Warmage (3.5 Class)

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This is a fix for the Warmage class. It is currently under construction. If you have any constructive suggestions to better balance the class, please contact Greyfeld.


Level BAB Fort/Ref/Will Special Spells Per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 0/0/2 Armored Mage, Warmage Edge 5 3 - - - - - - - -
2 +1 0/0/3 Arcane Ferocity 6 4 - - - - - - - -
3 +2 1/1/3 Advanced Learning 6 5 - - - - - - - -
4 +3 1/1/4 6 6 3 - - - - - - -
5 +3 1/1/4 Empower Spell 6 6 4 - - - - - - -
6 +4 2/2/5 Sudden Metamagic 6 6 5 3 - - - - - -
7 +5 2/2/5 Advanced Learning 6 6 6 4 - - - - - -
8 +6/+1 2/2/6 War magic 6 6 6 5 3 - - - - -
9 +6/+1 3/3/6 6 6 6 6 4 - - - - -
10 +7/+2 3/3/7 Chain Spell 6 6 6 6 5 3 - - - -
11 +8/+3 3/3/7 Advanced Learning 6 6 6 6 6 4 - - - -
12 +9/+4 4/4/8 Sudden Metamagic, War Magic 6 6 6 6 6 5 3 - - -
13 +9/+4 4/4/8 Rapid Metamagic 6 6 6 6 6 6 4 - - -
14 +10/+5 4/4/9 6 6 6 6 6 6 5 3 - -
15 +11/+6/+1 5/5/9 Twin Spell, Advanced Learning 6 6 6 6 6 6 6 4 - -
16 +12/+7/+2 5/5/10 War Magic 6 6 6 6 6 6 6 5 3 -
17 +12/+7/+2 5/5/10 6 6 6 6 6 6 6 6 4 -
18 +13/+8/+3 6/6/11 Sudden Metamagic 6 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 6/6/11 Advanced Learning 6 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 6/6/12 Magical Memory 6 6 6 6 6 6 6 6 6 5

Class Skills: Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Knowledge (Geography), Knowledge (History), Profession, Ride, Sense Motive, Spellcraft, Swim, Tumble, and Use Magic Device.
Skill Points per Level: 4 + Intelligence Modifier (x4 at first level)
Hit Die: D6

Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields.

Spells: A Warmage casts arcane spells (the same type of spells available to Sorcerers and Wizards), which are drawn from the Warmage spell list given below. He can cast any spell he knows without preparing it ahead of time the way a Cleric or Wizard must. When a Warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the Warmage's spell list. Essentially, his spell list is the same as his spells known list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). See the bottom of this page for the Warmage's spell list.

To cast a spell, a Warmage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Warmage's spell is 10 + the spell's level + the Warmage's Charisma modifier. Like other spellcasters, a Warmage can only cast a certain number of spells each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells for a high Charisma score (See Table 1-1, page 8 of the Player's Handbook).

Unlike a Cleric or Wizard, a Warmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). A Warmage's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields.

Warmage Edge: A Warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds extra damage equal to his 1/2 Intelligence Bonus (if any) x the base level of the spell cast. For instance, if a 1st-level Warmage with 18 Intelligence casts Magic Missile, he deals 1d4+1 points of damage normally, plus an extra 2 points of damage due to his Intelligence bonus and the spell's level. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.

A single spell can never gain this extra damage more than once per casting. For instance, a Fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level Warmage casts Magic Missile and produces two missiles, only one of them (of the Warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.

Scrolls scribed by the Warmage do not gain any benefit from Warmage Edge. Scrolls activated by the Warmage also gain no benefit from the Warmage Edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a Warmage use not only the Warmage's caster level, but also gain the benefits of the Warmage Edge, if applicable.

Arcane Ferocity: Through real life battle training, the Warmage learns that demoralizing your opponents is just as important as causing wonton destruction. All targets that take damage from a spell the Warmage casts must make a Will Save (10 + Spell Level + 1/2 Intimidation). If he fails his save, the target is shaken for a number of rounds equal to the Warmage's Intelligence Bonus. If the target is already under some sort of fear effect, this ability ramps up the severity by 1 step (Shaken to Frightened, Frightened to Panicked). This ability is treated as a Demoralize effect. This special ability may manifest itself visually in any damaging spell the Warmage casts in any way he desires, though it has no mechanical effect on the spell itself.

Advanced Learning: At 3rd, 7th, 11th, 15th, and 19th level, a Warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a Sorcerer/Wizard spell of the Evocation or Conjuration school, and of a level no higher than that of the highest level spell the Warmage already knows. Once a new spell is selected, it is forever added to that Warmage's spell list and can be cast just like any other spell on the Warmage's list.

Empower Spell: At 5th level, a Warmage gains the Empower Spell metamagic feat. If he already has the feat, he can choose a different metamagic feat that he qualifies for normally.

Sudden Metamagic: At 6th, 12th and 18th levels, a Warmage chooses a metamagic feat he's already learned. The feats the Warmage has chosen to be effected by this ability may be treated as their Sudden equivalents a combined total of times per day equal to his Intelligence Bonus (if any). The Sudden Metamagic special ability may only be applied to spells that he casts as a Warmage.

War Magic: A Warmage has had extensive experience in combat and knows how to empower his spells to bypass a creature's defenses. At level 8, all spells cast by the Warmage are cast at +1 DC. At level 12, the bonus DC of the spells the Warmage casts are increase to +2. At level 16, this bonus is increased to +3, and the Warmage gains a bonus equal to half his Intelligence Modifier to his attempts to overcome Spell Resistance.

Chain SPell: At 10th level, a Warmage gains the Chain Spell metamagic feat. If he already has the feat, he can choose a different metamagic feat that he qualifies for normally.

Rapid Metamagic: Having spent so much time experimenting with his spells, a Warmage learns the fastest way to cast them. Any spell that is cast while using the Warmage's Sudden Metamagic special ability takes only its normal casting time.

Twin spell: At 15th level, a Warmage gains the Twin Spell metamagic feat. If he already has the feat, he can choost a different metamagic feat that he qualifies for normally.

Magical Memory: The Warmage has cast certain spells so many times that they have been etched into his arcane memories. Choose any number of Warmage spells whose levels total no more than 20 and remove them from your spell list. The Warmage can cast any of these spells as spell-like abilities. They can be used a combined total of times per day equal to your Intelligence Modifier. Metamagic feats may be applied to these spell-like abilities, though you must spend an extra daily usage for each level the metamagic would normally increase the spell's level, and you may not use the Sudden Metamagic special ability in this way. The Warmage does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP. Intelligence is the primary casting stat for these spell-like abilities.

Spell List

0-Level Spells (Cantrips)
Acid Splash
Detect Magic
Disrupt Undead
Ray of Frost

1st-Level Spells
Benign Transposition
Burning Hands
Chill Touch
Enlarge Person
Fist of Stone
Hail of Stone
Mage Armor
Magic Missile
Obscuring Mist
Orb of Acid, Lesser
Orb of Cold, Lesser
Orb of Electricity, Lesser
Orb of Fire, Lesser
Orb of Sound, Lesser
Magic Weapon
Shocking Grasp
Summon Monster I
True Strike

2nd-Level Spells
Blades of Fire
Continual Flame
Fire Trap
Flaming Sphere
Fog Cloud
Ice Knife
Melf's Acid Arrow
Protection from Arrows
Resist Energy
Scorching Ray
Summon Monster II
Wings of Cover
Whirling Blade

3rd-Level Spells
Bands of Steel
Dispel Magic
Fire Shield
Flame Arrow
Gust of Wind
Ice Storm
Lightning Bolt
Magic Weapon, Greater
Resonating Bolt
Ring of Blades
Sleet Storm
Stinking Cloud
Summon Monster III
Wind Wall

4th-Level Spells
Blast of Flame
Dimension Door
Evard's Black Tentacles
Fire Shield
Ice Storm
Orb of Acid
Orb of Cold
Orb of Electricity
Orb of Fire
Orb of Force
Orb of Sound
Otiluke's Resilient Sphere
Phantasmal Killer
Protection from Energy
Solid Fog
Summon Monster IV
Wall of Fire
Wings of Flurry

5th-Level Spells
Arc of Lightning
Cone of Cold
Fire Shield, Mass
Fireburst, Greater
Flame Strike
Freezing Fog
Prismatic Ray
Summon Monster V
Sword of Deception
Wall of Force
Wall of Stone

6th-Level Spells
Acid Fog
Blade Barrier
Chain Lightning
Circle of Death
Fire Seeds
Otiluke's Freezing Sphere
Summon Monster VI
Tenser's Transformation
Wall of Iron

7th-Level Spell
Delayed Blast Fireball
Emerald Flame Fist
Finger of Death
Mordenkainen's Sword
Prismatic Spray
Spell Turning
Summon Monster VII
Teleport, Greater
Waves of Exhaustion

8th-Level Spells
Flame Whips
Horrid Wilting
Incendiary Cloud
Iron Body
Lightning Ring
Otiluke's Telekinetic Sphere
Polar Ray
Prismatic Wall
Protection from Spells
Scintillating Pattern
Shout, Greater
Summon Monster VIII

9th-Level Spells
Elemental Swarm
Meteor Swarm
Prismatic Sphere
Sphere of Destruction
Summon Monster IX
Wail of the Banshee