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    Default [3.5] The Art of War(mage) [PEACH]

    Introduction:

    I built this revision a while ago, but haven't posted it until now. I've always liked the flavor of warmage, but the mechanics were terribly lacking. This revision is meant to turn it into a class that actually fulfills its role, providing useful combat-based class features as well as a much more versatile spell list that actually provides what one would expect of a mage trained for war.

    The class was designed to be high Tier 3/low Tier 2, so it will be quite powerful. It's likely not appropriate for unoptimized parties, but should fit right in to optimized ones without needing much tweaking. Suggestions and feedback are, of course, always welcome.

    Warmage


    "Magic and war are but two edges of the same blade, and I wield its hilt." - Avadicus S'Dieln, Warmage of Gyr.

    Hit Die: d8
    Class Skills: Concentration, Climb, Craft, Intimidate, Jump, Knowledge (all), Profession, Ride, Spellcraft, and Swim
    Skill Points: 2 + Int

    {table=head]Level|
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |
    Special
    |
    0th
    |
    1st
    |
    2nd
    |
    3rd
    |
    4th
    |
    5th
    |
    6th
    |
    7th
    |
    8th
    |
    9th

    1|
    +0
    |
    2
    |
    0
    |
    2
    |
    Warmage's Edge +1, Armored Mage (Light and shields), Advanced Learning
    |
    5
    |
    3
    ||||||||

    2|
    +1
    |
    3
    |
    0
    |
    3
    |
    Bladeborn Spell
    |
    6
    |
    4
    ||||||||

    3|
    +2
    |
    3
    |
    1
    |
    3
    |
    Combat Casting
    |
    6
    |
    5
    ||||||||

    4|
    +3
    |
    4
    |
    1
    |
    4
    |
    Sudden Energy Substitution
    |
    6
    |
    6
    |
    3
    |||||||

    5|
    +3
    |
    4
    |
    1
    |
    4
    |
    Warmage's Edge +2
    |
    6
    |
    6
    |
    4
    |||||||

    6|
    +4
    |
    5
    |
    2
    |
    5
    |
    Sudden Enlarge
    |
    6
    |
    6
    |
    5
    |
    3
    ||||||

    7|
    +5
    |
    5
    |
    2
    |
    5
    |
    Armored Mage (Medium)
    |
    6
    |
    6
    |
    6
    |
    4
    ||||||

    8|
    +6
    |
    6
    |
    2
    |
    6
    |
    Sudden Empower
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |||||

    9|
    +6
    |
    6
    |
    3
    |
    6
    |
    Spellborn Blade
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |||||

    10|
    +7
    |
    7
    |
    3
    |
    7
    |
    Warmage's Edge +3
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    ||||

    11|
    +8
    |
    7
    |
    3
    |
    7
    |
    Sudden Widen
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    ||||

    12|
    +9
    |
    8
    |
    4
    |
    8
    |
    Rapid Metamagic
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |||

    13|
    +9
    |
    8
    |
    4
    |
    8
    |
    Sudden Maximize
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |||

    14|
    +10
    |
    9
    |
    4
    |
    9
    |
    Reactive Blast
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    ||

    15|
    +11
    |
    9
    |
    5
    |
    9
    |
    Warmage's Edge +4
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    ||

    16|
    +12
    |
    10
    |
    5
    |
    10
    |
    Sudden Quicken
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |

    17|
    +12
    |
    10
    |
    5
    |
    10
    |
    Armored Mage (Heavy)
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |

    18|
    +13
    |
    11
    |
    6
    |
    11
    |
    Sudden Energy Admixture
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3

    19|
    +14
    |
    11
    |
    6
    |
    11
    |
    Aura of War
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4

    20|
    +15
    |
    12
    |
    6
    |
    12
    |
    Warmage's Edge +5, Violent Instant
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6

    [/table]

    Weapon and Armor Proficiencies: Warmages gain proficiency with all armors, all simple and martial weapons, and shields (not tower shields).

    Spellcasting: A warmage casts spells spontaneously, in the same way as a sorcerer. He gains a number of spells per day equal to that of a sorcerer of equivalent level. However, he does not have a list of spells known; instead, a warmage automatically knows all the spells of each spell level on his spell list as soon as he gains access to slots of that level. See below for a list of warmage spells.

    A warmage must have an Intelligence score of at least 10 + spell level in order to cast a spell. He gains a number of bonus spell slots each day based on his Intelligence. The saving throw DC of a warmage spell is equal to 10 + spell level + Intelligence.

    Warmage's Edge (Ex): Through intense training, a warmage learns to empower his own spells with might. Whenever he casts a spell that deals hit point damage, he may have it deal an additional point of damage of the same type per dice of damage that the spell deals (for example, a 7d6 Fireball spell would deal 7d6+7 fire damage with this ability). At higher levels as indicated by the table, the additional damage per dice increases, up to +5 by 20th level.

    Armored Mage: A warmage can wear light armor and shields without incurring arcane spell failure. At 8th level, he gains the ability to wear medium armor without incurring arcane spell failure. At 17th level, he can wear heavy armor without arcane spell failure.

    Advanced Learning: Upon starting play, a warmage chooses a 1st level Conjuration or Evocation spell from the sorcerer/wizard spell list and adds it to his own. Each time the warmage would gain access to a new level of spells, he chooses another Conjuration or Evocation sorcerer/wizard spell of up to his maximum spell level and adds it to his spell list. (These spells are learned even if you advance warmage spellcasting via another class.)

    As an additional option, each time the warmage would choose a spell to learn via Advanced Learning, he may choose a sorcerer/wizard spell of any school to add to his spell list instead of just Conjuration and Evocation. In this instance, the spell must be at least one level lower than his highest level of spells, and it is treated as one spell level higher for all purposes on his spell list (for example, learning Bull's Strength this way would cause it to become a 3rd level spell on the warmage list).

    Bladeborn Spell (Ex): You learn to channel your spells through your weapon. While wielding a manufactured weapon, you gain Somatic Weaponry as a bonus feat, regardless of whether you qualify. In addition, whenever you cast a spell that would deal hit point damage, if you are wielding a manufactured weapon, you gain an insight bonus to attack and damage with that weapon equal to your Warmage's Edge bonus. This bonus lasts for a number of rounds equal to your Int modifier.

    Sudden Metamagic: You gain a number of Sudden Metamagic bonus feats as you level up, as shown on the table, regardless of whether or not you qualify for them. If you already have that feat when you would gain it, you may select another Sudden Metamagic or Metamagic feat instead.

    Combat Casting: At 3rd level, you gain Combat Casting as a bonus feat. If you already have the feat, you may select a different feat that you qualify for in place of it.

    Spellborn Blade (Su): At 9th level, you learn to withhold elemental energies within your weapon. Whenever you cast a spell that deals energy damage (fire, cold, electricity, acid, sonic) while wielding a manufactured weapon, you may imbue that weapon with that same energy, adding 1d6 energy damage of the same type per point of Warmage's Edge to that weapon's attacks for rounds equal to your Intelligence bonus. Repeated application of this effect replaces previous uses, even if the energy type is different.

    Rapid Metamagic: At 12th level, you gain Rapid Metamagic as a bonus feat. If you already possess that feat, you may select a different feat that you qualify for in place of it.

    Reactive Blast (Ex): Once per round, whenever an enemy provokes an attack of opportunity from you, you may give up that attack of opportunity in order to cast a melee touch, ranged touch, or targeted spell aimed at the enemy that provoked it. This uses up your attack of opportunity for the round (or one of your attacks of opportunities, if you have Combat Reflexes).

    Aura of War (Ex): All allied spellcasters within 60 ft of you gain the Warmage's Edge ability, with a bonus equal to your Warmage's Edge bonus. This does not stack with Warmage's Edge gained from other sources; only the highest bonus applies.

    Violent Instant (Ex): All Sudden Metamagic feats may now be applied to a maximum of three times per day, rather than only once per day.
    Last edited by PId6; 2010-06-24 at 06:20 PM.
    Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
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    Default Re: [3.5] The Art of War(mage) [PEACH]

    Warmage Spell List:

    Spoiler
    Show
    0:

    Acid Splash
    Caltrops (SpC)
    Dancing Lights
    Detect Magic
    Electric Jolt (SpC)
    Launch Bolt (SpC)
    Light
    Message
    Ray of Frost
    Sonic Snap (SpC)

    1:

    Benign Transposition (SpC)
    Burning Hands
    Enlarge Person
    Fist of Stone (SpC)
    Magic Missile
    Mount
    Orb of Acid, Lesser
    Orb of Cold, Lesser
    Orb of Electricity, Lesser
    Orb of Fire, Lesser
    Orb of Sound, Lesser
    Shield
    Shocking Grasp
    True Casting (CM)
    True Strike

    2:

    Arcane Turmoil (CM)
    Battering Ram (SpC)
    Bladeweave (SpC)
    Combust (SpC)
    Fireburst (SpC)
    Fog Cloud
    Gust of Wind
    Heroics (SpC)
    Scorching Ray
    Seeking Ray (PHB2)
    Whirling Blade (SpC)
    Wind Wall

    3:

    Dispel Magic
    Great Thunderclap (SpC)
    Fire Shield
    Fireball
    Knight's Move (SpC)
    Legion of Sentinels (PHB2)
    Lightning Bolt
    Poison
    Regal Procession (SpC)
    Sound Lance (SpC)
    Vampiric Touch

    4:

    Assay Spell Resistance (SpC)
    Displacer Form (SpC)
    Evard's Black Tentacles
    Hallucinatory Terrain
    Orb of Acid
    Orb of Cold
    Orb of Electricity
    Orb of Fire
    Orb of Force
    Orb of Sound
    Solid Fog
    Thunderlance (SpC)
    Wall of Fire
    Wall of Ice

    5:

    Arcane Fusion (CM)
    Cloudkill
    Cone of Cold
    Enlarge Person, Greater (SpC)
    Fireburst, Greater (SpC)
    Lightning Leap (CM)
    Mirage Arcana
    Transmute Mud to Rock
    Transmute Rock to Mud
    Wall of Force

    6:

    Acid Fog
    Blade Barrier
    Chain Lightning
    Disintegrate
    Dispel Magic, Greater
    Freezing Fog (SpC)
    Howling Chain (SpC)
    Move Earth
    Tactical Teleportation (CM)

    7:

    Bigby's Grasping Hand
    Body of War (SpC)
    Control Weather
    Delayed Blast Fireball
    Earthquake
    Finger of Death
    Mordenkainen's Sword
    Polar Ray
    Prismatic Spray
    Sunbeam

    8:

    Arcane Fusion, Greater (CM)
    Chain Dispel (PHB2)
    Field of Icy Razors (SpC)
    Giant Size (CA)
    Horrid Wilting
    Incendiary Cloud
    Lash of Force (CM)
    Sunburst
    Unyielding Form of Inevitable Death (CM)
    Whirlwind

    9:

    Detonate (PHB2)
    Dragonshape (PHB2)
    Elemental Swarm
    Implosion
    Maw of Chaos (SpC)
    Meteor Swarm
    Reaving Dispel (CA)
    Storm of Vengeance
    Transmute Rock to Lava (SpC)


    New Feats:

    Sudden Energy Substitution
    Benefit: Once per day, you may apply the effect of the Energy Substitution feat to any spell you cast without increasing its casting time or specially preparing ahead of time. You may choose the energy type of the Energy Substitution (fire, cold, electricity, acid) upon applying it.

    Sudden Energy Admixture
    Prerequisites: Sudden Energy Substitution, Sudden Empower, Sudden Maximize
    Benefit: Once per day, you may apply the effect of the Energy Admixture feat to any spell you cast without increasing its casting time or specially preparing ahead of time. You may choose the energy type to admixture (fire, cold, electricity, acid) upon applying it.

    Extra Edge
    Prerequisites: Bladeborn Spell class feature
    Benefit: Your Warmage's Edge increases by +1 for the purposes of the insight bonus granted by Bladeborn Spell. If you have the Spellborn Blade class feature, increase this bonus to +2 and also apply it for the purposes of determining the energy damage granted by Spellborn Blade.

    Cutting Edge
    Prerequisites: Warmage level 6, Spell Penetration
    Benefit: You may add your Warmage's Edge bonus to caster level checks for the purposes of penetrating Spell Resistance on spells that deal hit point damage.

    Crushing Edge
    Prerequisites: Warmage level 12, Spell Focus (Evocation), Greater Spell Focus (Evocation)
    Benefit: You may add half your Warmage's Edge bonus (rounded up) to the save DC of all spells you cast that deal hit point damage.


    New Magic Item:

    Mage's Edge
    Price: +3 bonus
    Property: Melee weapons
    Caster Level: 14th
    Aura: Strong; (DC 22) evocation
    Activation: None
    Prerequisites: Craft Magic Arms and Armor, Warmage's Edge +3, Mordenkainen's Sword
    Cost to Create: Varies
    .
    This elegant blade has curved lines running from edge to hilt, traced in patterns that resemble flames.
    .
    Your Warmage's Edge bonus increases by 1. If you do not have Warmage's Edge as a class feature, you gain Warmage's Edge +1. In addition, if you apply your Bladeborn Spell and Spellborn Blade class features to this weapon, the duration of those abilities last one additional round.
    Last edited by PId6; 2010-08-24 at 10:34 PM.
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    Default Re: [3.5] The Art of War(mage) [PEACH]

    I don't like how you added some of those Wu Jen only spells in there. Those are supposed to be special extra-powerful spells solely for Wu Jen.

    Edit: Aura of War is way too abuseable.

    As a swift action, you can grant any spellcaster within range the benefit of your War Mage edge by reducing the bonus granted by one for each spellcaster (not including yourself) given the benefit. For instance, you and 3 other spell casters are in battle. You use Aura of War to grant them each a +1 to damage dealt for each spell they cast in battle. You retain your normal war mage edge. You may dismiss this effect at any time as a free action.
    Last edited by Hague; 2010-06-24 at 04:46 PM.

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    Default Re: [3.5] The Art of War(mage) [PEACH]

    Quote Originally Posted by Hague View Post
    I don't like how you added some of those Wu Jen only spells in there. Those are supposed to be special extra-powerful spells solely for Wu Jen.
    The only one there is Giant Size. It's a powerful spell, but very fitting for gish types. I tried to preserve the idea of it being a Wu Jen specialty by increasing the spell level to 8, meaning that Wu Jen can still cast it earlier and better than Warmages.

    Flavor-wise, the idea is that Warmages traverse the world looking for the best combat-focused spells, learning spells from various places and peoples. However, they can't really master this type of magic as well as those more focused to it (aka Wu Jen), hence why it's more difficult to cast for Warmages (higher level spell).

    The mechanical benefit of having more unique spells like that on the Warmage list is to avoid it being strictly inferior to the wizard gish.
    Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
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    Barbarian in the Playground
     
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    Default Re: [3.5] The Art of War(mage) [PEACH]

    Then add enlarge and its reverse to the spell list. There's a reason no one but Wu Jen use that spell.
    Last edited by Hague; 2010-06-24 at 04:51 PM.

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    Default Re: [3.5] The Art of War(mage) [PEACH]

    Updated, speeding up the progression of Warmage's Edge a bit so that it's the same as similar abilities of that type, and added some minor features so that there aren't any dead levels anymore. Also made Extra Edge better so that it's more worth taking now.

    Quote Originally Posted by Hague View Post
    Then add enlarge and its reverse to the spell list. There's a reason no one but Wu Jen use that spell.
    Good point about Enlarge Person. Reduce Person doesn't really make sense though, since that's much better for sneaky types and doesn't really fit with this class.

    It's not true that only Wu Jens use Giant Size though; Clerics love getting +massive bonuses to Str when casting it via Miracle, especially when Persisted.
    Last edited by PId6; 2010-06-24 at 06:29 PM.
    Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
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    Default Re: [3.5] The Art of War(mage) [PEACH]

    Couldn't they use Reduce Person on enemies, though?

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    Default Re: [3.5] The Art of War(mage) [PEACH]

    Quote Originally Posted by PId6 View Post
    Spellcasting: A warmage casts spells spontaneously, in the same way as a sorcerer. He gains a number of spells per day equal to that of a sorcerer of equivalent level. However, he does not have a list of spells known; instead, a warmage automatically knows all the spells of each spell level on his spell list as soon as he gains access to slots of that level. See below for a list of warmage spells.

    A warmage must have an Intelligence score of at least 10 + spell level in order to cast a spell. He gains a number of bonus spell slots each day based on his Intelligence. The saving throw DC of a warmage spell is equal to 10 + spell level + Intelligence.
    i like that they no longer need charisma, that was always kinda stupid
    Quote Originally Posted by PId6 View Post
    Warmage's Edge (Ex): Through intense training, a warmage learns to empower his own spells with might. Whenever he casts a spell that deals hit point damage, he may have it deal an additional point of damage of the same type per dice of damage that the spell deals (for example, a 7d6 Fireball spell would deal 7d6+7 fire damage with this ability). At higher levels as indicated by the table, the additional damage per dice increases, up to +5 by 20th level.
    much better to do this, now spells pack that extra kick that makes war mages firmly better at blasting than other spell casters
    Quote Originally Posted by PId6 View Post
    Armored Mage: A warmage can wear light armor and shields without incurring arcane spell failure. At 8th level, he gains the ability to wear medium armor without incurring arcane spell failure. At 17th level, he can wear heavy armor without arcane spell failure.
    you should add that they can use large shields at some point, because as written they can only ever use small shields
    Quote Originally Posted by PId6 View Post
    Advanced Learning: Upon starting play, a warmage chooses a 1st level Conjuration or Evocation spell from the sorcerer/wizard spell list and adds it to his own. Each time the warmage would gain access to a new level of spells, he chooses another Conjuration or Evocation sorcerer/wizard spell of up to his maximum spell level and adds it to his spell list. (These spells are learned even if you advance warmage spellcasting via another class.)

    As an additional option, each time the warmage would choose a spell to learn via Advanced Learning, he may choose a sorcerer/wizard spell of any school to add to his spell list instead of just Conjuration and Evocation. In this instance, the spell must be at least one level lower than his highest level of spells, and it is treated as one spell level higher for all purposes on his spell list (for example, learning Bull's Strength this way would cause it to become a 3rd level spell on the warmage list).
    seems sound, and makes them more customizable
    Quote Originally Posted by PId6 View Post
    Bladeborn Spell (Ex): You learn to channel your spells through your weapon. While wielding a manufactured weapon, you gain Somatic Weaponry as a bonus feat, regardless of whether you qualify. In addition, whenever you cast a spell that would deal hit point damage, if you are wielding a manufactured weapon, you gain an insight bonus to attack and damage with that weapon equal to your Warmage's Edge bonus. This bonus lasts for a number of rounds equal to your Int modifier.
    why not just give them a constant bonus to attack and damage, as opposed to needing a spell to be cast?
    Quote Originally Posted by PId6 View Post
    Sudden Metamagic: You gain a number of Sudden Metamagic bonus feats as you level up, as shown on the table, regardless of whether or not you qualify for them. If you already have that feat when you would gain it, you may select another Sudden Metamagic or Metamagic feat instead.
    more suddenness is good
    Quote Originally Posted by PId6 View Post
    Combat Casting: At 3rd level, you gain Combat Casting as a bonus feat. If you already have the feat, you may select a different feat that you qualify for in place of it.
    understandable, but it isn't really that good as the only thing gained at 3rd level, you may want to add more to this ability
    Quote Originally Posted by PId6 View Post
    Spellborn Blade (Su): At 9th level, you learn to withhold elemental energies within your weapon. Whenever you cast a spell that deals energy damage (fire, cold, electricity, acid, sonic) while wielding a manufactured weapon, you may imbue that weapon with that same energy, adding 1d6 energy damage of the same type per point of Warmage's Edge to that weapon's attacks for rounds equal to your Intelligence bonus. Repeated application of this effect replaces previous uses, even if the energy type is different.
    same question as earlier, why can't this be persistent?
    Quote Originally Posted by PId6 View Post
    Rapid Metamagic: At 12th level, you gain Rapid Metamagic as a bonus feat. If you already possess that feat, you may select a different feat that you qualify for in place of it.
    why do you need this when everything they use is sudden, if they want to use other metamagic then they can take this feet on their own
    Quote Originally Posted by PId6 View Post
    Reactive Blast (Ex): Once per round, whenever an enemy provokes an attack of opportunity from you, you may give up that attack of opportunity in order to cast a melee touch, ranged touch, or targeted spell aimed at the enemy that provoked it. This uses up your attack of opportunity for the round (or one of your attacks of opportunities, if you have Combat Reflexes).
    good
    Quote Originally Posted by PId6 View Post
    Aura of War (Ex): All allied spellcasters within 60 ft of you gain the Warmage's Edge ability, with a bonus equal to your Warmage's Edge bonus. This does not stack with Warmage's Edge gained from other sources; only the highest bonus applies.
    i like that
    Quote Originally Posted by PId6 View Post
    Violent Instant (Ex): All Sudden Metamagic feats may now be applied to a maximum of three times per day, rather than only once per day.
    great cap, especially when so many sudden metamagics are at their disposal

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