[Class] White Mage
Posted: Tue Jan 05, 2010 11:24 pm
Learning from Black Mage.
White Mage Alt name: Abjurer, Vitamancer, Cleric
There are those who gave themselves to dark, black beings, of chaos, of evil, of chaotic evil. The White Mage is not one of them.
Playing a White Mage: It is with clear sight, you focus your powers. Let the power of the Wisdom flow through you. Let's not mess around. You do have other useful abilities and you're moderate in a melee, but you're the heal bitch / anti-undead of the party.
Starting Age: As Sorcerer
Starting Equipment: As Monk
Alignment: All Good and Lawful
Hit Die: As Cleric
BAB: Moderate
Will: Moderate
Fort: Good
Reflex: Poor
Skills Points: As Cleric
Class Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
1: The White Path, Turn Undead
2: Pure, Fear, Ruse
3: Silence, Invisibility, Status
4: -
5: Path Upgrade
6: -
7: Upgrade Other Spells
8: -
9: Upgrade Other Spells
10: Path Upgrade, Spell Swap
11: Upgrade Other Spells
12: -
13: Life, Upgrade Other Spells
14: -
15: Path Upgrade, Spell Swap
16: -
17: Warp
18: -
19: Life2, Spell Swap
20: Holy, Path Upgrade, Upgrade All Spells
Class Features
Proficiency: The White Mage is proficient with all simple weapons, the light hammer and warhammer and all light armor.
The White Path: The White Mage has basic access to the Path of Cure, the Path of Protect and the Path of Dia (described below). At 5th level and every five levels after, she may upgrade her access to one of the paths. She may not upgrade any path to expert level until all others are in advance. To cast a spell, the White Mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a White Mage’s spell is 10 + the spell level + the White Mage’s Wisdom modifier. You know all the spells of your spell level or less and cast spontaneously. Your spell level progresses at the same rate as the Sorcerer. All spells are considered Abjuration spells unless otherwise noted.
Turn Undead: The White Mage may turn undead as Cleric.
Pure: At 2nd level, the White Mage may add delay poison, remove fear and detect poison to her spells known. Treat it as part of the path in which she has the lowest level access to. At 4th level, add remove paralysis and lesser restoration to her spells known. At 6th level, add remove curse, remove disease and remove blindness/deafness to her spells known. At 8th level, add neutralize poison and restoration to her spells known. At 10th level, add break enchantment to her spells known. At 14th level, add greater restoration to her spells known. At 16th level, add temporal stasis to her spells known.
Fear: At 2nd level, the White Mage may add cause fear to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add crushing despair to her spells known. At 8th level, add dismissal and repel vermin to her spells known. At 12th level, add antilife shell, banishment and symbol of fear to her spells known. At 14th level, add repulsion to her spells known.
Ruse: At 2nd level, the White Mage may add blur to her spells known. Treat it as part of the path in which she has the lowest level access to. At 4th level, add mirror image, misdirection and obscure object to her spells known. At 6th level, add displacement, nondetection and blink to her spells known. At 8th level, add hallucinatory terrain to her spells known. At 10th level, add detect scrying, false vision, mage's private sanctum and mirage arcana to her spells known. At 12th level, add mislead (Stacks with Invisibility feature) to her spells known. At 14th level, add sequester, project image and simulacrum to her spells known. At 16th level, add mind blank, scintillating pattern and screen to her spells known.
Silence: At 3rd level, the White Mage may add silence to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add dispel magic to her spells known. At 12th level, add greater dispel magic to her spells known. At 14th level, add spell turning to her spells known. At 16th level, add antimagic field to her spells known. At 18th level, add mage's disjunction to her spells known.
Invisibility: At 3rd level, the White Mage may add invisibility to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add invisibility sphere to her spells known. At 8th level, add greater invisibility to her spells known. At 10th level, add invisibility purge to her spells known. At 12th level, add mislead to her spells known. At 14th level, add mass invisibility to her spells known.
Status: At 3rd level, the White Mage may add status to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add see invisibility and arcane sight to her spells known. At 8th level, add divination to her spells known. At 10th level, add telepathic bond and scrying to her spells known. At 12th level, add analyze dweomer, true seeing and find the path to her spells known. At 14th level, add greater arcane sight and greater scrying to her spells known. At 16th level, add discern location to her spells known. At 18th level, add foresight to her spells known.
Spell Swap: At 10th level, the White Mage may swap out spells of spell level 2 or lower for spells of spell level 3 or lower. At 15th level, she may swap out spells of spell level 3 and lower for spells of spell level 5 and lower. At 19th level, she may swap out spells of spell level 5 or lower for spells of spell level 7 or lower.
Upgrade Other Spells: At 7th, 9th, 11th and 13th level, the White Mage may choose one of the 2nd or 3rd level features (Pure, Fear, Ruse, Silence, Invisibility and Status) and treat the spells in it as as part of the path in which she has the highest level access to. At 20th levels, all the features are automatically upgraded.
Life: At 13th level, the White Mage may add ressurection to her spells known. Treat it as part of the path in which she has the lowest level access to. At 19th level, add true ressurection to her spells known.
Warp: At 17th level, the White Mage may add teleport, dimension door, plane shift and gate (For travel only) to her spells known. Treat them as part of the path in which she has the lowest level access to.
Holy: You win D&D.
Path of Cure
1: Cure Moderate Wounds
2: Cure Serious Wounds
3: Cure Critical Wounds
4: Mass Cure Light Wounds
5: Raise Dead
6: Heal
7: Regenerate
8: Mass Cure Critical Wounds
9: Mass Heal
Path of Protect
1: Shield
2: Resist Energy
3: Protection from Energy
4: Lesser Globe of Invulnerability
5: Resilient Sphere
6: Globe of Invulnerability
7: Iron Body
8: Prismatic Wall
9: Prismatic Sphere
Path of Dia
1: Shooting Stars (As Magic Missile but a Light spell, deals double damage to undead)
2: Scorching Light (As Scorching Ray but a Light spell, deals double damage to undead)
3: Searing Light
4: Abhorsen's Bells (As Shout but a Light spell, deals double damage to undead)
5: Cone of the Sun (As Cone of Cold but a Light spell, deals double damage to undead)
6: Chain Turning (As Chain Lightning but a Light spell, deals double damage to undead)
7: Sunbeam
8: Sunburst
9: Falling Stars (As Meteor Swarm but a Light spell, deals double damage to undead)
White Mage Alt name: Abjurer, Vitamancer, Cleric
There are those who gave themselves to dark, black beings, of chaos, of evil, of chaotic evil. The White Mage is not one of them.
Playing a White Mage: It is with clear sight, you focus your powers. Let the power of the Wisdom flow through you. Let's not mess around. You do have other useful abilities and you're moderate in a melee, but you're the heal bitch / anti-undead of the party.
Starting Age: As Sorcerer
Starting Equipment: As Monk
Alignment: All Good and Lawful
Hit Die: As Cleric
BAB: Moderate
Will: Moderate
Fort: Good
Reflex: Poor
Skills Points: As Cleric
Class Skills: Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
1: The White Path, Turn Undead
2: Pure, Fear, Ruse
3: Silence, Invisibility, Status
4: -
5: Path Upgrade
6: -
7: Upgrade Other Spells
8: -
9: Upgrade Other Spells
10: Path Upgrade, Spell Swap
11: Upgrade Other Spells
12: -
13: Life, Upgrade Other Spells
14: -
15: Path Upgrade, Spell Swap
16: -
17: Warp
18: -
19: Life2, Spell Swap
20: Holy, Path Upgrade, Upgrade All Spells
Class Features
Proficiency: The White Mage is proficient with all simple weapons, the light hammer and warhammer and all light armor.
The White Path: The White Mage has basic access to the Path of Cure, the Path of Protect and the Path of Dia (described below). At 5th level and every five levels after, she may upgrade her access to one of the paths. She may not upgrade any path to expert level until all others are in advance. To cast a spell, the White Mage must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a White Mage’s spell is 10 + the spell level + the White Mage’s Wisdom modifier. You know all the spells of your spell level or less and cast spontaneously. Your spell level progresses at the same rate as the Sorcerer. All spells are considered Abjuration spells unless otherwise noted.
Turn Undead: The White Mage may turn undead as Cleric.
Pure: At 2nd level, the White Mage may add delay poison, remove fear and detect poison to her spells known. Treat it as part of the path in which she has the lowest level access to. At 4th level, add remove paralysis and lesser restoration to her spells known. At 6th level, add remove curse, remove disease and remove blindness/deafness to her spells known. At 8th level, add neutralize poison and restoration to her spells known. At 10th level, add break enchantment to her spells known. At 14th level, add greater restoration to her spells known. At 16th level, add temporal stasis to her spells known.
Fear: At 2nd level, the White Mage may add cause fear to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add crushing despair to her spells known. At 8th level, add dismissal and repel vermin to her spells known. At 12th level, add antilife shell, banishment and symbol of fear to her spells known. At 14th level, add repulsion to her spells known.
Ruse: At 2nd level, the White Mage may add blur to her spells known. Treat it as part of the path in which she has the lowest level access to. At 4th level, add mirror image, misdirection and obscure object to her spells known. At 6th level, add displacement, nondetection and blink to her spells known. At 8th level, add hallucinatory terrain to her spells known. At 10th level, add detect scrying, false vision, mage's private sanctum and mirage arcana to her spells known. At 12th level, add mislead (Stacks with Invisibility feature) to her spells known. At 14th level, add sequester, project image and simulacrum to her spells known. At 16th level, add mind blank, scintillating pattern and screen to her spells known.
Silence: At 3rd level, the White Mage may add silence to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add dispel magic to her spells known. At 12th level, add greater dispel magic to her spells known. At 14th level, add spell turning to her spells known. At 16th level, add antimagic field to her spells known. At 18th level, add mage's disjunction to her spells known.
Invisibility: At 3rd level, the White Mage may add invisibility to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add invisibility sphere to her spells known. At 8th level, add greater invisibility to her spells known. At 10th level, add invisibility purge to her spells known. At 12th level, add mislead to her spells known. At 14th level, add mass invisibility to her spells known.
Status: At 3rd level, the White Mage may add status to her spells known. Treat it as part of the path in which she has the lowest level access to. At 6th level, add see invisibility and arcane sight to her spells known. At 8th level, add divination to her spells known. At 10th level, add telepathic bond and scrying to her spells known. At 12th level, add analyze dweomer, true seeing and find the path to her spells known. At 14th level, add greater arcane sight and greater scrying to her spells known. At 16th level, add discern location to her spells known. At 18th level, add foresight to her spells known.
Spell Swap: At 10th level, the White Mage may swap out spells of spell level 2 or lower for spells of spell level 3 or lower. At 15th level, she may swap out spells of spell level 3 and lower for spells of spell level 5 and lower. At 19th level, she may swap out spells of spell level 5 or lower for spells of spell level 7 or lower.
Upgrade Other Spells: At 7th, 9th, 11th and 13th level, the White Mage may choose one of the 2nd or 3rd level features (Pure, Fear, Ruse, Silence, Invisibility and Status) and treat the spells in it as as part of the path in which she has the highest level access to. At 20th levels, all the features are automatically upgraded.
Life: At 13th level, the White Mage may add ressurection to her spells known. Treat it as part of the path in which she has the lowest level access to. At 19th level, add true ressurection to her spells known.
Warp: At 17th level, the White Mage may add teleport, dimension door, plane shift and gate (For travel only) to her spells known. Treat them as part of the path in which she has the lowest level access to.
Holy: You win D&D.
Path of Cure
1: Cure Moderate Wounds
2: Cure Serious Wounds
3: Cure Critical Wounds
4: Mass Cure Light Wounds
5: Raise Dead
6: Heal
7: Regenerate
8: Mass Cure Critical Wounds
9: Mass Heal
Path of Protect
1: Shield
2: Resist Energy
3: Protection from Energy
4: Lesser Globe of Invulnerability
5: Resilient Sphere
6: Globe of Invulnerability
7: Iron Body
8: Prismatic Wall
9: Prismatic Sphere
Path of Dia
1: Shooting Stars (As Magic Missile but a Light spell, deals double damage to undead)
2: Scorching Light (As Scorching Ray but a Light spell, deals double damage to undead)
3: Searing Light
4: Abhorsen's Bells (As Shout but a Light spell, deals double damage to undead)
5: Cone of the Sun (As Cone of Cold but a Light spell, deals double damage to undead)
6: Chain Turning (As Chain Lightning but a Light spell, deals double damage to undead)
7: Sunbeam
8: Sunburst
9: Falling Stars (As Meteor Swarm but a Light spell, deals double damage to undead)