Grod_The_Giant
2011-10-16, 10:35 PM
The Warmage
http://www.wizards.com/dnd/images/cc20050906a_85425_med.jpg
"We'll never make it! There are too many soldiers in the way!"
"Not in a minute there won't be."
-- Staff Sergeant Garlen, conversing with Kenat Firehand, Warmage of the Fifth Order,
Abilities- Charisma determines how powerful a spell a warmage can cast, how many spells a warmage can cast per day, and how hard those spells are to resist (see Spells, below). A warmage’s Intelligence bonus is important for a number of his class abilities, such as Warmage Edge. Like a sorcerer or wizard, a warmage benefits from high Dexterity and Constitution scores.
Alignment- Any, although warmages in armies tend to be lawful.
Hit Die- d6.
Class Skills- The warmage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (Engineering) (Int), Knowledge (The Planes), Profession (Wis), Sense Motive (Wis), Ride (Dex), Spellcraft (Int), and Use Magical Device (Cha).
Skill Points at 1st Level- (2 + Int modifier) × 4.
Skill Points at Each Additional Level- 2 + Int modifier.
{table=head]Level |BAB |Fort |Ref |Will |Special |Lv 0 |1st |2nd |3rd |4th |5th |6th |7th |8th |9th
1|+0|+0|+0|+2|Armored mage, Warmage edge, Craft Spellmine, Spell Discipline|5|3|-|-|-|-|-|-|-|-
2|+1|+0|+0|+3|Spell Shaping|6|4|-|-|-|-|-|-|-|-
3|+1|+1|+1|+3|Eclectic learning|6|5|-|-|-|-|-|-|-|-
4|+2|+1|+1|+4|Sudden Widen|6|6|3|-|-|-|-|-|-|-
5|+2|+1|+1|+4|Warmage Spellpower|6|6|4|-|-|-|-|-|-|-
6|+3|+2|+2|+5| Eclectic learning|6|6|5|3|-|-|-|-|-|-
7|+3|+2|+2|+5|Metamagic Specialist, Widen Spell|6|6|6|4|-|-|-|-|-|-
8|+4|+2|+2|+6| Warmage intensity|6|6|6|5|3|-|-|-|-|-
9|+4|+3|+3|+6|Eclectic learning|6|6|6|6|4|-|-|-|-|-
10|+5|+3|+3|+7|Improved Warmage Edge|6|6|6|6|6|5|-|-|-|-
11|+5|+3|+3|+7|Spellmine Forger, Simplified Widening|6|6|6|6|6|4|-|-|-|-
12|+6/+1|+4|+4|+8|Eclectic learning|6|6|6|6|6|5|3|-|-|-
13|+6/+1|+4|+4|+8|Spell Shaping (Shifting)|6|6|6|6|6|6|4|-|-|-
14|+7/+2|+4|+4|+9|Enhanced Discipline|6|6|6|6|6|6|5|3|-|-
15|+7/+2|+5|+5|+9|Warmage Spell Aim, Eclectic learning |6|6|6|6|6|6|6|4|-|-
16|+8/+3|+5|+5|+10|Free Widening|6|6|6|6|6|6|6|5|3|-
17|+8/+3|+5|+5|+10|Spellmine Master|6|6|6|6|6|6|6|6|4|-
18|+9/+4|+6|+6|+11|Eclectic learning|6|6|6|6|6|6|6|6|5|3
19|+9/+4|+6|+6|+11|Discipline Mastery|6|6|6|6|6|6|6|6|6|4
20|+10/+5|+6|+6|+12|Warmage spellstorm|6|6|6|6|6|6|6|6|6|6[/table]
Game Rule Information
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 eclectic learning ability as they increase in level (see below). See page 90 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 cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–1: The Warmage. 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 a 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 (Ex)- A warmage’s training allows him to avoid arcane spell failure while casting warmage spells in light armor and/or wielding light shields.
Warmage Edge (Ex)- Whenever he casts a spell that does hit point damage, he may add his Intelligence bonus, plus one-half his warmage level, to the amount of damage dealt. This bonus applies once to each creature damaged by the spell. For example, if he casts Magic Missile and fires two missiles at two different orcs, each one will take 1d4+1+(warmage Eedge) damage, but if he fires both missiles at the same orc, it only takes 2d4+2+(warmage Eedge) damage. He can only apply the extra damage to warmage spells. This ability subsumes the Extra Edge feat.
Craft Spellmine- At 1th level, a warmage gains Craft Spellmine as a bonus feat. (See below)
Spell Discipline- At first level, a warmage must chose one disipline from the list below. He adds all spells from both discipline lists to his spell list, and gains the discipline's special ability. He may learn spells from other disciplines through his Eclectic Learning class feature; if he does, he learns them at their normal level. The disciplines are listed below:
Bane- Banes focus on disrupting their opponents, using a wide variety of penalty-inducing spells. Their discipline ability allows them to impose penalties with any spell they cast.
Sniper- Snipers focus on taking down one foe at a time with extreme prejudice. Their discipline ability gives them major bonuses with melee and ranged touch attacks.
Shadowspell- Shadowspells are slightly less violent than other warmages, preferring to use elements of trickery. Their discipline ability allows them to cast spells without giving away their own position.
Tactician- Tacticians are less about the direct application of force than other warmages, instead prioritizing scouting, mobility, and traps. Their discipline ability allows them to be more effective with either trap or divination spells.
Spellguard- Spellguards focus more on the defensive side of battle, layering protective spells on themselves and allies. Their discipline ability allows them to share their defensive magic with more allies.
Spell Shaping (Ex)- A warmage has exceptional control over where his magic goes. At 2nd level, when casting a warmage spell, he can exclude a number of 5 foot squares from the area of effect equal to his intelligence modifier.
Starting at 13th level, he may increase the area of a spell by a number of squares equal to the number he excluded. The squares must be adjacent to the original area. For example, if a warmage casts Fireball and excludes 3 squares, he may include an extra three squares at any point around the 20ft radius already affected.
Eclectic Learning (Ex)- Warmages are trained almost entirely in magics that will be useful on the battlefield, but they often come up against situations where their power is useless. As they gain experience on the battlefield, fighting with and against any number of spellcasters, they usually pick up a few useful spells from outside their specialty. At level 3, and every subsequent 3rd level, a warmage can add one sorcerer/wizard spell to his list of spells known. This spell can come from any school, but he learns it at one level higher than normal. For example, if a warmage wishes to use Eclectic learning to learn Silent Image (normally a 1st level spell), he casts it as a 2nd level spell.
Sudden Widen- At 4rd level, a warmage gains Sudden Widen as a bonus feat, even if he doesn't meet the prerequisites. However, he may widen spells a number of times per day equal to one-half his intelligence modifier, rounded down (minimum 1).
Warmage Spellpower (Ex)- At 5th level, a warmage can add his Intelligence modifier to caster level checks made to penetrate spell resistance.
Metamagic Specialist (Ex)- At 7th level, a warmage may apply metamagic feats to warmage spells without increasing the casting time.
Widen Spell- At 7th level, a warmage gains Widen Spell as a bonus feat.
Warmage Intensity (Ex)- At 8th level, a warmage’s spells are even harder to dodge than normal. His area spells are subdivided into two different zones, an inner zone (defined as the point of origin out to one-half the normal radius of the spell effect) and an outer zone. He may add his Intelligence modifier to the save DC for the effects of the inner zone. Creatures caught in the outer zone still take full damage.
Improved Warmage Edge (Ex)- Starting at 10th level, a warmage may increase the caster level cap of his spells by a value equal to his Intelligence modifier. For example, a Fireball spell normally does 1d6/level, max 10d6. With this ability, a warmage with an Intelligence modifier of +6 would have his Fireball spells deal 1d6/level, max 16d6.
Spellmine Forger (Ex)- By 11th level, a warmage has had lots of practice crafting spellmines. When crafting a spellmine, he only needs to spend one hour working on the mine, and may have it contain up to a 5th level spell.
Simplified Widening (Ex)- At 11th level, when a warmage casts a Widened spell, he only increases the slot by one level.
Enhanced Discipline- At 14th level, a warmage may pick a minor discipline, adding the spells from the discipline list to his list of spells known. He does not gain the benefit of the discipline's granted ability.
Warmage Spellaim (Ex)- At 15th level, a warmage has near-perfect control over where his magic goes. When he uses an area spell, he may exclude as many creatures or objects as he wishes from its effects.
Free Widening (Ex)- At 16th level, a warmage may apply the Widen Spell metamagic feat to any spell he knows without increasing the spell level.
Spellmine Master (Ex)- By 17th level, a warmage has mastered the art of crafting spellmines. When crafting a spellmine, he only needs to spend five minutes/spell level working on the mine, and it may contain up to a 7th level spell.
Discipline Mastery (Ex)- At 19th level, when casting spells from his disciplines, a warmage may add one-half his Intelligence modifier to the spell save DC. This does not stack with the bonus from Warmage Intensity.
Warmage Spellstorm (Ex)- At 20th level, a warmage can cast spells extremely efficiently. As a full-round action, he may cast two separate spells. However, to do so, he must expend an additional spell slot equal to the combined level of the spells he casts. For example, if a warmage uses this ability to cast two fireballs, he expends two 3rd-level spell slots AND a 6th level spell slot.
SPELLS
Warmage Spell List
0-LEVEL WARMAGE SPELLS (CANTRIPS)
Acid Splash- Orb deals 1d3 acid damage.
Detect Magic- Detects spells and magic items within 60 ft.
Disrupt Undead- Deals 1d6 damage to one undead.
Light- Object shines like a torch.
Mage Hand- 5-pound telekinesis.
Message- Whispered conversation at distance.
Ray of Frost- Ray deals 1d3 cold damage.
Read Magic- Read scrolls and spellbooks.
1ST-LEVEL WARMAGE SPELLS
Burning Hands- 1d4/level fire damage (max 5d4).
Expeditious Retreat- Your speed increases by 30 ft.
Grease- Makes 10-ft. square or one object slippery.
Hail of Stone- Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile- 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Obscuring Mist- Fog surrounds you
Shield- Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp- Touch delivers 1d6/level electricity damage (max 5d6).
2ND-LEVEL WARMAGE SPELLS
Blur- Attacks miss subject 20% of the time.
Fireburst- Adjacent subjects take 1d8/level fire damage.
Flaming Sphere- Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud- Fog obscures vision.
Gust of Wind- Blows away or knocks down smaller creatures.
Ice Knife- Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Levitate-Subject moves up and down at your direction.
Pyrotechnics- Turns fire into blinding light or choking smoke.
Scorching Ray- Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter- Sonic vibration damages objects or crystalline creatures.
Spider Climb- Grants ability to walk on walls and ceilings.
Web- Fills 20-ft.-radius spread with sticky spiderwebs.
3RD-LEVEL WARMAGE SPELLS
Blink- You randomly vanish and reappear for 1 round/level.
Call Lightning- Calls down lightning bolts (3d6 per bolt) from sky.
Dispel Magic-Cancels magical spells and effects.
Fireball- 1d6 damage per level, 20-ft. radius.
Fire Shield- Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly- Subject flies at speed of 60 ft.
Halt Undead-Immobilizes undead for 1 round/level.
Ice Storm- Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt- Electricity deals 1d6/level damage.
Resonating Bolt- Sonic energy deals 1d4 damage/level (max 10d4).
Ring of Blades- Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm- Hampers vision and movement.
Vamperic Touch-Touch deals 1d6/two levels damage; caster gains damage as hp.
Wind Wall-Deflects arrows, smaller creatures, and gases.
4TH-LEVEL WARMAGE SPELLS
Assay Resistance- +10 bonus on caster level checks to defeat one creature’s spell resistance.
Blast of Flame- 60-ft. cone of fire (1d6/level damage).
Blistering Radiance- Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating Sphere- Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dimension Door-Teleports you short distance.
Evard’s Black Tentacles- Tentacles grapple all within 20-ft. spread.
Flame Strike- Smite foes with divine fire (1d6/level damage).
Globe of Invulnerability, Lesser- Stops 1st- through 3rd-level spell effects.
Shout- Deafens all within cone and deals 5d6 sonic damage.
Solid Fog-Blocks vision and slows movement.
Spike Stones- Creatures in area take 1d8 damage, may be slowed.
Wall of Fire- Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice-Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5TH-LEVEL WARMAGE SPELLS
Arc of Lightning- Line of electricity between two creatures (1d6/level damage).
Call Lightning Storm- As call lightning, but 5d6 damage per bolt.
Cone of Cold- 1d6/level cold damage.
Dismissal- Forces a creature to return to native plane.
Fireburst, Greater- Subjects within 10 ft. take 1d8/level fire damage.
Freezing Fog-Fog slows creatures, obscures vision, hinders movement.
Overland Flight-You fly at a speed of 40 ft. and can hustle over long distances.
Passwall-Creates passage through wood or stone wall.
Slay Living- Touch attack kills subject.
Telekinesis-Moves object, attacks creature, or hurls object or creature.
Teleport- Instantly transports you as far as 100 miles/level.
Vitriolic Sphere- Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.
Wall of Force- Wall is immune to damage.
Wall of Stone-Creates a stone wall that can be shaped.
6TH-LEVEL WARMAGE SPELLS
Acid Fog- Fog deals acid damage.
Blade Barrier- Wall of blades deals 1d6/level damage.
Chain Lightning- 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death- Kills 1d4/level HD of creatures.
Fire Seeds- Acorns and berries become grenades and bombs.
Move Earth-Digs trenches and build hills.
Otiluke’s Freezing Sphere- Freezes water or deals cold damage.
Undeath to Death-Destroys 1d4/level HD of undead (max 20d4).
Wall of Iron- 30 hp/four levels; can topple onto foes.
7TH-LEVEL WARMAGE SPELLS
Banishment- Banishes 2 HD/level of extraplanar creatures.
Control Weather-Changes weather in local area.
Delayed Blast Fireball- 1d6/level fire damage; you can postpone blast for 5 rounds.
Earthquake- Intense tremor shakes 80-ft. radius.
Fire Storm- Deals 1d6/level fire damage.
Phase Door-Creates an invisible passage through wood or stone.
Prismatic Spray- Rays hit subjects with variety of effects.
Whirlwind- Cyclone deals damage and can pick up creatures.
8TH-LEVEL WARMAGE SPELLS
Horrid Wilting- Deals 1d6/level damage within 30 ft.
Incendiary Cloud- Cloud deals 4d6 fire damage/round.
Prismatic Wall- Wall’s colors have array of effects.
Shout, Greater- Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
9TH-LEVEL WARMAGE SPELLS
Gate- Connects two planes for travel or summoning.
Meteor Swarm- Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere- Rays hit subjects with variety of effects.
Sphere of Ultimate Destruction- Featureless black sphere moves 30 ft./round, disintegrates on ranged touch attack.
Storm of Vengeance- Storm rains acid, lightning, and hail.
Time Stop- You act freely for 1d4+1 rounds.
Transmute Rock to Lava- Transforms one 10-ft. cube with subsequent fire damage and effects.
Wail of the Banshee- Kills one creature/level.
Spell Domains
Bane
Bane Casting (Ex)- Any time an enemy is affected by one of your warmage spells, he must make an additional Will save (DC = 10 + the level of the spell that just affected him + your intelligence modifier) or take a penalty on all future spells you cast against him equal to one-half the level of the spell that just affected him, rounded down. If a spell allows a save, the target must have failed that save.
For example, if your intelligence is 18, and you cast Enervation on a white dragon, it must make a DC 18 Will save or take a -2 penalty on all future saves against your spells.
This penalty is not cumulative-- only the highest applies. Thus, if you cast ghoul touch (a second level spell) on a foe and impose a -1 penalty, then cast fear (a fourth level spell), the foe would only suffer a -2 penalty if it failed its save.
1st level Bane Spells
Cause Fear- One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch- One touch/level deals 1d6 damage and possibly1 Str damage.
Ray of Enfeeblement- Ray deals 1d6 +1 per two levels Str damage.
2nd level Bane Spells
Blindness/Deafness-Makes subject blinded or deafened.
Ghoul Touch-Paralyzes one subject, which exudes stench that makes those nearby sickened.
Glitterdust- Blinds creatures, outlines invisible creatures.
Scare- Panics creatures of less than 6 HD.
Silence- Negates sound in 20-ft. radius.
3rd level Bane Spells
Ray of Exhaustion-Ray makes subject exhausted.
Stinking Cloud- Nauseating vapors, 1 round/level.
4th level Bane Spells
Enervation-Subject gains 1d4 negative levels.
Fear- Subjects within cone flee for 1 round/level.
Otiluke’s Dispelling Screen- Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
5th level Bane Spells
Cloudkill- Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.
Waves of Fatigue-Several targets become fatigued.
6th level Bane Spells
Antilife Sphere- 10-ft.-radius field hedges out living creatures.
Dispel Magic, Greater-As dispel magic, but +20 on check.
Eyebite-Target becomes panicked, sickened, and comatose.
Symbol of Fear-Triggered rune panics nearby creatures.
7th level Bane Spells
Otiluke’s Greater Dispelling Screen- Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
Sunbeam- Beam blinds and deals 4d6 damage.
Symbol of Stunning-Triggered rune stuns nearby creatures.
Symbol of Weakness-Triggered rune weakens nearby creatures.
Waves of Exhaustion- Several targets become exhausted.
8th level Bane Spells
Sunburst- Blinds all within 10 ft., deals 6d6 damage.
9th level Bane Spells
Energy Drain-Subject gains 2d4 negative levels.
Mordenkain’s Disjunction- Dispels magic, disenchants magic items.
Sniper
Touch Spell Mastery (Ex)- You may add your Intelligence modifier to all melee and ranged touch attack rolls required by warmage spells. In addition, the effect of your warmage edge is doubled for any spell that requires a melee or ranged touch attack.
1st level Sniper spells
Orb of Acid, Lesser- Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser- Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser- Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser- Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser- Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
True Strike- +20 on your next attack roll.
2nd level Sniper spells
Melf’s Acid Arrow- Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Spectral Hand- Creates disembodied glowing hand to deliver touch attacks.
3rd level Sniper spells
Searing Light- Ray deals 1d8/two levels damage, more against undead.
4th level Sniper spells
Orb of Acid- Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold- Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity- Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire- Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force- Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound- Ranged touch, 1d4/level sonic damage and target might be deafened.
5th level Sniper spells
Prismatic Ray- Ray of light blinds target, deals random effect.
6th level Sniper spells
Disintegrate- Makes one creature or object vanish.
7th level Sniper spells
Finger of Death- Kills one subject.
Sunbeam- Beam blinds and deals 4d6 damage.
8th level Sniper spells
Polar Ray- Ranged touch attack deals 1d6/level cold damage.
9th level Sniper spells
Implosion- Kills one creature/round.
Shadowspell
Misdirection (Ex)- When casting a warmage spell, you may chose to hide the visual display, or have the spell appear to emanate from any point within Close range. This imposes a -10 penalty on any checks to identify who’s casting the spell, and enemy casters must make a Spot check (DC = Class level + Intelligence modifier) before attempting to counterspell you.
1st level Shadowspell spells
Disguise Self- Changes your appearance.
2nd level Shadowspell spells
Darkness- 20-ft. radius of supernatural shadow.
Invisibility- Subject is invisible for 1 min./level or until it attacks.
3rd level Shadowspell spells
Daylight-60-ft. radius of bright light.
Displacement- Attacks miss subject 50%.
Hold Person- Paralyzes one humanoid for 1 round/level.
Invisibility Sphere- Makes everyone within 10 ft. invisible.
4th level Shadowspell spells
Hallucinatory Terrain- Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall- Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater- As invisibility, but subject can attack and stay invisible.
5th level Shadowspell spells
Hold Monster- As hold person, but any creature.
Mirage Arcana- As hallucinatory terrain, plus structures.
Seeming- Changes appearance of one person per two levels.
6th level Shadowspell spells
Mislead-Turns you invisible and creates illusory double.
Veil- Changes appearance of group of creatures.
7th level Shadowspell spells
Hold Person, Mass- As hold person, but all within 30 ft.
Invisibility, Mass- As invisibility, but affects all in range.
8th level Shadowspell spells
Screen- Illusion hides area from vision, scrying.
9th level Shadowspell spells
Hold Monster, Mass- As hold monster, but all within 30 ft.
Tactician
You gain a bonus to caster level equal to your intelligence modifier when casting divination or teleportation spells from the warmage list.
1st level Tactician spells
Fire Trap- Opened object deals 1d4 +1/level fire damage.
Whispering Wind- Sends a short message 1 mile/level.
2nd level Tactician spells
Arcane Sight- Magical auras become visible to you.
Clairaudience/Clairvoyance- Hear or see at a distance for 1 min./level.
Explosive Runes- Deals 6d6 damage when read.
3rd level Tactician spells
Glyph of Warding- Inscription harms those who pass it.
4th level Tactician spells
Arcane Eye- Invisible floating eye moves 30 ft./round.
5th level Tactician spells
Prying Eyes- 1d4 +1/level floating eyes scout for you.
Sending-Delivers short message anywhere, instantly.
Symbol of Pain-Triggered rune wracks nearby creatures with pain.
6th level Tactician spells
Glyph of Warding, Greater- As glyph of warding, but up to 10d8 damage or 6th-level spell.
7th level Tactician spells
Plane Shift- As many as eight subjects travel to another plane.
Symbol of Stunning-Triggered rune stuns nearby creatures.
Symbol of Weakness-Triggered rune weakens nearby creatures.
Teleport, Greater-As teleport, but no range limit and no off-target arrival.
8th level Tactician spells
Prying Eyes, Greater- As prying eyes, but eyes have true seeing.
Symbol of Death- Triggered rune slays nearby creatures.
9th level Tactician spells
Teleportation Circle- Circle teleports any creature inside to designated spot.
Spellguard
Inspirational Casting (Ex)- Whenever you cast a spell, allied creatures within 5ft per level of the spell you just cast gain a morale bonus to attack rolls and Will saves equal to one-half you intelligence modifier for a number of rounds equal to the level of the spell you just cast. Repeated uses of this ability stack- each time you cast a spell, the duration of the morale bonus increases.
1st level Spellguard spells
Enlarge Person- Humanoid creature doubles in size.
2nd level Spellguard spells
Bear’s Endurance- Subject gains +4 to Con for 1 min./level.
Bull’s Strength- Subject gains +4 to Str for 1 min./level.
Cat’s Grace- Subject gains +4 to Dex for 1 min./level.
Eagle’s Splendor- Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning- Subject gains +4 Int for 1 min./level.
3rd level Spellguard spells
Haste- One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4th level Spellguard spells
Enlarge Person, Mass- Enlarges several creatures.
Stoneskin- Ignore 10 points of damage per attack.
5th level Spellguard spells
Fire Shield, Mass- Creatures attacking allies take damage; allies are protected from fire or cold.
6th level Spellguard spells
Bear’s Endurance, Mass- As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass- As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass- As cat’s grace, affects one subject/level.
Globe of Invulnerability- As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards-Array of magic effects protect area.
Repulsion- Creatures can’t approach you.
7th level Spellguard spells
Spell Turning- Reflect 1d4+6 spell levels back at caster.
Forcecage- Cube or cage of force imprisons all inside.
8th level Spellguard spells
Antipathy-Object or location affected by spell repels certain creatures.
Iron Body- Your body becomes living iron.
9th level Spellguard spells
Absorption- You absorb targeted spell energy to power spells of your own
Spellmine- A spellmine is a magical booby-trap, a spell waiting to be unleashed on the first person who passes by. Any spell up to third level can be stored in a spellmine. A spellmine is typically buried under a shallow layer of earth, but can be crafted to blend into the landscape. The spell is triggered by the first solid creature to step on the mine, and takes effect immediately on impact. If the spell only affects a single creature (such as shocking grasp), it affects the creature who stepped on it. If it affects an area, the area is centered on the mine, and the creature who stepped on the mine takes a -4 penalty to his save. A spell that normally requires a touch attack or ranged touch attack to hit automatically hits a creature who steps on a spellmine.
Craft Spellmine [Item Creation]- You can create a spellmine of any 3rd-level or lower spell that you know. Creating a spellmine takes one hour per spell level. When you create a spellmine, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a spellmine is its spell level × its caster level × 50 gp. To craft a spellmine, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a spellmine, you make any choices that you would normally make when casting the spell. Any spellmine that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the spellmine.
Changelog
10/26- major overhaul of the class and spell list. Added even more spells known, new class features, spellmines, and so on. Nerfed Eclectic Learning somewhat.
10/27- added a few more spells- primarily buffs and divinations- and a few more class features.
11/01- added disciplines, altered a few other abilities.
11/12- removed the Second Discipline ability, re-posted missing spellmine information.
8/6/13- cut down on disciplines known to keep spell list at a reasonable length.
http://www.wizards.com/dnd/images/cc20050906a_85425_med.jpg
"We'll never make it! There are too many soldiers in the way!"
"Not in a minute there won't be."
-- Staff Sergeant Garlen, conversing with Kenat Firehand, Warmage of the Fifth Order,
Abilities- Charisma determines how powerful a spell a warmage can cast, how many spells a warmage can cast per day, and how hard those spells are to resist (see Spells, below). A warmage’s Intelligence bonus is important for a number of his class abilities, such as Warmage Edge. Like a sorcerer or wizard, a warmage benefits from high Dexterity and Constitution scores.
Alignment- Any, although warmages in armies tend to be lawful.
Hit Die- d6.
Class Skills- The warmage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (Engineering) (Int), Knowledge (The Planes), Profession (Wis), Sense Motive (Wis), Ride (Dex), Spellcraft (Int), and Use Magical Device (Cha).
Skill Points at 1st Level- (2 + Int modifier) × 4.
Skill Points at Each Additional Level- 2 + Int modifier.
{table=head]Level |BAB |Fort |Ref |Will |Special |Lv 0 |1st |2nd |3rd |4th |5th |6th |7th |8th |9th
1|+0|+0|+0|+2|Armored mage, Warmage edge, Craft Spellmine, Spell Discipline|5|3|-|-|-|-|-|-|-|-
2|+1|+0|+0|+3|Spell Shaping|6|4|-|-|-|-|-|-|-|-
3|+1|+1|+1|+3|Eclectic learning|6|5|-|-|-|-|-|-|-|-
4|+2|+1|+1|+4|Sudden Widen|6|6|3|-|-|-|-|-|-|-
5|+2|+1|+1|+4|Warmage Spellpower|6|6|4|-|-|-|-|-|-|-
6|+3|+2|+2|+5| Eclectic learning|6|6|5|3|-|-|-|-|-|-
7|+3|+2|+2|+5|Metamagic Specialist, Widen Spell|6|6|6|4|-|-|-|-|-|-
8|+4|+2|+2|+6| Warmage intensity|6|6|6|5|3|-|-|-|-|-
9|+4|+3|+3|+6|Eclectic learning|6|6|6|6|4|-|-|-|-|-
10|+5|+3|+3|+7|Improved Warmage Edge|6|6|6|6|6|5|-|-|-|-
11|+5|+3|+3|+7|Spellmine Forger, Simplified Widening|6|6|6|6|6|4|-|-|-|-
12|+6/+1|+4|+4|+8|Eclectic learning|6|6|6|6|6|5|3|-|-|-
13|+6/+1|+4|+4|+8|Spell Shaping (Shifting)|6|6|6|6|6|6|4|-|-|-
14|+7/+2|+4|+4|+9|Enhanced Discipline|6|6|6|6|6|6|5|3|-|-
15|+7/+2|+5|+5|+9|Warmage Spell Aim, Eclectic learning |6|6|6|6|6|6|6|4|-|-
16|+8/+3|+5|+5|+10|Free Widening|6|6|6|6|6|6|6|5|3|-
17|+8/+3|+5|+5|+10|Spellmine Master|6|6|6|6|6|6|6|6|4|-
18|+9/+4|+6|+6|+11|Eclectic learning|6|6|6|6|6|6|6|6|5|3
19|+9/+4|+6|+6|+11|Discipline Mastery|6|6|6|6|6|6|6|6|6|4
20|+10/+5|+6|+6|+12|Warmage spellstorm|6|6|6|6|6|6|6|6|6|6[/table]
Game Rule Information
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 eclectic learning ability as they increase in level (see below). See page 90 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 cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–1: The Warmage. 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 a 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 (Ex)- A warmage’s training allows him to avoid arcane spell failure while casting warmage spells in light armor and/or wielding light shields.
Warmage Edge (Ex)- Whenever he casts a spell that does hit point damage, he may add his Intelligence bonus, plus one-half his warmage level, to the amount of damage dealt. This bonus applies once to each creature damaged by the spell. For example, if he casts Magic Missile and fires two missiles at two different orcs, each one will take 1d4+1+(warmage Eedge) damage, but if he fires both missiles at the same orc, it only takes 2d4+2+(warmage Eedge) damage. He can only apply the extra damage to warmage spells. This ability subsumes the Extra Edge feat.
Craft Spellmine- At 1th level, a warmage gains Craft Spellmine as a bonus feat. (See below)
Spell Discipline- At first level, a warmage must chose one disipline from the list below. He adds all spells from both discipline lists to his spell list, and gains the discipline's special ability. He may learn spells from other disciplines through his Eclectic Learning class feature; if he does, he learns them at their normal level. The disciplines are listed below:
Bane- Banes focus on disrupting their opponents, using a wide variety of penalty-inducing spells. Their discipline ability allows them to impose penalties with any spell they cast.
Sniper- Snipers focus on taking down one foe at a time with extreme prejudice. Their discipline ability gives them major bonuses with melee and ranged touch attacks.
Shadowspell- Shadowspells are slightly less violent than other warmages, preferring to use elements of trickery. Their discipline ability allows them to cast spells without giving away their own position.
Tactician- Tacticians are less about the direct application of force than other warmages, instead prioritizing scouting, mobility, and traps. Their discipline ability allows them to be more effective with either trap or divination spells.
Spellguard- Spellguards focus more on the defensive side of battle, layering protective spells on themselves and allies. Their discipline ability allows them to share their defensive magic with more allies.
Spell Shaping (Ex)- A warmage has exceptional control over where his magic goes. At 2nd level, when casting a warmage spell, he can exclude a number of 5 foot squares from the area of effect equal to his intelligence modifier.
Starting at 13th level, he may increase the area of a spell by a number of squares equal to the number he excluded. The squares must be adjacent to the original area. For example, if a warmage casts Fireball and excludes 3 squares, he may include an extra three squares at any point around the 20ft radius already affected.
Eclectic Learning (Ex)- Warmages are trained almost entirely in magics that will be useful on the battlefield, but they often come up against situations where their power is useless. As they gain experience on the battlefield, fighting with and against any number of spellcasters, they usually pick up a few useful spells from outside their specialty. At level 3, and every subsequent 3rd level, a warmage can add one sorcerer/wizard spell to his list of spells known. This spell can come from any school, but he learns it at one level higher than normal. For example, if a warmage wishes to use Eclectic learning to learn Silent Image (normally a 1st level spell), he casts it as a 2nd level spell.
Sudden Widen- At 4rd level, a warmage gains Sudden Widen as a bonus feat, even if he doesn't meet the prerequisites. However, he may widen spells a number of times per day equal to one-half his intelligence modifier, rounded down (minimum 1).
Warmage Spellpower (Ex)- At 5th level, a warmage can add his Intelligence modifier to caster level checks made to penetrate spell resistance.
Metamagic Specialist (Ex)- At 7th level, a warmage may apply metamagic feats to warmage spells without increasing the casting time.
Widen Spell- At 7th level, a warmage gains Widen Spell as a bonus feat.
Warmage Intensity (Ex)- At 8th level, a warmage’s spells are even harder to dodge than normal. His area spells are subdivided into two different zones, an inner zone (defined as the point of origin out to one-half the normal radius of the spell effect) and an outer zone. He may add his Intelligence modifier to the save DC for the effects of the inner zone. Creatures caught in the outer zone still take full damage.
Improved Warmage Edge (Ex)- Starting at 10th level, a warmage may increase the caster level cap of his spells by a value equal to his Intelligence modifier. For example, a Fireball spell normally does 1d6/level, max 10d6. With this ability, a warmage with an Intelligence modifier of +6 would have his Fireball spells deal 1d6/level, max 16d6.
Spellmine Forger (Ex)- By 11th level, a warmage has had lots of practice crafting spellmines. When crafting a spellmine, he only needs to spend one hour working on the mine, and may have it contain up to a 5th level spell.
Simplified Widening (Ex)- At 11th level, when a warmage casts a Widened spell, he only increases the slot by one level.
Enhanced Discipline- At 14th level, a warmage may pick a minor discipline, adding the spells from the discipline list to his list of spells known. He does not gain the benefit of the discipline's granted ability.
Warmage Spellaim (Ex)- At 15th level, a warmage has near-perfect control over where his magic goes. When he uses an area spell, he may exclude as many creatures or objects as he wishes from its effects.
Free Widening (Ex)- At 16th level, a warmage may apply the Widen Spell metamagic feat to any spell he knows without increasing the spell level.
Spellmine Master (Ex)- By 17th level, a warmage has mastered the art of crafting spellmines. When crafting a spellmine, he only needs to spend five minutes/spell level working on the mine, and it may contain up to a 7th level spell.
Discipline Mastery (Ex)- At 19th level, when casting spells from his disciplines, a warmage may add one-half his Intelligence modifier to the spell save DC. This does not stack with the bonus from Warmage Intensity.
Warmage Spellstorm (Ex)- At 20th level, a warmage can cast spells extremely efficiently. As a full-round action, he may cast two separate spells. However, to do so, he must expend an additional spell slot equal to the combined level of the spells he casts. For example, if a warmage uses this ability to cast two fireballs, he expends two 3rd-level spell slots AND a 6th level spell slot.
SPELLS
Warmage Spell List
0-LEVEL WARMAGE SPELLS (CANTRIPS)
Acid Splash- Orb deals 1d3 acid damage.
Detect Magic- Detects spells and magic items within 60 ft.
Disrupt Undead- Deals 1d6 damage to one undead.
Light- Object shines like a torch.
Mage Hand- 5-pound telekinesis.
Message- Whispered conversation at distance.
Ray of Frost- Ray deals 1d3 cold damage.
Read Magic- Read scrolls and spellbooks.
1ST-LEVEL WARMAGE SPELLS
Burning Hands- 1d4/level fire damage (max 5d4).
Expeditious Retreat- Your speed increases by 30 ft.
Grease- Makes 10-ft. square or one object slippery.
Hail of Stone- Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile- 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Obscuring Mist- Fog surrounds you
Shield- Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp- Touch delivers 1d6/level electricity damage (max 5d6).
2ND-LEVEL WARMAGE SPELLS
Blur- Attacks miss subject 20% of the time.
Fireburst- Adjacent subjects take 1d8/level fire damage.
Flaming Sphere- Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud- Fog obscures vision.
Gust of Wind- Blows away or knocks down smaller creatures.
Ice Knife- Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Levitate-Subject moves up and down at your direction.
Pyrotechnics- Turns fire into blinding light or choking smoke.
Scorching Ray- Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter- Sonic vibration damages objects or crystalline creatures.
Spider Climb- Grants ability to walk on walls and ceilings.
Web- Fills 20-ft.-radius spread with sticky spiderwebs.
3RD-LEVEL WARMAGE SPELLS
Blink- You randomly vanish and reappear for 1 round/level.
Call Lightning- Calls down lightning bolts (3d6 per bolt) from sky.
Dispel Magic-Cancels magical spells and effects.
Fireball- 1d6 damage per level, 20-ft. radius.
Fire Shield- Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly- Subject flies at speed of 60 ft.
Halt Undead-Immobilizes undead for 1 round/level.
Ice Storm- Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt- Electricity deals 1d6/level damage.
Resonating Bolt- Sonic energy deals 1d4 damage/level (max 10d4).
Ring of Blades- Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm- Hampers vision and movement.
Vamperic Touch-Touch deals 1d6/two levels damage; caster gains damage as hp.
Wind Wall-Deflects arrows, smaller creatures, and gases.
4TH-LEVEL WARMAGE SPELLS
Assay Resistance- +10 bonus on caster level checks to defeat one creature’s spell resistance.
Blast of Flame- 60-ft. cone of fire (1d6/level damage).
Blistering Radiance- Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating Sphere- Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dimension Door-Teleports you short distance.
Evard’s Black Tentacles- Tentacles grapple all within 20-ft. spread.
Flame Strike- Smite foes with divine fire (1d6/level damage).
Globe of Invulnerability, Lesser- Stops 1st- through 3rd-level spell effects.
Shout- Deafens all within cone and deals 5d6 sonic damage.
Solid Fog-Blocks vision and slows movement.
Spike Stones- Creatures in area take 1d8 damage, may be slowed.
Wall of Fire- Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice-Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5TH-LEVEL WARMAGE SPELLS
Arc of Lightning- Line of electricity between two creatures (1d6/level damage).
Call Lightning Storm- As call lightning, but 5d6 damage per bolt.
Cone of Cold- 1d6/level cold damage.
Dismissal- Forces a creature to return to native plane.
Fireburst, Greater- Subjects within 10 ft. take 1d8/level fire damage.
Freezing Fog-Fog slows creatures, obscures vision, hinders movement.
Overland Flight-You fly at a speed of 40 ft. and can hustle over long distances.
Passwall-Creates passage through wood or stone wall.
Slay Living- Touch attack kills subject.
Telekinesis-Moves object, attacks creature, or hurls object or creature.
Teleport- Instantly transports you as far as 100 miles/level.
Vitriolic Sphere- Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.
Wall of Force- Wall is immune to damage.
Wall of Stone-Creates a stone wall that can be shaped.
6TH-LEVEL WARMAGE SPELLS
Acid Fog- Fog deals acid damage.
Blade Barrier- Wall of blades deals 1d6/level damage.
Chain Lightning- 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death- Kills 1d4/level HD of creatures.
Fire Seeds- Acorns and berries become grenades and bombs.
Move Earth-Digs trenches and build hills.
Otiluke’s Freezing Sphere- Freezes water or deals cold damage.
Undeath to Death-Destroys 1d4/level HD of undead (max 20d4).
Wall of Iron- 30 hp/four levels; can topple onto foes.
7TH-LEVEL WARMAGE SPELLS
Banishment- Banishes 2 HD/level of extraplanar creatures.
Control Weather-Changes weather in local area.
Delayed Blast Fireball- 1d6/level fire damage; you can postpone blast for 5 rounds.
Earthquake- Intense tremor shakes 80-ft. radius.
Fire Storm- Deals 1d6/level fire damage.
Phase Door-Creates an invisible passage through wood or stone.
Prismatic Spray- Rays hit subjects with variety of effects.
Whirlwind- Cyclone deals damage and can pick up creatures.
8TH-LEVEL WARMAGE SPELLS
Horrid Wilting- Deals 1d6/level damage within 30 ft.
Incendiary Cloud- Cloud deals 4d6 fire damage/round.
Prismatic Wall- Wall’s colors have array of effects.
Shout, Greater- Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
9TH-LEVEL WARMAGE SPELLS
Gate- Connects two planes for travel or summoning.
Meteor Swarm- Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere- Rays hit subjects with variety of effects.
Sphere of Ultimate Destruction- Featureless black sphere moves 30 ft./round, disintegrates on ranged touch attack.
Storm of Vengeance- Storm rains acid, lightning, and hail.
Time Stop- You act freely for 1d4+1 rounds.
Transmute Rock to Lava- Transforms one 10-ft. cube with subsequent fire damage and effects.
Wail of the Banshee- Kills one creature/level.
Spell Domains
Bane
Bane Casting (Ex)- Any time an enemy is affected by one of your warmage spells, he must make an additional Will save (DC = 10 + the level of the spell that just affected him + your intelligence modifier) or take a penalty on all future spells you cast against him equal to one-half the level of the spell that just affected him, rounded down. If a spell allows a save, the target must have failed that save.
For example, if your intelligence is 18, and you cast Enervation on a white dragon, it must make a DC 18 Will save or take a -2 penalty on all future saves against your spells.
This penalty is not cumulative-- only the highest applies. Thus, if you cast ghoul touch (a second level spell) on a foe and impose a -1 penalty, then cast fear (a fourth level spell), the foe would only suffer a -2 penalty if it failed its save.
1st level Bane Spells
Cause Fear- One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch- One touch/level deals 1d6 damage and possibly1 Str damage.
Ray of Enfeeblement- Ray deals 1d6 +1 per two levels Str damage.
2nd level Bane Spells
Blindness/Deafness-Makes subject blinded or deafened.
Ghoul Touch-Paralyzes one subject, which exudes stench that makes those nearby sickened.
Glitterdust- Blinds creatures, outlines invisible creatures.
Scare- Panics creatures of less than 6 HD.
Silence- Negates sound in 20-ft. radius.
3rd level Bane Spells
Ray of Exhaustion-Ray makes subject exhausted.
Stinking Cloud- Nauseating vapors, 1 round/level.
4th level Bane Spells
Enervation-Subject gains 1d4 negative levels.
Fear- Subjects within cone flee for 1 round/level.
Otiluke’s Dispelling Screen- Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
5th level Bane Spells
Cloudkill- Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.
Waves of Fatigue-Several targets become fatigued.
6th level Bane Spells
Antilife Sphere- 10-ft.-radius field hedges out living creatures.
Dispel Magic, Greater-As dispel magic, but +20 on check.
Eyebite-Target becomes panicked, sickened, and comatose.
Symbol of Fear-Triggered rune panics nearby creatures.
7th level Bane Spells
Otiluke’s Greater Dispelling Screen- Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
Sunbeam- Beam blinds and deals 4d6 damage.
Symbol of Stunning-Triggered rune stuns nearby creatures.
Symbol of Weakness-Triggered rune weakens nearby creatures.
Waves of Exhaustion- Several targets become exhausted.
8th level Bane Spells
Sunburst- Blinds all within 10 ft., deals 6d6 damage.
9th level Bane Spells
Energy Drain-Subject gains 2d4 negative levels.
Mordenkain’s Disjunction- Dispels magic, disenchants magic items.
Sniper
Touch Spell Mastery (Ex)- You may add your Intelligence modifier to all melee and ranged touch attack rolls required by warmage spells. In addition, the effect of your warmage edge is doubled for any spell that requires a melee or ranged touch attack.
1st level Sniper spells
Orb of Acid, Lesser- Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser- Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser- Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser- Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser- Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
True Strike- +20 on your next attack roll.
2nd level Sniper spells
Melf’s Acid Arrow- Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Spectral Hand- Creates disembodied glowing hand to deliver touch attacks.
3rd level Sniper spells
Searing Light- Ray deals 1d8/two levels damage, more against undead.
4th level Sniper spells
Orb of Acid- Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold- Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity- Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire- Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force- Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound- Ranged touch, 1d4/level sonic damage and target might be deafened.
5th level Sniper spells
Prismatic Ray- Ray of light blinds target, deals random effect.
6th level Sniper spells
Disintegrate- Makes one creature or object vanish.
7th level Sniper spells
Finger of Death- Kills one subject.
Sunbeam- Beam blinds and deals 4d6 damage.
8th level Sniper spells
Polar Ray- Ranged touch attack deals 1d6/level cold damage.
9th level Sniper spells
Implosion- Kills one creature/round.
Shadowspell
Misdirection (Ex)- When casting a warmage spell, you may chose to hide the visual display, or have the spell appear to emanate from any point within Close range. This imposes a -10 penalty on any checks to identify who’s casting the spell, and enemy casters must make a Spot check (DC = Class level + Intelligence modifier) before attempting to counterspell you.
1st level Shadowspell spells
Disguise Self- Changes your appearance.
2nd level Shadowspell spells
Darkness- 20-ft. radius of supernatural shadow.
Invisibility- Subject is invisible for 1 min./level or until it attacks.
3rd level Shadowspell spells
Daylight-60-ft. radius of bright light.
Displacement- Attacks miss subject 50%.
Hold Person- Paralyzes one humanoid for 1 round/level.
Invisibility Sphere- Makes everyone within 10 ft. invisible.
4th level Shadowspell spells
Hallucinatory Terrain- Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall- Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater- As invisibility, but subject can attack and stay invisible.
5th level Shadowspell spells
Hold Monster- As hold person, but any creature.
Mirage Arcana- As hallucinatory terrain, plus structures.
Seeming- Changes appearance of one person per two levels.
6th level Shadowspell spells
Mislead-Turns you invisible and creates illusory double.
Veil- Changes appearance of group of creatures.
7th level Shadowspell spells
Hold Person, Mass- As hold person, but all within 30 ft.
Invisibility, Mass- As invisibility, but affects all in range.
8th level Shadowspell spells
Screen- Illusion hides area from vision, scrying.
9th level Shadowspell spells
Hold Monster, Mass- As hold monster, but all within 30 ft.
Tactician
You gain a bonus to caster level equal to your intelligence modifier when casting divination or teleportation spells from the warmage list.
1st level Tactician spells
Fire Trap- Opened object deals 1d4 +1/level fire damage.
Whispering Wind- Sends a short message 1 mile/level.
2nd level Tactician spells
Arcane Sight- Magical auras become visible to you.
Clairaudience/Clairvoyance- Hear or see at a distance for 1 min./level.
Explosive Runes- Deals 6d6 damage when read.
3rd level Tactician spells
Glyph of Warding- Inscription harms those who pass it.
4th level Tactician spells
Arcane Eye- Invisible floating eye moves 30 ft./round.
5th level Tactician spells
Prying Eyes- 1d4 +1/level floating eyes scout for you.
Sending-Delivers short message anywhere, instantly.
Symbol of Pain-Triggered rune wracks nearby creatures with pain.
6th level Tactician spells
Glyph of Warding, Greater- As glyph of warding, but up to 10d8 damage or 6th-level spell.
7th level Tactician spells
Plane Shift- As many as eight subjects travel to another plane.
Symbol of Stunning-Triggered rune stuns nearby creatures.
Symbol of Weakness-Triggered rune weakens nearby creatures.
Teleport, Greater-As teleport, but no range limit and no off-target arrival.
8th level Tactician spells
Prying Eyes, Greater- As prying eyes, but eyes have true seeing.
Symbol of Death- Triggered rune slays nearby creatures.
9th level Tactician spells
Teleportation Circle- Circle teleports any creature inside to designated spot.
Spellguard
Inspirational Casting (Ex)- Whenever you cast a spell, allied creatures within 5ft per level of the spell you just cast gain a morale bonus to attack rolls and Will saves equal to one-half you intelligence modifier for a number of rounds equal to the level of the spell you just cast. Repeated uses of this ability stack- each time you cast a spell, the duration of the morale bonus increases.
1st level Spellguard spells
Enlarge Person- Humanoid creature doubles in size.
2nd level Spellguard spells
Bear’s Endurance- Subject gains +4 to Con for 1 min./level.
Bull’s Strength- Subject gains +4 to Str for 1 min./level.
Cat’s Grace- Subject gains +4 to Dex for 1 min./level.
Eagle’s Splendor- Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning- Subject gains +4 Int for 1 min./level.
3rd level Spellguard spells
Haste- One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4th level Spellguard spells
Enlarge Person, Mass- Enlarges several creatures.
Stoneskin- Ignore 10 points of damage per attack.
5th level Spellguard spells
Fire Shield, Mass- Creatures attacking allies take damage; allies are protected from fire or cold.
6th level Spellguard spells
Bear’s Endurance, Mass- As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass- As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass- As cat’s grace, affects one subject/level.
Globe of Invulnerability- As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards-Array of magic effects protect area.
Repulsion- Creatures can’t approach you.
7th level Spellguard spells
Spell Turning- Reflect 1d4+6 spell levels back at caster.
Forcecage- Cube or cage of force imprisons all inside.
8th level Spellguard spells
Antipathy-Object or location affected by spell repels certain creatures.
Iron Body- Your body becomes living iron.
9th level Spellguard spells
Absorption- You absorb targeted spell energy to power spells of your own
Spellmine- A spellmine is a magical booby-trap, a spell waiting to be unleashed on the first person who passes by. Any spell up to third level can be stored in a spellmine. A spellmine is typically buried under a shallow layer of earth, but can be crafted to blend into the landscape. The spell is triggered by the first solid creature to step on the mine, and takes effect immediately on impact. If the spell only affects a single creature (such as shocking grasp), it affects the creature who stepped on it. If it affects an area, the area is centered on the mine, and the creature who stepped on the mine takes a -4 penalty to his save. A spell that normally requires a touch attack or ranged touch attack to hit automatically hits a creature who steps on a spellmine.
Craft Spellmine [Item Creation]- You can create a spellmine of any 3rd-level or lower spell that you know. Creating a spellmine takes one hour per spell level. When you create a spellmine, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a spellmine is its spell level × its caster level × 50 gp. To craft a spellmine, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a spellmine, you make any choices that you would normally make when casting the spell. Any spellmine that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the spellmine.
Changelog
10/26- major overhaul of the class and spell list. Added even more spells known, new class features, spellmines, and so on. Nerfed Eclectic Learning somewhat.
10/27- added a few more spells- primarily buffs and divinations- and a few more class features.
11/01- added disciplines, altered a few other abilities.
11/12- removed the Second Discipline ability, re-posted missing spellmine information.
8/6/13- cut down on disciplines known to keep spell list at a reasonable length.