<br />

7th—Waves of Exhaustion: All creatures caught within a<br />

60-foot cone-shaped burst are rendered exhausted with no<br />

saving throw. A strategist should be more than willing to<br />

explore necromantic options to gain this kind of power.<br />

8th—Field of Ice Razors (Spell Compendium): Razor-sharp ice<br />

crystals rise out of the ground, selectively dealing cold and<br />

piercing damage to any creature within long range that is no<br />

more than 60 feet apart. In addition, all affected creatures<br />

must reduce their speed by 20 feet for 1 round per level.<br />

9th—Time Stop: A standard spell for any high-level strategist,<br />

commonly used either to shore up his magical defenses<br />

or to cast several area spells on his enemies that outlast the<br />

apparent duration of this spell.<br />

Least Invocation—Miasmic Cloud (<strong>Complete</strong> Arcane): This<br />

invocation is great for protecting yourself, since it provides<br />

concealment and also fatigues creatures other than you who<br />

enter the area. Summon swarm is another good option.<br />

Lesser Invocation—Wall of Gloom (<strong>Complete</strong> Arcane): The wall<br />

provides total concealment for those more than 5 feet away,<br />

effectively cutting the battlefield in half.<br />

Greater Invocation—Nightmares Made Real*: Not only does<br />

this invocation slow down and injure your enemies, it gives<br />

you a chance to hide from their attacks.<br />

Dark Invocation—Eldritch Doom (<strong>Complete</strong> Arcane): Cover<br />

one of the warlock's shortcomings—the inability to deal<br />

with groups of enemies effectively—by turning your eldritch<br />

blast against all nearby targets.<br />

Spells to Avoid: A strategist must always remain aware<br />

of the larger tactics in play during a battle and choose his<br />

spells accordingly. Your purpose is lost when choosing spells<br />

that target single creatures, especially if you have a limited<br />

number of spells known.<br />

Control Weather: Although this spell certainly represents a<br />

powerful option for a strategist, the 10-minute casting time<br />

and 1- minute weather adjustment period make it impractical<br />

for all but the most large-scale battles (when the time and<br />

place are known in advance).<br />

Power Word spells (Player's Handbook, Races of the Dragon):<br />

Even though eliminating a single target can sometimes<br />

change the course of events in a battle, any spell that begins<br />

with the phrase “power word” is too narrow a focus for a<br />

strategist.<br />

Silent Image: Despite the fact that illusion spells, starting<br />

with silent image and progressing up through the levels from<br />

there, can help a strategist control events on the battlefield,<br />

these spells' effects are always hit-or-miss, with one saving<br />

throw that can negate the effect.<br />

SUMMONER<br />

Your will is supreme, and the creatures that serve you understand<br />

that intuitively, throwing themselves at your opponents<br />

with abandon and running interference so that you can cast<br />

spells with impunity. You are the master, and they are your<br />

minions. The clarity and simplicity of this relationship is<br />

your personal addiction.

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