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75 of 76 people found the following review helpful:
4.0 out of 5 stars Full of interesting tidbits
The Complete Mage is full of interesting tidbits from the feats to the prestige classes to the items and spell. Like the first four "Complete" books it contains ways of adding something, in this case Arcane Magic, to many different kinds of characters. Unlike earlier books though there are no additional base classes.

The first section of the book offers...
Published on November 10, 2006 by M. Todd Sterrett

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1 of 2 people found the following review helpful:
3.0 out of 5 stars Worth having if you like spellcasters
Has some very useful prestige classes, new feats, and improved spells. Not the best expansion WOTC produced, but one of the better ones for arcane spellcasters.
Published on May 14, 2009 by JBerc


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75 of 76 people found the following review helpful:
4.0 out of 5 stars Full of interesting tidbits, November 10, 2006
This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
The Complete Mage is full of interesting tidbits from the feats to the prestige classes to the items and spell. Like the first four "Complete" books it contains ways of adding something, in this case Arcane Magic, to many different kinds of characters. Unlike earlier books though there are no additional base classes.

The first section of the book offers advice on mages and how to play them. Some of the advice is interesting and useful ... but some of it is outright bad. If you are new to playing mages I would speak with a more experienced player before blinding following something you read here.

Next up are the feats. This section offers some really fun things but by far the biggest innovation is the concept of "Reserve" feats. These feats add staying power to arcanists. These feats grant an arcane spellcaster the ability to use an at will supernatural ability as long as they have a spell of a certain type memorized. The higher level the spell the more powerful the ability is. So the spellcaster can use the ability granted by the feat through an adventuring day ... until he is forced to cast the spell that powers it, and even then they will get a small bonus from the feat. Essentially casters get to have their cake and eat it too with these feats. For those games where casters are always running out of spells these feats are great! There are plenty of other feats too, including one that speeds up metamagic use for spontaneous casters, one that enables casting while holding a weapon in hand, some Wu Jen specific feats, and more. The heritage feats, especially the Fey Heritage feats bear mention. They aren't as well developed as the Dragon Heritage feats are now but there is some good stuff here. Overall this section is really well done and I wouldn't hesitate to use anything from it in my games.

After the feats is a section containing Prestige Classes. Of special note for fans of the Warlock class introduced in the Complete Arcane, there are 3 Warlock prestige classes and all three have me itching to play them. Outside of the Items section this is the one that contains the most problems. Right off the bat is the Abjurant Champion, a powerful class that is destined to be used in ways that the creator undoubtedly did not intend. It was obviously designed to be used by Fighters who had dipped into Wizard ... but is far more useful for pure Wizards since it's too easy to qualify for. Full BAB, d10 HD, full casting, and some powerful special abilities in 5 levels makes it a no brainer for an mage who sees melee from time to time. The Lyric Theurge also has major problems. First off we already have a PrC for the "spellcasting Bard" ... namely the Sublime Chord from the Complete Arcane ... the Lyric Theurge fairs poorly in comparison to it. But then when you read the flavor text it quickly becomes apparent that this was originally a dual progression Bard / other arcane caster PrC when first written but that it was changed too quickly at some point in development. To me this PrC is a clear sign that Wizards of the Coast is trying to publish too fast these days. As is the class is a waste of text.

The next section contains fun new spells for Hexblades, Wu Jen, and more in addition to Wizards and Sorcerers. It also contains some nifty new Warlock Invocations. Mostly these are all good though a few are potentially abuseable. In particular the Sorcerer spells for casting multiple spells must be examined with care by a DM before letting them into a game.

I had to pick my jaw up off the floor after I got finished looking at the items in the book. While as a player I would love to have most of them I think that DMs should be very leery of many of them. In particular several items seemed woefully inexpensive considering what they do. For example "Heward's Fortifying Bedroll" let's wizards get away with 1 hour of sleep instead of 8 for only 3000 gp. What caster wouldn't want one? The Spellguard Rings for 4000 gp don't seem out of line for what they were intended ... keeping a teammate from being toasted by your fireball ... but open up huge abuse potential with spells like Evard's Black Tentacles or even Antimagic Field. Use this section with care!

The remainder of the book is mostly fluff ... and it's not bad at all. Interesting ideas, mostly for DMs, but some for players as well can be found here. The idea of some of the magical locations intrigued me.

Overall I gave this book four stars out of five mostly because I will be able to use so much of the book in my games. However I strongly feel that this book could have been a lot better if it had been given some more editing and playtesting. Flaws like the Lyric Theurge and some of the abuseable items made me seriously consider dropping it further but were balanced out by some of the things that I really really liked.
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7 of 7 people found the following review helpful:
4.0 out of 5 stars Generally ok, with a few very nice additions, May 12, 2007
By 
B. Bottema (Leeuwarden, Friesland Netherlands) - See all my reviews
(REAL NAME)   
This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
Reading the first chapter, I was pleasantly surprised to see how the fundamentals are laid down; a quick overview of the differences between arcane magic, divine and innate magic. Then some slightly more in depth than Player's Guide articles on the various spellschools and finally very nice to read the various archetypes. I especially liked the miniguides that accompanied the archetypes, which explain why you should or shouldn't select certain spells or feats. Very nice for me anyway, because I'm not too experienced and the thought processes described really helped me think for myself.

An intriguing chapter 2 'Character Options' has a section 'Alternative Class Features' which describes how you can modify and augment some specific class. For example there's an alternative class feature called 'Spell Sense' for barbarians or rogues that allows you to swap the trap sense class features for an extra dodge bonus to your AC against spells. It adds some more options for you as player.

Then there's a section about a new type of feat: the Reserve Feat. Ofcourse the other types are still described - like heritage and tactical feats - and added feats for, but reserve feats are feats that provide secondary effects for spells you carry. For example "Acidic Splatter" allows you to cast a lower level orb of acid as long as you have an 2nd+ level acidic spell available to cast. There are various kinds of secondary effects for different feats way (including traveling plains at will). In addition to this secondary effect, most reserve feats add an extra competence bonus for castingtype-related spells. The general idea behind reserve feats is to be able to use your innate magical potential in more encounters without using your spell slots with every cast. It's like there suddenly many shades of gray between the extremes 'cast a spell' and 'don't cast a spell'. Also, they can't be countered, fail, ignore spell resistance and don't need any components.

Then there are ofcourse a handful of prestiege classes and a basket full of new spells as well as some items. I won't go into those; you can probably find those reviews anywhere on the Internet already. Plus, I'm not the guy for that anyway.

Finally there's the chapter for DM's that contains a list of hundred arcane based adventure ideas, and describes various arcane related game facets such as magic item shops, mercenary spellcasters, crafting, creature born of magic experiments and whatnot. In addition, there are the 'magical locations' as treasure, which basically states a magical location somehow made available to the player characters that in itself is the treasure because of the specialness and rewards that come from it. There are a number of predescribed magical locations ready for you to use accompanied by some maps.

Conclusion:
All in all, not everything is new and half of the book is the usual fluff. But combined with the various new features and options it makes for a nice book to join your collection. No unusual well writing or rich background history and characterization (though the archetype section does provide some), just straight up information... mostly.
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9 of 11 people found the following review helpful:
5.0 out of 5 stars Worth it, March 22, 2007
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This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
Sincerely I hoped not too much for this book. There was a Complete Arcane already, and much more about wizards/sorcerers in other books. But it suprised me with some new concept, mostly in the feats section. The reserve feats are good for wizards to add them more "long-term usability" in adventures, and tactical feats have their - albeit more special - uses as well. Some prestige classes are good extensions too (master specialist for example), so all in all its a much better book than I anticipated, maybe better than Complete Arcane was.
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25 of 35 people found the following review helpful:
5.0 out of 5 stars Only for Arcanists, November 21, 2006
This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
The Complete.... books change of approach leaves nothing but a huge smile on my face. Having taken care of most of the main D&D character types, the "new" Complete series seem to build up from where the others left. That means you won't find new character classes here. Alas, you will find more spells and powers and arcane options than presented in the Complete Arcane. Obviously, people who didn't buy the Complete Arcane will find themselves a bit lost with some of the stuff. I would recommend the Complete Arcane purchase rather than this one for a beginner's and then, if you like it, give Complete Mage a try. After all, D&D's all about arcane magic in one way or the other.
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2 of 2 people found the following review helpful:
4.0 out of 5 stars A good supplement but its still a suplement, December 11, 2007
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This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
I use alot of arce casters as villians and also player charcters. I love some of the prestige classes but the spells are a little weak and the feats are very narroly designed. A good book but it isant at all requried or a must have.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Has some great stuff but could've used better editing, March 25, 2011
By 
Theo (Australia) - See all my reviews
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This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
This book has some great and really useful stuff that will enrich your campaign. But at the same time, it's not without its flaws and could definitely have used some better, more pro-active editing. I'll have more to say on both fronts in a moment, but first you really need to know that:

1. This is a game supplement for 3rd/3.5 edition Dungeons & Dragons. If you're looking for something compatible with the most recent edition of the game, look elsewhere.

2. Beyond just requiring you to have the core rulebooks, much of this volume assumes that you have access to the Complete Arcane, which was released two years earlier. So if you don't already own (or otherwise have access to) the Complete Arcane, you should definitely get a hold of that volume first.

Okay. That said, what's so great about this volume: The Complete Mage?

Well, number one on my list would be that it includes three great new prestige classes that are specifically geared towards the warlock class, which was first introduced in the Complete Arcane. My favorites would probably be the eldritch theurge, a kind of warlock/arcane spellcaster hybrid; and the eldritch disciple, a warlock/divine spellcaster hybrid. I do have one minor quibble here though: "theurge" does not entirely make sense as a name for the warlock/arcane spellcaster, since "theurgy" actually means divine magic. But that truly is a minor quibble, so it's hardly a deal breaker.

Without wanting this review to degenerate into a list of features, it's also worth noting that there's heaps of other great, playable stuff in this tome. It includes a lot of new and extremely creative feats, as well as prestige classes for a wide range of arcane magic users. Finally, as you might expect, it also includes a hearty serving of new spells and invocations for spellcasters and warlocks respectively. And (to the best of my knowledge) all of this is actually new stuff too; or at least, it was at the time this book was published. Unlike the Complete Arcane, this book doesn't include repackaged material from older supplements like Tome and Blood. So long story short, if you're keen on 3.5 ed. D&D and you like arcane magic, this is definitely a book you're going to want to own.

But... it's not perfect. As I said in the beginning, it could've used some better editing. There were, for example, a few spell descriptions I had to read through several times before I finally worked out what the writers were trying to tell me. I'd also add that some of the new spells and warlock invocations introduced did seem a bit underpowered. Underpowering the PC's will ruin a game just as surely as overpowering them. The only real difference is that at least overpowered PC's get to have a bit of fun while they're ruining things.

The worst example of this tendency towards underpowering the spells and invocations might well be a Dark Eldritch Essence called "Blinding Blast". For those unfamiliar, Dark powers are supposed to represent a warlock's most potent abilities. Eldritch Essences are abilities that "add on" to a warlock's already moderately potent eldritch blast ability. So to keep the totality balanced, they do have to be dialed back a bit. Yet even so, representing the absolute apex of warlock power, a Dark Eldritch Essence should still pack a bit of a wallop. But all this one does is force the victim to make a Will save or be stunned for one round. Yep, that's it: save or be stunned for A WHOLE ROUND. Gee, I bet you're really hoping that you don't run into that one in a dark dungeon, huh?

There's underpowered and then there's just plain ridiculous.

So... Yes, this book could definitely have used some better editing. But for all its flaws, it also contains a lot of really good, playable stuff.

The bottom line? I'd definitely rate this one as a buy.

Theo.
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4.0 out of 5 stars Good supplement if you are looking to play magic-user, December 19, 2009
This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
Has lots of good tips on how to develop your magic-user. The new feats, classes, spells, development strategies (like best/worst spells, feats, etc) are good to read through. Some cool spells that aren't found in the Spell Compendium or Complete Arcane...like Lightning Leap.
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5.0 out of 5 stars Complete Mage Review, March 23, 2009
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This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
The Complete Mage is a little 3.5 d20 supplemental book that surfaced just a few months before v4.0 ripped 3.5 off of the shelves. It is also, in my opinion, one of the BEST v3.5 books ever printed. Why would an experienced 3.5 player say such a thing? Its because this book works off of my FAVORITE aspect of D&D, a now extinct concept called "magic". The word was nixed in 4.0, I don't know what WoTC was thinking.

Among the AWESOME things in this book, you'll find
Class variants (one for wizard called FOCUSED SPECIALIST is particularly awesome!)
Feats (pretty much anything under the heading "Reserve Feats" turns your wizard into someone useful, even at low levels)
Prestige classes (My favorite is the Master Specialist, but there are more in there.)
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1 of 2 people found the following review helpful:
3.0 out of 5 stars Worth having if you like spellcasters, May 14, 2009
This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
Has some very useful prestige classes, new feats, and improved spells. Not the best expansion WOTC produced, but one of the better ones for arcane spellcasters.
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0 of 1 people found the following review helpful:
5.0 out of 5 stars Just what I was looking for, May 25, 2009
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This review is from: Complete Mage: A Player's Guide to All Things Arcane (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)
3.5 D&D books are getting hard to find so when I found it, it was great.
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