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.