Spellmage (3.5e Class)
From D&D Wiki
Born with the innate ability to channel the magic running in there veins, Mages are a breed apart from there kin. Mages wield magic in it's purest form, the weave itself flows through them and gives them nearly limitless power. Raised in temples or academies, Mages can play advisor to kings or hail magic down on an enemy force from afar or move about the battlefield striking there foes with concentrated arcana. In the wilderness they haunt forests and torment those whom trespass on there land.
Making a Mage
Mages are different from other spell casters in that they draw from the weave itself. Their magic is not granted by books or prayers, but rather the world around them, much like sorcerers. Their upbringing can vary, but mages at their core are souls that desire freedom and exploration. Mages tend to gravitate towards like-minded individuals and other spell casters, so long as the other spell caster does not attempt to control or dominate the mage. They work well with fighters due to the mages' willingness to get close to the action. Temple mages typically excel when coupled with paladins or clerics of the same faith. All in all, mages don't have any natural enemies in classes, as there personality is largely influenced by there upbringing.
Abilities: Wisdom is the most important ability for mages as it determines the level of spells he/she can cast, dexterity is also important because it improves the mages chances of hitting an enemy whith his/her arcane blast ability as well as improves there armor class, constitution is third on the list it improves the damage of arcane blast and gives the mage extra hit point.
Races:Mages typically are human but the weave does not play favorites, elves, dwarves, halfings, ect. all can be born with the weave within them, although this tends to happen more often in densely populated areas. When mages are born to more savage races in small tribes, the lack of control they have typically lands them at the head of the tribe or as the cause of its destruction.
Alignment:Mages can be of any alignment but tend to generally favor good or neutral good due to the nature of most mage's temple upbringing. Evil mages do exist but are most often of a savage race and background, they are cruel and power hungry and see everyone else as expendable.
Starting Gold: 3d8x5gp.
|Saving Throws||Special||Spells per Day|
|7th||+3||+2||+2||+5||Arcane Blast Increase||6||4||3||2||1||—||—||—||—||—|
|13th||+6/+1||+4||+4||+8||Arcane Blast Increase||6||5||5||4||4||3||2||1||—||—|
Class Skills (2+ Wis modifier skill points per level, ×4 at 1st level)
All of the following are class features of the Mage.
Arcane Blast: The key feature that separates mages from other spell casters is there ability to tap directly into the weave and wield it like a weapon. At first level a mage can focus the power within themselves and produce a bolt of concentrated magic force that they can use as a ranged or melee touch attack. Arcane Blast has a range of 30 feet +5 feet per class level and deals 1d4 + the mages wisdom modifier damage, which increases to 2d4 at 7th level and finally 3d4 at 13th level. Arcane Blast is a spell-like ability that can be used once per round as a standard action and can score critical hits with a x2 modifier. The mage must have at least one hand free to use this ability.
Bonus feats: At 3rd level and every 4 levels thereafter, the mage learns to manipulate his/her spells to some degree, making them much more effective and dangerous. Whenever a mage reaches a level that grants a bonus feat, he/she must choose from the metamagic feat list, he/she may use any metamagic feat spontaneously (spell levels/spells per day are still affected as usual) as long as it is learned through this ability.
Weave Bound: At 20th level the mage has attained mastery over his/her spells to such a degree that they become like an extension of him/herself. The mage chooses 3 spells from those that they can cast, the selected spells are now spell-like abilities. The mage can cast them a number of times per day based on the level of the spell, level 0-2 spells can be cast at will, levels 3-5 can be cast 2 times per day, level 5-7 spells can be cast once per day, and level 8-9 spells can be cast once per week (all spells are subject to GM's approval before selection).
Weapon and Armor Proficiency: Mages are proficient with all simple weapons, they are not proficient with armor or shields.
Spells: Mages cast spells from both the arcane and divine schools of magic, they select there spells from any and all spell lists. Mages do not prepare spells but instead learn to manifest select spells like a sorcerer, with the only difference being that mages know the same number of spells as they can cast in any given day. A mage cannot learn a new spell once chosen until he/she reaches a new level, at which point the old spell is simply forgotten or "evolves" into the new spell. The saving throw for a mages spells is 10+spell level+wisdom modifier, mages spells are still subject to spell failure and antimagic areas and can be counter-spelled just as any other spell caster.
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Spellmage Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Spellmage
Other Classes: .
Spellmages in the World
Daily Life: .
NPC Reactions: .
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Spellmages in the Game
Sample Encounter: .
EL : .