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Homebrew and House Rules (D&D) / Warmage
« on: February 20, 2013, 04:43:57 AM »
It has always annoyed me that the warmage as originally designed is such a poor class. Access to 9th level spells, and it's still a low tier 4. The designers did a vastly better job when they used the warmage class as a template to make the beguiler and dread necromancer, improving upon nearly every aspect. One area I worked to fix was the spell list. If a warmage is supposed to be highly focused on damage, death, and battlefield control spells, there is no reason a druid should get the same spells a level earlier than the warmage, so I lowered all those spells to the same level as a druid.
Of course, there are too many spells that fit the warmage's theme, so I felt I should trim the list down, keeping spell levels 4 and under to no more than 20, and trimming it down from there. This meant paring out any spell which was similar to another already on the list, keeping the more effective one.
I added footnotes for several spells, many of which include the rulings my gaming group uses for some of the more poorly written spells. We try to use more balanced readings of a spell's intended effects. Of course, you are welcome to change such footnotes to your own group's versions.
So here is my attempt to bring this class up to the standards set by its successors, without stepping on their toes and keeping the class well within its original focus.
Warmage
Alignment: Any
Hit Die: d6
Class Skills (4+int mod skill points per level, x4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Weapon and Armour Proficiency: A warmage is proficient in all simple weapons, one martial weapon of his choice, light armour, and light shields. At 6th level, a warmage gains proficiency in medium armour and heavy shields (see Armoured Mage, below).
Spells: A warmage casts arcane spells, which are drawn from the warmage spell list given below. He can cast any spell he knows without preparing it ahead of time, much like a sorcerer does. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage spell list, given below. 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).
To cast a spell, a warmage must have a Charisma score of 10 + the spell's level. The Difficulty Class for saving throws 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 in the table above. In addition, he receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the PHB).
Armoured Mage (Ex): Warmages can cast their spells while wearing light armour and with light shields and ignore arcane spell failure. In any other type of armour or shield, he suffers the standard chance of failure. This ability does not extend to spellcasting from a different class.
At 6th level, a warmage learns to wear medium armour and heavy shields without suffering arcane spell failure, as well.
Warmage Edge (Ex): Whenever a warmage casts a spell that deals hit point damage, he adds his Charisma bonus + half his warmage level to the amount dealt. This bonus damage is dealt to everything harmed by the spell. If the spell deals damage over multiple rounds, the bonus is applied each round. This ability only works on spells cast as a warmage, not to those cast from any other class he might also have access to. For example, a 7th level warmage with Charisma 16 casts Magic Missile, and directs three missiles at one enemy, and one against another. The first enemy would take 3d4+9 damage, while the second would take 1d4+7.
At 7th level, the ability improves to include ability damage and ability penalties, but at one third the bonus. At 13th, all warmage spells gain a +1 to their save DCs, and improves to +2 at 19th.
Bonus Feat: At 2nd level and every three levels thereafter, a warmage gains a bonus feat from the following list: any metamagic feat, any reserve feat, Arcane Thesis, Armoured Caster, Battle Caster, Extra Edge, Improved Initiative, Rapid Metamagic, Somatic Weaponry, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Versatile Spellcaster.
Advanced Learning: Also at 2nd level, and every four levels thereafter, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a sorcerer spell of a level no higher than he already knows. If it is from either the Conjuration or Evocation school, he gains it at the same level that sorcerers know it at, otherwise the spell is one level higher for the warmage. 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 his list.
Power Surge (Ex): At 3rd level, a warmage learns how to amplify the destructive force of his spells. A number of times per day equal to his Intelligence bonus (minimum 1), a warmage may increase the hit point damage of one of his warmage spells by +50%. This does not work on spells from other classes. He gains an extra use per day for every five levels after 3rd.
Breach Resistance (Ex): At 4th level, a warmage's magic is so fierce that it can breach energy resistances and immunities. A creature's energy resistance to a spell cast by a warmage is lowered by 5, and if the creature is instead immune, it still takes 5 damage, before any saving throws the spell might require. This does not extend to spells from another class. At 10th level, it improves to 10, and at 16th, it improves to 20.
Unchained Power (Ex): At 9th level, a warmage gains the ability to let his power truly flow. He may double a spell's area or range (or both, if the area is based on its range, such as cones or lines). He can do this a number of times per day equal to the warmage's Intelligence bonus (minimum 1).
Piercing Power (Ex): A warmage of at least 12th level gains some added power to pierce spell resistance. He adds his Intelligence bonus to his caster level check to breach spell resistance.
Power Control (Ex): At 15th level, a warmage has learned to use metamagic more efficiently. When casting a spell modified by a metamagic feat, he can choose to lower the modified spell's level by one, but not below the spell's original level. He can only affect his warmage spells, not spells cast from another source. This ability can be used up to the warmage's Intelligence bonus times per day (minimum 1).
Overwhelming Power (Ex): A warmage who has reached 18th level unlocks the secret to true power. The damage cap for his spells are all raised by 5, if it is based upon his level. If the spell has other limits based upon level, such as the number of projectiles, add 5 to the level cap for calculations. For instance, Magic Missile normally stops at 5 projectiles at 9th, but now stops at 7 projectiles at 13th, or Shocking Spark stops at 3 sparks at 10th, but is increased to 4 at 14th. This ability only functions for spells cast as a warmage, and not for spells from any other class.
Ultimate Destruction (Ex): Upon reaching 20th level, a warmage gains true mastery over the piercing power of his spells. His warmage spell (not spells from another class) may ignore spell resistance, as if the spell did not allow resistance against it. Usable a number of times per day equal to the warmage's Intelligence bonus (minimum 1).
Spell List
0 - PHB: Acid Splash, Detect Magic, Disrupt Undead, Light, Ray of Frost, Read Magic
SC: Caltrops, Dawn, Electric Jolt, Launch Bolt, Launch Item, Sonic Snap
1 - PHB: Burning Hands, Colour Spray, Magic Missile, Ray of Enfeeblement, Shocking Grasp, True Strike
SC: Guided Shot, Hail of Stone, Ice Dagger, Lesser Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Persistent Blade, Ray of Clumsiness
RotD: Create Trap
CM: Jet of Steam
FB: Ice Slick1
Sa: Parching Touch
2 - PHB: Glitterdust, Heat Metal, Melf's Acid Arrow, Pyrotechnics, Shatter, Web
SC: Blinding Spittle, Combust, Frost Breath, Greater Disrupt Undead, Kelpstrand2, Mass Snake's Swiftness, Ray of Stupidity
PHBII: Kelgore's Grave Mist
RotD: Tail Slap
SCoT: Force Hammer
DCS: Elemental Dart, Shocking Spark
CoR: Scourge of Force
WotC Spell Archive: Bladesong
3 - PHB: Explosive Runes, Fireball, Ice Storm, Lightning Bolt, Poison2, Sleet Storm, Slow, Stinking Cloud, Stone Shape
SC: Explosive Cascade, Giant's Wrath, Icelance, Orb of Force, Sound Lance
PHBII: Channelled Pyroburst, Melf's Unicorn Arrow
SCoT: Shockwave
PGF: Mystic Lash3
FB: Shivering Touch4
WotC Spell Archive: Sonic Blast5
4 - PHB: Enervation, Evard's Black Tentacles, Wall of Fire
SC: Arc of Lightning, Assay Spell Resistance, Defenestrating Sphere, Heart Ripper, Moon Bolt, Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Spell Enhancer
PHBII: Crushing Grip
RotD: Wings of Flurry6
CAr: Creeping Darkness, Poison Needles7
FB: Boreal Wind
DCS: Dalamar's Lightning Lance
5 - PHB: Cloudkill, Cone of Cold
SC: Ball Lightning, Cyclonic Blast, Darkbolt, Greater Stone Shape, Stun Ray, Wail of Doom
CAr: Vitriolic Sphere8
CM: Arcane Fusion9, Lightning Leap
Sa: Choking Sands
MoE: Storm Touch
CoR: Necrotic Skull Bomb, Slime Hurl
SS: Streamers
6 - PHB: Chain Lightning, Disintegrate, Fire Seeds
SC: Extract Water Elemental, Fire Spiders, Freezing Fog, Howling Chain, Ray of Entropy, Wall of Gears
CM: Lingering Flames
FB: Freezing Glance
Sa: Mummify, Scalding Mud
SS: Kyristan's Malevolent Tentacles
7 - PHB: Delayed Blast Fireball, Energy Drain, Fire Storm, Prismatic Spray, Sunbeam
SC: Glass Strike, Radiant Assault
DrM: Arcane Spellsurge, Glorious Master of the Elements
CAr: Decapitating Scarf
MoE: Scalding Touch
SoS: Stored Lightning Bolt
FCI: Slime Wave
8 - PHB: Horrid Wilting, Polar Ray, Prismatic Wall, Sunburst
SC: Bombardment, Deadfall, Field of Icy Razors, Lightning Ring
CM: Deadly Lahar, Greater Arcane Fusion9
FB: Frostfell
9 - PHB: Meteor Swarm, Prismatic Sphere, Time Stop, Wail of the Banshee
SC: Maw of Chaos, Sphere of Ultimate Destruction, Summon Elemental Monolith
CM: Deadly Sunstroke
FB: Iceberg
WCoS: Binding Chain of Fate
1 You can choose to take Grease instead, if you prefer.
2 For these spells, use Cha instead of Wis in the description. The spells were originally designed for divine casters only, and do not take other classes into account.
3 Remove the Evil descriptor from this spell for the warmage.
4 This spell delivers a Dex penalty for the duration, not damage.
5 Update the spell for the 3.5e bull rush rules, and change the area to Line.
6 The spell hits targets in range, dice are capped at 15d6.
7 Damage cap should be 15d4, not 5d4.
8 It is highly recommended you use the Complete Arcane version over the Spell Compendium one.
9 Replace sorcerer spells known with warmage spells known.
Of course, there are too many spells that fit the warmage's theme, so I felt I should trim the list down, keeping spell levels 4 and under to no more than 20, and trimming it down from there. This meant paring out any spell which was similar to another already on the list, keeping the more effective one.
I added footnotes for several spells, many of which include the rulings my gaming group uses for some of the more poorly written spells. We try to use more balanced readings of a spell's intended effects. Of course, you are welcome to change such footnotes to your own group's versions.
So here is my attempt to bring this class up to the standards set by its successors, without stepping on their toes and keeping the class well within its original focus.
Warmage
Alignment: Any
Hit Die: d6
Saves | Spells per Day | ||||||||||||||
Lv | Base Attack Bonus | Fort | Ref | Will | Abilities | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +0 | +0 | +0 | +2 | Armoured Mage (light), Warmage Edge (damage) | 5 | 3 | - | - | - | - | - | - | - | - |
2 | +1 | +0 | +0 | +3 | Bonus Feat, Advanced Learning | 6 | 4 | - | - | - | - | - | - | - | - |
3 | +2 | +1 | +1 | +3 | Power Surge | 6 | 5 | - | - | - | - | - | - | - | - |
4 | +3 | +1 | +1 | +4 | Breach Resistance 5 | 6 | 6 | 3 | - | - | - | - | - | - | - |
5 | +3 | +1 | +1 | +4 | Bonus Feat | 6 | 6 | 4 | - | - | - | - | - | - | - |
6 | +4 | +2 | +2 | +5 | Armoured Mage (medium), Advanced Learning | 6 | 6 | 5 | 3 | - | - | - | - | - | - |
7 | +5 | +2 | +2 | +5 | Warmage Edge (ability damage/penalty) | 6 | 6 | 6 | 4 | - | - | - | - | - | - |
8 | +6/+1 | +2 | +2 | +6 | Bonus Feat | 6 | 6 | 6 | 5 | 3 | - | - | - | - | - |
9 | +6/+1 | +3 | +3 | +6 | Unchained Power | 6 | 6 | 6 | 6 | 4 | - | - | - | - | - |
10 | +7/+2 | +3 | +3 | +7 | Breach Resistance 10, Advanced Learning | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - | - |
11 | +8/+3 | +3 | +3 | +7 | Bonus Feat | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - | - |
12 | +9/+4 | +4 | +4 | +8 | Piercing Power | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - | - |
13 | +9/+4 | +4 | +4 | +8 | Warmage Edge (+1 DC) | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - | - |
14 | +10/+5 | +4 | +4 | +9 | Bonus Feat, Advanced Learning | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - | - |
15 | +11/+6/+1 | +5 | +5 | +9 | Power Control | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - | - |
16 | +12/+7/+2 | +5 | +5 | +10 | Breach Resistance 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | - |
17 | +12/+7/+2 | +5 | +5 | +10 | Bonus Feat | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | - |
18 | +13/+8/+3 | +6 | +6 | +11 | Overwhelming Power, Advanced Learning | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19 | +14/+9/+4 | +6 | +6 | +11 | Warmage Edge (+2 DC) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20 | +15/+10/+5 | +6 | +6 | +12 | Bonus Feat, Ultimate Destruction | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Class Skills (4+int mod skill points per level, x4 at 1st level): Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Weapon and Armour Proficiency: A warmage is proficient in all simple weapons, one martial weapon of his choice, light armour, and light shields. At 6th level, a warmage gains proficiency in medium armour and heavy shields (see Armoured Mage, below).
Spells: A warmage casts arcane spells, which are drawn from the warmage spell list given below. He can cast any spell he knows without preparing it ahead of time, much like a sorcerer does. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage spell list, given below. 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).
To cast a spell, a warmage must have a Charisma score of 10 + the spell's level. The Difficulty Class for saving throws 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 in the table above. In addition, he receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the PHB).
Armoured Mage (Ex): Warmages can cast their spells while wearing light armour and with light shields and ignore arcane spell failure. In any other type of armour or shield, he suffers the standard chance of failure. This ability does not extend to spellcasting from a different class.
At 6th level, a warmage learns to wear medium armour and heavy shields without suffering arcane spell failure, as well.
Warmage Edge (Ex): Whenever a warmage casts a spell that deals hit point damage, he adds his Charisma bonus + half his warmage level to the amount dealt. This bonus damage is dealt to everything harmed by the spell. If the spell deals damage over multiple rounds, the bonus is applied each round. This ability only works on spells cast as a warmage, not to those cast from any other class he might also have access to. For example, a 7th level warmage with Charisma 16 casts Magic Missile, and directs three missiles at one enemy, and one against another. The first enemy would take 3d4+9 damage, while the second would take 1d4+7.
At 7th level, the ability improves to include ability damage and ability penalties, but at one third the bonus. At 13th, all warmage spells gain a +1 to their save DCs, and improves to +2 at 19th.
Bonus Feat: At 2nd level and every three levels thereafter, a warmage gains a bonus feat from the following list: any metamagic feat, any reserve feat, Arcane Thesis, Armoured Caster, Battle Caster, Extra Edge, Improved Initiative, Rapid Metamagic, Somatic Weaponry, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Versatile Spellcaster.
Advanced Learning: Also at 2nd level, and every four levels thereafter, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a sorcerer spell of a level no higher than he already knows. If it is from either the Conjuration or Evocation school, he gains it at the same level that sorcerers know it at, otherwise the spell is one level higher for the warmage. 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 his list.
Power Surge (Ex): At 3rd level, a warmage learns how to amplify the destructive force of his spells. A number of times per day equal to his Intelligence bonus (minimum 1), a warmage may increase the hit point damage of one of his warmage spells by +50%. This does not work on spells from other classes. He gains an extra use per day for every five levels after 3rd.
Breach Resistance (Ex): At 4th level, a warmage's magic is so fierce that it can breach energy resistances and immunities. A creature's energy resistance to a spell cast by a warmage is lowered by 5, and if the creature is instead immune, it still takes 5 damage, before any saving throws the spell might require. This does not extend to spells from another class. At 10th level, it improves to 10, and at 16th, it improves to 20.
Unchained Power (Ex): At 9th level, a warmage gains the ability to let his power truly flow. He may double a spell's area or range (or both, if the area is based on its range, such as cones or lines). He can do this a number of times per day equal to the warmage's Intelligence bonus (minimum 1).
Piercing Power (Ex): A warmage of at least 12th level gains some added power to pierce spell resistance. He adds his Intelligence bonus to his caster level check to breach spell resistance.
Power Control (Ex): At 15th level, a warmage has learned to use metamagic more efficiently. When casting a spell modified by a metamagic feat, he can choose to lower the modified spell's level by one, but not below the spell's original level. He can only affect his warmage spells, not spells cast from another source. This ability can be used up to the warmage's Intelligence bonus times per day (minimum 1).
Overwhelming Power (Ex): A warmage who has reached 18th level unlocks the secret to true power. The damage cap for his spells are all raised by 5, if it is based upon his level. If the spell has other limits based upon level, such as the number of projectiles, add 5 to the level cap for calculations. For instance, Magic Missile normally stops at 5 projectiles at 9th, but now stops at 7 projectiles at 13th, or Shocking Spark stops at 3 sparks at 10th, but is increased to 4 at 14th. This ability only functions for spells cast as a warmage, and not for spells from any other class.
Ultimate Destruction (Ex): Upon reaching 20th level, a warmage gains true mastery over the piercing power of his spells. His warmage spell (not spells from another class) may ignore spell resistance, as if the spell did not allow resistance against it. Usable a number of times per day equal to the warmage's Intelligence bonus (minimum 1).
Spell List
0 - PHB: Acid Splash, Detect Magic, Disrupt Undead, Light, Ray of Frost, Read Magic
SC: Caltrops, Dawn, Electric Jolt, Launch Bolt, Launch Item, Sonic Snap
1 - PHB: Burning Hands, Colour Spray, Magic Missile, Ray of Enfeeblement, Shocking Grasp, True Strike
SC: Guided Shot, Hail of Stone, Ice Dagger, Lesser Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Persistent Blade, Ray of Clumsiness
RotD: Create Trap
CM: Jet of Steam
FB: Ice Slick1
Sa: Parching Touch
2 - PHB: Glitterdust, Heat Metal, Melf's Acid Arrow, Pyrotechnics, Shatter, Web
SC: Blinding Spittle, Combust, Frost Breath, Greater Disrupt Undead, Kelpstrand2, Mass Snake's Swiftness, Ray of Stupidity
PHBII: Kelgore's Grave Mist
RotD: Tail Slap
SCoT: Force Hammer
DCS: Elemental Dart, Shocking Spark
CoR: Scourge of Force
WotC Spell Archive: Bladesong
3 - PHB: Explosive Runes, Fireball, Ice Storm, Lightning Bolt, Poison2, Sleet Storm, Slow, Stinking Cloud, Stone Shape
SC: Explosive Cascade, Giant's Wrath, Icelance, Orb of Force, Sound Lance
PHBII: Channelled Pyroburst, Melf's Unicorn Arrow
SCoT: Shockwave
PGF: Mystic Lash3
FB: Shivering Touch4
WotC Spell Archive: Sonic Blast5
4 - PHB: Enervation, Evard's Black Tentacles, Wall of Fire
SC: Arc of Lightning, Assay Spell Resistance, Defenestrating Sphere, Heart Ripper, Moon Bolt, Orb of Acid/ Cold/ Electricity/ Fire/ Sound, Spell Enhancer
PHBII: Crushing Grip
RotD: Wings of Flurry6
CAr: Creeping Darkness, Poison Needles7
FB: Boreal Wind
DCS: Dalamar's Lightning Lance
5 - PHB: Cloudkill, Cone of Cold
SC: Ball Lightning, Cyclonic Blast, Darkbolt, Greater Stone Shape, Stun Ray, Wail of Doom
CAr: Vitriolic Sphere8
CM: Arcane Fusion9, Lightning Leap
Sa: Choking Sands
MoE: Storm Touch
CoR: Necrotic Skull Bomb, Slime Hurl
SS: Streamers
6 - PHB: Chain Lightning, Disintegrate, Fire Seeds
SC: Extract Water Elemental, Fire Spiders, Freezing Fog, Howling Chain, Ray of Entropy, Wall of Gears
CM: Lingering Flames
FB: Freezing Glance
Sa: Mummify, Scalding Mud
SS: Kyristan's Malevolent Tentacles
7 - PHB: Delayed Blast Fireball, Energy Drain, Fire Storm, Prismatic Spray, Sunbeam
SC: Glass Strike, Radiant Assault
DrM: Arcane Spellsurge, Glorious Master of the Elements
CAr: Decapitating Scarf
MoE: Scalding Touch
SoS: Stored Lightning Bolt
FCI: Slime Wave
8 - PHB: Horrid Wilting, Polar Ray, Prismatic Wall, Sunburst
SC: Bombardment, Deadfall, Field of Icy Razors, Lightning Ring
CM: Deadly Lahar, Greater Arcane Fusion9
FB: Frostfell
9 - PHB: Meteor Swarm, Prismatic Sphere, Time Stop, Wail of the Banshee
SC: Maw of Chaos, Sphere of Ultimate Destruction, Summon Elemental Monolith
CM: Deadly Sunstroke
FB: Iceberg
WCoS: Binding Chain of Fate
1 You can choose to take Grease instead, if you prefer.
2 For these spells, use Cha instead of Wis in the description. The spells were originally designed for divine casters only, and do not take other classes into account.
3 Remove the Evil descriptor from this spell for the warmage.
4 This spell delivers a Dex penalty for the duration, not damage.
5 Update the spell for the 3.5e bull rush rules, and change the area to Line.
6 The spell hits targets in range, dice are capped at 15d6.
7 Damage cap should be 15d4, not 5d4.
8 It is highly recommended you use the Complete Arcane version over the Spell Compendium one.
9 Replace sorcerer spells known with warmage spells known.