View Full Version : A revised Warmage, the Mage General

Realms of Chaos
2007-04-28, 12:31 AM
Warmage, Version 2.0

From a common perspective, the battlefield is no place for an arcane caster. After all, it would make little sense for a wizard, lacking vitality and having abandoned most forms of physical exercise long ago, to walk into the middle of a crowded battlefield, and perform an action that will lower their guard, all without armor. In most cases, this perspective would make common sense. Ask a Warmage however, and you will receive a very different answer.
Warmage, either through personal desire or specialized training, are trained in the art of battlefield spellcasting, leaving less openings, needing less time to recuperate, and gaining some basic martial prowess. Their raw ability to maneuver through a cluttered battlefield is unmatched. Some countries hire entire platoons of these masterful spellcasters. Some countries win wars.

Level B.A.B. Fort Ref Will Special
1 +0 +0 +2 +2 Warblade Edge, Battle Authority
2 +1 +0 +3 +3 Versatile Spellcaster, Into the Fray
3 +2 +1 +3 +3 Armored Casting (light armor), On the Move
4 +3 +1 +4 +4 Battlefield Messenger
5 +3 +1 +4 +4 Battlefield Caster
6 +4 +2 +5 +5 Advanced Learning
7 +5 +2 +5 +5 Armored Casting (light shield)
8 +6/+1 +2 +6 +6 Improved Counterspell
9 +6/+1 +3 +6 +6 Imposing Pressence
10 +7/+2 +3 +7 +7 Advanced Learning
11 +8/+3 +3 +7 +7 Armored Casting (medium armor)
12 +9/+4 +4 +8 +8 Battlefield Jaunt
13 +9/+4 +4 +8 +8 Spell Reserve
14 +10/+5 +4 +9 +9 Advanced Learning
15 +11/+6/+1 +5 +9 +9 Armored Casting (heavy shield)
16 +12/+7/+2 +5 +10 +10 Superior Counterspell
17 +12/+7/+2 +5 +10 +10 General’s Guard
18 +13/+8/+3 +6 +11 +11 Advanced Learning
19 +14/+9/+4 +6 +11 +11 Armored Casting (heavy armor)
20 +15/+10/+5 +6 +12 +12 Battlefield Commander

Spells per day:

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 5 - - - - - - - -
4 6 6 3 - - - - - - -
5 6 6 4 - - - - - - -
6 6 6 5 3 - - - - - -
7 6 6 6 4 - - - - - -
8 6 6 6 5 3 - - - - -
9 6 6 6 6 4 - - - - -
10 6 6 6 6 5 3 - - - -
11 6 6 6 6 6 4 - - - -
12 6 6 6 6 6 5 3 - - -
13 6 6 6 6 6 6 4 - - -
14 6 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 6 4 - -
16 6 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 6 4 -
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 5

Game Rule Information
Warmages have the following game statistics.
Abilities: Intelligence determines the Warmage’s spellcasting capabilities. Without many more subtle enchantments and illusions, charisma is important for procuring what the Warmage needs or wants. Like any wizard or sorcerer, however, constitution and dexterity never hurt.
Alignment: Any
Hit Die: d6

Class Skills:
The Warmage's class skills (and the key ability for each skill) are concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (War) (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features:
The following are the class features of the Warmage.

Weapon and Armor Proficiency: Warmages are proficient with all simple weapons but no armor or shields.

Spells: A Warmage casts arcane spell, 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 (after studying from their Primo Pugna, see below), 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.
To cast a spell, a Warmage must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Warmage's spell is 10 + the spell’s level + the Warmage's Intelligence modifer. Like other spellcasters, a Warmage can cast only a certain number of spells of each spell level per day, gaining bonus spells for a high Intelligence score.
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.

Warmage Edge: A Warmage is specialized in dealing damage with their spells. Whenever a Warmage casts a spell that deals hit point damage, they add their Intelligence bonus (if any) to the amount of damage dealt. The bonus from the Warmage Edge special ability applies only to spells that they cast by virtue of the Warmage class.

Battle Authority: A Warmage may not possess the enchantments of other spellcasters but they nonetheless know how to put their inferiors in their place. A Warmage gains a +2 bonus on intimidate checks, which is doubled against foes the Warmage has damaged (either through spells or attacks). In addition, a creature remains intimidated for 1d6 hours after leaving his presence.

Versatile Spellcaster: A Warmage knows how to direct their strength where it is needed. At 2nd level, a Warmage gains Versatile Spellcaster as a bonus feat.

Into the Fray: Although a Warmage usually watches the battle from the sidelines, they can use their magic to ready themselves for battle. Starting at 2nd level, as a standard action, a Warmage can give up a 1st level or higher spell to grant themselves proficiency with any one martial weapon. In addition, as long as the Warmage wields a weapon they possess proficiency in, they add the sacrificed spell slot’s level to all damage rolls made with it. Lastly, the Warmage gains an amount of temporary hit points equal to the level of the sacrificed spell slot.
These benefits last for a number of rounds equal to the Warmage's Intelligence Modifier (minimum 1 round) and its effects do not stack with itself.

Armored Caster: A Warmage learns how to cast spells in armor that others would find daunting. Starting at 3rd level, a Warmage can ignore arcane spell failure from light armor and gains proficiency with light armor.
At 7th level, a Warmage can ignore arcane spell failure from light shields and gains proficiency with light shields.
At 11th level, a Warmage can ignore arcane spell failure from medium armor and gains proficiency with medium armor.
At 15th level, a Warmage can ignore arcane spell failure from heavy shields and gains proficiency with heavy shields.
At 19th level, a Warmage can ignore arcane spell failure from heavy armor and gains proficiency with heavy armor.
Arcane spell failure is only ignored when casting spells gained by virtue of the Warmage Class.

On the Move: A Warmage moves from battlefield to battlefield, rarely finding the sanctuary that other spellcasters need to recover their spells. As a result, a 3rd level or higher Warmage only needs 2 hours of rest before recovering their spells (although this low amount of rest may still leave them fatigued) and the 15 minutes of reflection can be spent performing strenuous activity (other than combat) as long as the Warmage is not exhausted. This only affects spells gained by the virtue of the Warmage Class.

Battlefield Messenger: A Warmage learns how to send short messages across battlefields of carnage and in moments before ambushes. A 4th level or higher Warmage can use Message at will as a spell-like ability, using their caster level in Warmage.

Battlefield Caster: A Warmage is often surrounded by enemies and can expect no quarter. As a result, they make sure their spellcasting leaves no openings. A 5th level or higher Warmage no longer provokes attacks of opportunity for casting spells. Creatures with the mage slayer feat can still make attacks of opportunity against the Warmage but the Warmage can cast defensively while within their threat range. This only effects spells gained by virtue of the Warmage Class.

Advanced Learning: At 6th, 10th, 14th, and 18th levels, a Warmage can add a new spell to their list, representing the result of personal study and experimentation. The spell must be of the evocation school, and of a level no higher than that of the highest-level spell the Warmage already knows. Alternately, the Warmage can select any wizard spell that must be at least 2 spell levels less than 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.

Improved Counterspell: Although a Warmage's selection of spells is limited, they are expected to protect those serving them from many different forms of hard. An 8th level Warmage gains Improved Counterspell as a bonus feat.

Imposing Presence: A Warmage may not know how to cast powerful illusions or enchantments, but they can certainly inspire fear in others. A 9th level or higher Warmage can make an intimidate check as a swift action once per round. No penalties due to size apply (although such bonuses still do). This intimidate check can only be used to demoralize foes.

Battlefield Jaunt: A Warmage can zoom around the battlefield, providing aid and wreaking havoc. A 12th level or higher Warmage can expend a 1st-level or higher spell slot to teleport up to 5 feet/level of the sacrificed spell as an immediate action that does not provoke attacks of opportunity. If this ability is used to escape the area of an effect or leave the range of an attack, that effect or attack has a 50% chance of effecting them.

Spell Reserve: although a Warmage treats each combat as important, they can still tell when to reserve some of their power. At 13th level, while reflecting to gain back their spells, the Warmage can choose not to reclaim some 1st-level or higher spell slots. For every 5 levels of spell slots not reclaimed, the Warmage gains the benefits of any reserve feat they meet the prerequisites of for 24 hours (or until they next recover their spells). Only spells gained by the virtue of the Warmage class can be lost in this way.

Superior Counterspell: A Warmage, given time and training, can learn how to both protect their comrades and attack their foes simultaneously. A 16th level or higher Warmage can ready a counterspell as a swift action.

General’s Guard: A Warmage protects their friends and defeats their enemies but must be sure to protect themselves as well. A 17th level or higher Warmage gains Spell Resistance 15+class level.

Battlefield Commander: A Warmage, upon reaching the pinnacle of their abilities, can link to the minds of their compatriots and help them attack as one. A 20th level or higher Warmage gains telepathy out to 100 feet. In addition, any ally within this range gains a +4 bonus on attack rolls made while flanking, in place of the normal +2 bonus. Lastly, no ally within the range of the telepathy is considered flanked unless they all are.

Primo Pugna: The eternal problem with trying to make a battlefield-ready mage is that they do not have the time or resources between battles to research new spells. As a solution, the Primo Pugna was printed and supplied to every Warmage. Within the pages of this tome, the fundamental concepts of spells are laid out in the form of exercises, getting more complicated further on in the book. In effect, as a Warmage gains levels, they can proceed further into the exercises. After gaining a level, a Warmage learns no new spells (including those from the advanced learning ability) and gains no new spell slots until they study from the Primo Pugna for 8 hours. This 8 hours of study is enough to get the Warmage up to speed even if they have neglected to read from the Primo Pugna for two or more levels.
If the Warmage's copy of the Primo Pugna is destroyed, a new one can be bought in most places for 100gp. Unfortunately, even though every copy shares the same general exercises, no too copies are exactly the same. As a result, the next study session with the replacement takes 10 hours instead of the normal 8.
Although the Primo Pugna could technically be looked upon by some as a source of spell knowledge, its series of exercises are only useful to those with rudimentary training as a Warmage and the exercises cannot be effectively translated into a spellbook.

Warmage Spell List:
0-level: Caltrops, Electric Jolt, Sonic Snap, Launch Bolt, Launch Item, Detect Magic, Light, Ray of Frost, Acid Splash, Message
1st-level: Benign Transposition, Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, Persistent Blade, Fist of Stone, Slide, Grease, Burning Hands, Magic Missile, True Strike, Lesser Deflect, Stand, Rouse, True Casting, Shield, Mage Armor, Ice Dagger, Sleep, Shocking Grasp, Magic Weapon, Enlarge Person, Cause Fear
2nd-level: Protection from Arrows, Glitterdust, Flaming Sphere, Blur, False Life, Baleful Transposition, Fireburst, Greater Slide, Speak With Allies, Wraithstrike, Deflect, Dimension Hop, Seeking Ray, Lesser Celerity, Surefooted Stride, Animalistic Power, Invisibility, Snake’s Swiftness, Surefooted Stride, Curse of Impending Blades, Melf’s Acid Arrows, Bear’s Endurance, Bull’s Strength, Cat’s Grace
3rd-level: Mass Curse of Impending Blades, Mass Snake’s Swiftness, Lesser Telepathic Bond, Great Thunderclap, Flashburst, Reverse Arrows, Mass Mage Armor, Chain Missile, Dispel Magic, Rage, Fireball, Lightning Bolt, Haste, Repelling Shield, Spellcaster’s Bane, Dimension Step, Regroup, Legion of Sentinels, Fly, Stinking Cloud, Sleet Storm, Ice Storm, Fire Shield
4th-level: Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire, Orb of Fire, Orb of Force, Orb of Sound, Translocation Trick, Know Vulnerabilities, Battle Hymn, Energy Spheres, Force Missiles, Dimension Door, Wall of Fire, Celerity, Phantom Battle, Incendiary Surge, Firestride Exhalation, Evard’s Black Tentacles, Phantasmal Killer, Wall of Fire
5th-level: Mass Fire Shield, Prismatic Ray, Prying Eyes, Wall of Force, Passwall, Telekinesis, Duelward, Greater Dimension Door, Ball Lightning, Mass Surefooted Stride, Mass Fly, Dimension Jumper, Lightning Leap, Dimensional Shuffle, Cloudkill, Arc of Lightning, Cone of Cold, Flame Strike, Rary’s Telepathic Bond, Mass Enlarge Person
6th-level: Greater Dispel Magic, Globe of Invulnerability, True Seeing, Chain Lightning, Contingency, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Tenser’s Transformation, Ruby Ray of Reversal, Prismatic Aura, Tactical Teleportation, Eyes of the Oracle, Acid Fog, Blade Barrier, Circle of Death, Disintegrate
7th-level: Spell Turning, Greater Teleport, Forcecage, Mass Invisibility, Adamantine Wings, Mass Animalistic Power, Insanity, Prismatic Spray, Reverse Gravity, Energy Immunity, Waves of Exhaustion, Finger of Death, Earthquake
8th-level: Mindblank, Prismatic Wall, Lightning Ring, Greater Celerity, Chain Dispel, Kiss of Draconic Defiance, Iron Body, Greater Prying Eyes, Moment of Prescience, Scintillating pattern, Incendiary Cloud, Horrid Wilting
9th-level: Meteor Swarm, Time Stop, Invoke Magic, Greater Teleport Jumper, Prismatic Deluge, Burst of Glacial Wrath, Elemental Swarm, Implosion, Prismatic Sphere, Wail of the Banshee, Weird

2007-04-28, 12:46 AM
Not sure if it is balanced or not. I'm a bit concerned in that it looks in many ways to be just better than the Warmage. One minor editing comment: You say "He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must" and then later say "Unlike a cleric or a wizard, a Mage General need not prepare his spells in advance" You only need to say that once.

Innis Cabal
2007-04-28, 12:51 AM
honestly looks sound, a very well made class nothing to rip apart at all.

Realms of Chaos
2007-04-28, 01:09 AM
The text for the spellcasting is a bit redundant.

do you want to know why?

because I was copying the text from the warmage spellcasting almost word-for-word.

If wizards of the coast can be redundant, so can I (although if I should is another issue).

on another note, I just finished neatening the tables.

P.S.: This thing is a better warmage on purpose. I thought this needed to be made as the warmage is currently considered the worst of the 3 specialist classes out there (unless you count the healer in that tabulation). This is here to replace it.

2007-04-28, 11:09 AM
I'm a level 1 Mage General. I don't have an army and nobody would ever follow me but I'm a general.


2007-04-28, 11:16 AM
... because everyone calls themselves by the name of their class. :smalltongue:

Realms of Chaos
2007-04-28, 11:52 AM
It was either the Mage General or the Combat Mage. Guess which one won out?

In the same way that you can have the title of samurai and only levels in monk, you can be a Mage General without the rank of general.

2007-04-28, 12:04 PM
Battlecaster? Spellreaver? Warrior Mage? Mageblade? Blademage?

Also, I'd allow them to give up cantrips for their Into the Fray ability. It DOES only last a few rounds, and giving up a 0-level means no bonuses.

2007-04-28, 12:11 PM
This class is essentially a militant Wizard. Warmage isn't a bad name in itself and if you plan on replacing Warmage then you can keep the name. Arcane Soldier, Spellcaster Infantry or Mage Grunts would work fine but not sound as cool.

Mage General is a Prc name.

Realms of Chaos
2007-04-28, 06:37 PM
I changed the name back to warmage and slightly modified the Battlefield Jaunt ability.