Author | Skip Williams, Penny Williams, Ari Marmell and Kolja Raven Liquette |
---|---|
Genre | Role-playing game |
Publisher | Wizards of the Coast |
Publication date
|
October 2006 |
Media type | Print (Hardback) |
Pages | 160 |
ISBN |
Complete Mage is a supplemental rule book for the 3.5 edition of the Dungeons and Dragons role-playing game. It is effectively the sequel to Complete Arcane.
The book provides feats, prestige classes, and other options for characters interested in magic. Unlike Complete Arcane, Complete Mage contains no new core classes, but it contains alternative class features for existing classes.
Complete Mage adds 13 new alternative class features.
Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals.
Every swashbuckler relies on her agility and quick wit to get her out of scrapes. Some take this a step farther, learning magical tricks that boost their mobility or defense.
Rare is the fighter who hasn't envied the wizard's bag of magical tricks. Although even the most basic arcane spell remains beyond a fighter's abilities, those who aspire to such talents can, with practice, learn to cast simple arcane spells while wearing light armor. On its own, this alternative feature grants little benefit to a single-classed fighter; only in conjunction with one or more levels of sorcerer, wizard, or a similar arcane spellcasting class does this ability come into play.
Most paladins use their divinely granted powers to combat diseases that plague their allies. Paladins with an interest in the arcane particularly those who battle necromancers sometimes prefer to learn to counteract the effects of magical curses.
Although the ability to turn undead is arguably a defining cleric characteristic, some clerics (and paladins) find that they can be even more effective crusaders by opposing evil spellcasters. The ability to negate an enemy spellcasters magic grants a character an unexpected edge.
Deities influence the world through the divine spells they grant their worshipers. Some clerics, however, choose to explore magical powers beyond those commonly provided by the gods. By giving up some of their divine power, these clerics gain access to spells normally beyond their abilities.