The War Mage
War Mage
Many nations employ mages to do research, imbue artifacts, forge magical weaponry, and build fortified structures. One thing that should go without saying: mages are hired to blow other people up. Every kingdom and nation probably has at least a single battle mage per regiment, if not multiples. It is a common and popular career for those with a keen sense of the arcane world. Some mages think it's a misuse of magic, while others think it's the only legitimate use of magic. Either way, there is no denying the effectiveness of a War Mage on the battlefield.
Basic Detail
HD Type: d8
Bonus HP Per HD: +3
Attack Curve: Low
Magical Prowess: Advanced
Sub-Type: Combat Focus
Skill Growth: 2 + Int Modifier (x4 at first level)
Suggested Skills Balance, Beguile, Concentration, Diplomacy, Escape Artist, Gather Information, Haggle, Intimidate,
Knowledge (Arcana), and Perform.
Known Skills: 6 + Int Modifier
Weapon Proficiency: Pick one weapon
Armor Proficiency: Light
Saves: 3 low and 1 high
Primary Mental Attribute(PMA): Charisma
Suggested Attribute Distribution: Str 12, Dex 16, Con 16, Int 14, Wis 14, Cha 18
Progression
| HD | Perk | Base Attack | High Save | Low Save | Spell Proficiency |
|---|---|---|---|---|---|
| 1 | SorceryD, Shield TrainingF, Shield FocusF, and Arcane Blast (1/day)A | +0 | +2 | +0 | +1 |
| 2 | - | +1 | +3 | +0 | +1 |
| 3 | Ray GuardF | +1 | +3 | +1 | +1 |
| 4 | - | +2 | +4 | +1 | +1 |
| 5 | Spell Penetration +1, Signless SpellF and Resistive FocusD | +2 | +4 | +1 | +1 |
| 6 | Soundless SpellF and Arcane Blast (2/day) | +3 | +5 | +2 | +2 |
| 7 | - | +3 | +5 | +2 | +2 |
| 8 | - | +4 | +6 | +2 | +2 |
| 9 | Mixed MetamagicF | +4 | +6 | +3 | +2 |
| 10 | Spell Penetration +2, Swift SpellF, Dancing Stars (2/day)A, and Observant CasterD | +5 | +7 | +3 | +2 |
| 11 | - | +5 | +7 | +3 | +2 |
| 12 | Bolster SpellF and Arcane Blast (3/day) | +6/+1 | +8 | +4 | +3 |
| 13 | Dancing Stars (3/day) | +6/+1 | +8 | +4 | +3 |
| 14 | - | +7/+2 | +9 | +4 | +3 |
| 15 | Spell Penetration +3, Improved Metamagic x2F, and Spell FlankerD | +7/+2 | +9 | +5 | +3 |
| 16 | - | +8/+3 | +10 | +5 | +3 |
| 17 | - | +8/+3 | +10 | +5 | +3 |
| 18 | Perfect SpellF and Arcane Blast (4/day) | +9/+4 | +11 | +6 | +4 |
| 19 | - | +9/+4 | +11 | +6 | +4 |
| 20 | Spell Penetration +4, Improved MetamagicF, Magic CapacitorA, and SpeedyD | +10/+5 | +12 | +6 | +4 |
F Feat, A Ability, and D Definition
The Breakdown
Sorcery: This is a primary definition that grants access to the arcane spell casting list, but removes access to the generalist list. Every single HD, including first, gain a known spell. The war mage cannot use a spell book or prepared spells at all. Every HD evenly divisible by 5, gain +1 inherent bonus to Spell Penetration against Spell Resistance.
Shield Training: Gain proficiency with all types of shields. The War Mage favors wielding a shield and a focus, and not holding a weapon of any kind.
Shield Focus: Gain +1 training bonus to AC with the selected shield, and a secondary bonus. See Text
Arcane Blast: Gain the ability Arcane Blast.
Ray Guard: Apply a shield's total AC bonus to touch AC against any ranged touch attack.
Signless Spell: Increase the spell slot of a spell by +1 and cast a spell without the need for somatic components.
Resistive Focus: Pick a low save and make it a high save.
Soundless Spell: Increase the spell slot of a spell by +1 and cast a spell without the need for verbal components.
Mixed Metamagic: Allows the mixing of any two base +1 increase metamagic into a single spell. For example Signless and soundless spells applied to a single spell for a +2 increase.
Swift Spell: Increase the spell slot of a spell by +4 and cast a standard action spell as a swift action. This allows another standard action spell to be cast in the same round.
Dancing Stars: Gain the ability Dancing Stars.
Observant Caster: Casting spells in threatened squares no longer provokes attacks of opportunity.
Bolster Spell: Increase the spell slot of a spell by +2 and cast a spell with an extra 4 dice of damage, healing or warding. These will also be affected by spell proficiency.
Improved Metamagic x2: Reduce the spell slot increase of metamagic by 2, to a minimum of 1. Signless and soundless spell are specifically reduced to 0.
Spell Flanker: Pick a melee touch attack spell, threaten squares with it. Use the melee touch attack spell as an immediate action if a creature provokes an attack of opportunity. The spell selected for this must be 5th level or lower.
Perfect Spell: Maximize the dice potential of any roll. For example, if something does 10d6 with spell proficiency 2, The spell will do 60 + 20 damage.
Improved Metamagic: Reduce the spell slot increase of metamagic by another 1 to a minimum of 1. Signless and soundless spell are specifically reduced to 0.
Magic Capacitor: Gain the ability Magic Capacitor
Speedy: Increase the base speed of the character by 20 ft.
Spell Casting
Caster Level: An advanced caster's caster level (CL) is equal to their HD.
Spells Known: Spells known are spells that a caster does not have to prepare ahead of time. An advanced magic user gets a large amount of these. Not having spells known does not mean that they cannot cast spells of that level. They can carry a spell book around and put any spell into it from their specified list. (Arcane, Divine, or Generalist).
Spells Per Day: Also called spell slots, these are how many of a given spell level can be cast per day. Sometimes a level will have 0 listed. This means they are able to cast spells at that level, given that they have a high enough PMA to get bonus spells per day.
Prepared Spells: Spells in a spell book must be prepared and will, 'take,' a spell per day to do so. It will be kept as a prepared spell until cast. A prepared spell's slot can be used to cast any known spell instead.
Spell Proficiency: Spell proficiency is added to spells, spell-like abilities (Sp), supernatural abilities (Su) DCs, as well as spell attack rolls, including touch attacks. It is also applied as a flat bonus for each damage/healing/warding die for spells, spell-like abilities (Sp), or supernatural abilities (Su). Spell proficiency does not apply to the attack or damage rolls of a weapon modified by a spell, unless that spell explicitly says otherwise. For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 5d6+10 damage.
| Spells Known | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| HD | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1 | - | - | - | - | - | - | - | - | - |
| 2 | - | - | - | - | - | - | - | - | - |
| 3 | 1 | - | - | - | - | - | - | - | - |
| 4 | 1 | 1 | - | - | - | - | - | - | - |
| 5 | 1 | 1 | 1 | - | - | - | - | - | - |
| 6 | 2 | 1 | 1 | - | - | - | - | - | - |
| 7 | 2 | 2 | 1 | 1 | - | - | - | - | - |
| 8 | 2 | 2 | 2 | 1 | - | - | - | - | - |
| 9 | 3 | 2 | 2 | 1 | 1 | - | - | - | - |
| 10 | 3 | 3 | 2 | 2 | 1 | - | - | - | - |
| 11 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | - |
| 12 | 4 | 3 | 3 | 2 | 2 | 1 | - | - | - |
| 13 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | 4 | 4 | 4 | 3 | 2 | 2 | 1 | - | - |
| 15 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | - |
| 16 | 5 | 5 | 4 | 4 | 3 | 2 | 2 | 1 | - |
| 17 | 5 | 5 | 5 | 4 | 3 | 3 | 2 | 1 | 1 |
| 18 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 2 | 1 |
| 19 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | 2 |
| 20 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | 2 |
| Spells Per Day | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| HD | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| 1 | 2 | - | - | - | - | - | - | - | - |
| 2 | 3 | - | - | - | - | - | - | - | - |
| 3 | 3 | 1 | - | - | - | - | - | - | - |
| 4 | 3 | 2 | - | - | - | - | - | - | - |
| 5 | 4 | 2 | 1 | - | - | - | - | - | - |
| 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 7 | 4 | 3 | 2 | 1 | - | - | - | - | - |
| 8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | 5 | 4 | 3 | 2 | 1 | - | - | - | - |
| 10 | 5 | 4 | 3 | 3 | 2 | - | - | - | - |
| 11 | 5 | 4 | 4 | 3 | 3 | 1 | - | - | - |
| 12 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - |
| 13 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
| 14 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | - | - |
| 15 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - |
| 16 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - |
| 17 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
| 18 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 |
| 19 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 3 |
| 20 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
Suggested Spells by Level
Since advanced casters have full CL they can efficiently utilize both a mixture of offensive or defensive spells. They also have the highest spell proficiency they wield magic with authority. All spells are simply more effective.
Simplex
Level 1
- Shield
- Lesser Orb of Energy
- Identify
- Energy Spray
- Lesser Magic Missile
- Palm Burst
- Harming Touch
- Enhance Weapon
Level 2
- Bronze Skin
- Counterspell
- Energy Flux
- Summon Inferentity Mk. I
- Tagging Hand
- Energy Imbuement
- Mote
- Invisibility
Level 3
- Hands Off!!
- Forced Match
- Discerning Eyes
- Energy Burst
- Energy Line
- Moderate Magic Missile
- Palm Toss
- Flicker Form
- Silver Shroud
- Haste
- Tremor Spike
Level 4
- Minor Universal Energy Warding
- Steel Skin
- Orb of Energy
- Summon Inferentity Mk II
- Scry
- Spying Eye
- Energy Cloak
- Greater Invisibility
- Gravity Wave
Level 5
- Adamant Barrier
- Missile Bulwark
- Ray Reversal
- Giant Boulder
- Wall of Fire
- Sky Eyes
- Area Denial
- Energy Chain
- Thaumic Chain Bolt
Level 6
- Grande Energy Flux
- Entropic Reversal
- Pure Vision
- Greater Magic Missile
- Superior Invisibility
- Mass Martial Reversal
- Disintegrate
Level 7
- Dispelling Burst
- Disarcana Corpum
- Let Go of Me!
- Chaos Orb
- Greater Orb of Energy
- Summon Inferentity Mk. III
- Deflagration
- Rime Deposition
- Saline Encasement