White Mage (3.5e Class)

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White Mage[edit]

"Stop". Three shining beams shot from Cathlina's fingertips, stiking the wounded demon in the chest. The creature screamed as its material shell burst and its essence was sent back to the abyss where it came from. A sigh came from under the mage's breath. Slowly, she knelt down to have a look at Trogars wounds. The claws had torn his chain mail apart and left deep cuts in his chest. Gently, Cathlinas fingers touched the wounds as she murmured the spell to heal...

White mages draw their power from the pure source of arcane energies. They use a pure form of magic, and fiercely oppose dark arts like necromancy and mental domination. While they use spells like sorcerer, their spells shape the fabric of reality directly, without using the power of elements. Also, they don't need to prepare their spells. Once learned, they continuously have access to their spells.

Role: White Mages can serve all main roles of a spellcaster in the party. They can use their magic to fight the enemy, to bolster allies and to heal the wounded. Many white mages are members of an order that offers special training, further defining their role.

Adventures: White Mages have a keen interest in the nature of the universe and the resolve to help people and fight unnatural evil. While there are those who prefer a settled life, offering their arts to the local community and training apprentices, many White Mages, especially the young ones, love the thrill of adventure. since white magic is opposed to evil practices like creating undead, local rulers are more likely to accept white magic than arcane casters in general. A kingdom that puts magic under tight control might allow licensed white mages as the only casters. In general, white mages try to be on good standing with local authorities by helping to fight supernatural threats and offering healing to important personalities.

Other characters: White Mages can share roles with wizards and sorcerers, each contributing with different spells. They buff and heal melee types and are protected by them in return. White Mages can provide additional healing to that of the clerics, allowing the cleric to go into melee.

Making a White Mage[edit]

Alignment: Any.

Starting Gold: As wizard.

Starting Age: Complex.

Table: The White Mage[edit]

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Healing Wind,Augment Healing 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Reach Spell 6 5 2
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Acolyte 6 6 4 2
6th +3 +2 +2 +5 Touch Spell 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4 2
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Mass Spell 6 6 6 6 4
10th +5 +3 +3 +7 Magister 6 6 6 6 5 3
11th +5 +3 +3 +7 Improved Counterspelling 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Fast Metamagic 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Spectability 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Archmagus 6 6 6 6 6 6 6 6 6 6

Skill points per level: 2 + Int modifier (x4 at first level)

Class Skills: Concentration(Con)Handle Animal(Cha) Heal (Wis), Knowledge (any) (Int), Spellcraft (Int), Knowledge (any) (Int) tumble (dex)Sleight of Hand (dex)(to be expanded)

Class Features[edit]

All of the following are class features of the White Mage.

Healing wind: At first level White Mages gain Healing wind, an ability that lets them restore 1d4 for every odd level to 3 + the Mage's Charisma modifier targets. This ability can be used 2 + the White Mage's Charisma modifier times per day.

Weapon and Armor Proficiency: White Mages are proficient with unarmed strikes, dagger, quarterstaff, and light and heavy crossbow. They are not proficient with armors or shields.

Spellcasting: A White Mage casts arcane spells which are drawn from the White Mage spell list. He can cast any spell he knows without preparing it ahead of time, and he can cast any spell that appears on his class spell list.

To cast a spell, a White Mage must have a Charisma 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 Charisma modifier.

Like other spellcasters, a White Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The White Mage. In addition, he receives bonus spells per day if he has a high Charisma score.

Touch Spell: You gain the Touch Spell feat as bonus feat.

Reach Spell: You gain the Reach Spell feat as bonus feat.

Improved Counterspelling: When you counter a spell and identify the enemy spell correctly, you can use any White Mage spell slot of equal or higher level to form an appropriate counterspell, even if that spell is not on your class list.

Fast Metamagic: Applying a metamagic feat to a spell no longer increases your casting time.

Restriction: May not willingly cast any spells of the Necromancy school. This includes spellcasting ability from other classes, advanced knowledge and spell completion items. He may not use any magic item that was created using a necromancy spell. White mages who do so become Ex-White Mages.

White Mage Spell List[edit]

Cantrips: Amanuensis, Arcane Mark, Disrupt undead, Cure Minor Wounds, Mage Hand, Detect Magic, Detect poison, Flare, Light, Mage Hand, Mending, Purify food and drink, Read Magic, Resistance, Virtue

1st level: Alarm, Cure Light Wounds, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Magic Weapon, Mage Armor, Magic Missile, Remove Fear, resurgence (SpC), Shield, Sleep, Grease, Mount, Animate Rope, Erase, Floating Disk

2nd level: Bear's Endurance, Bull's Strength, blast of force (SpC), Calm Emotions, Cat's Grace, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Fox's Cunning, Hold Person, Levitate, Lesser Restoration, Resist Energy, See Invisibility, Continual Flame, Knock, Spider Climb

3rd level: Arcane Sight, Chain Missile (SpC), Clairaudience/Clairvoyance, Cure Serious Wounds, Daylight, Dispel Magic, Fly, greater mage armor, Protection from Energy, Remove Blindness/Deafness, Tongues

4th level: Break Enchantment, Cure Critical Wounds, Death Ward, Dimensional Anchor, Dimension Door, Dismissal, Freedom of Movement, forcewave (SpC), Orb of Force (SpC), Restoration, Scrying, Backlash (SpC), Discern Lies, Minor Creation, arcane eye, Detect Scrying, Locate Creature, Ray Deflection, Greater Resistance, Assay Spell Resistance, Greater Floating Disc, Thunderlance, Entangling Staff, Spell Enhancer, Force Missiles (SpC), Spell Immunity, Divination

5th level: Break Enchantment, Lucent Lance (SpC), Sending, Spell Resistance, Telekinesis, Teleport, True Seeing, Vulnerability (SpC), Wall of Force (prune to 9. Done) out: Mass Cure Light Wounds, Overland Flight, Mage's Private Sanctum, greater vigor, blistering radiance, life’s grace, subvert planar essence, zone of respite, Zone of Revelation, Permanency, Greater Command

6th level: analyze dweomer, Antimagic Field, Banishment, bolt of glory, Contingency, Greater Dispel Magic, Heal, Repulsion

7th level: antimagic ray, energy immunity, Forcecage, greater arcane sight, Greater Teleport, power word blind, spell turning

8th level: Dimensional Lock, Mind Blank, moment of prescience, protection from spells, Power Word Stun, Temporal Stasis

9th level: absorption (SpC), Freedom, Mage's Disjunction, Power Word Kill, teleportation circle

Epic White Mage[edit]

Table: The Epic White Mage[edit]

Hit Die: d4

Level Special
23rd Bonus Feats
26th Bonus Feats
29th Bonus Feats

2 + Int modifier skill points per level.

Spells: The white Mage’s caster level is equal to his or her class level. The white Mage’s number of spells per day does not increase after 20th level. The white Mage does not learn additional spells unless he or she selects the Spell Knowledge feat.

Bonus Feats: The epic white Mage gains a bonus feat (selected from the list of epic sorcerer bonus feats) every three levels after 20th.

White Mage orders[edit]

White Mages are organized in different orders, each following a certain philosophy and training their apprentices in a certain way. Since the order is the institution where the White Mage receives his education, Characters must choose the order at first level. There is also a small number of uninitiated that are not members of any order. All orders take their name from a powerful artifact that the founder of the organization created.

The Order of the Silver Shield trains the art of abjuration and countermagic.

The Order of the Pure Sword has sworn to fight supernatural creatures with steel and magic.

The Order of the Fountain of Life focuses on healing magic.

The Order of the Crystal Scroll seeks to gather knowledge of the known and unknown world and is especially versed in Divination Magic.

The Order of the Glorious Gate summons good-aligned creatures as allies in the fight against evil.

The Order of the Perpetuum Mobile seeks to create items of raw and pure magic power.

The Order of the Horizon Key seeks answers by travelling the planes.

Depending on the order the White mage joins, he gains a number of additional abilities: An additional class skill or weapon proficiency, an additional spell per level on his spell list and a class special at first, fifth, tenth, fifteenth and twentieth level, called the Initiate, Acolyte, Magister, Spectability and Archmagus.

Order of the Silver Shield[edit]

The Order of the Silver Shield see themselves as the protectors of the mundane world from supernatural harm. They train magic that counters evil sorcery and the powers of supernatural creatures.

Specialty School: Abjuration

Bonus proficiency: bucklers and light shields

Order spells: Protection from Evil (1st), Greater Alarm (SpC, 2nd), Leomund’s Tiny Hut (3rd), Lesser Globe of Invulnerability (4th), Wall of Dispel Magic (5th), Globe of Invulnerability (6th), Refuge (7th), Wall of Greater Dispel Magic (SpC, 8th), Undeaths Eternal Foe (SpC) (9th)

Initiate: Improved Counterspelling as bonus feat. A magus of this order can use any spell slot as counterspell and does not need to know a spell of that level in the given school.

Acolyte: Add your Charisma bonus to saves against spells and spell-like abilities. This is an unnamed bonus, but it does not stack with other charisma bonuses to a saving throw.

Magister: SR 10 + class level



Order of the Pure Sword[edit]

The Order of the Pure Sword seeks out evil spellcasters and supernatural creatures that terrorize the country and planes and destroy them. They train powerful magics to seek out, destroy and punish any threats to the innocent.

Specialty School: Transmutation

Bonus proficiency: Any one-handed sword, such as longsword, rapier or scimitar. This may include racial exotic weapons such as the elven thinblade if the mage is of the corresponding race.

Order spells: True Strike (1st), Whirling Blade (SpC, 2nd), Greater Magic Weapon (3rd), Thunderlance (4th), Disrupting Weapon (5th), Tenser’s Transformation (6th), Mordenkainen’s Sword (7th), Brilliant Aura (8th, SpC), Greater Cloak of Bravery (SpC, 9th)

Initiate: +2 bonus to save DC for spells cast against aberrations, outsiders and undead, +1 per 5 caster levels.

Acolyte: Add Charisma bonus to damage of all spells against aberrations, outsiders and undead.

Magister: Add Charisma bonus to caster level checks to overcome SR of aberrations, outsiders and undead.

Spectability: Gain Charisma bonus to hit aberrations, outsiders and undead with melee and ranged attack spells.

Archmagus: Treat damage reduction and energy resistance of aberrations, outsiders and undead as halved against attacks and spells by White Mage.

Order of the Fountain of Life[edit]

Specialty School: Conjuration (Healing)

Bonus class skill: Heal

Order spells: Remove Fear (1st), Remove Paralysis (2nd), Remove Disease (3rd), Neutralize Poison (4th), Raise Dead (5th), Revive Outsider (SpC) (6th), Regenerate (7th), Resurrection (8th), True Ressurection (9th)

Initiate: Roll d10 for d8 when casting cure spells.

Acolyte: Gain quicken spell metamagic feat for free.

Magister: Empower a Conjuration (Healing) spell without increasing spell level once per day per Charisma bonus.

Spectability: Cast Conjuration (Healing) spell as immediate action once per day per Charisma bonus.

Archmagus: All Conjuration (Healing) spells bestow temporary hit points equal to spell level + Charisma bonus with a duration of 1 hour/caster level.

Order of the Illuminate Scroll[edit]

Specialty School: Divination

Bonus class skill: Gather Information

Bonus spells: Comprehend languages (1st), Locate Object (2nd), Blindsight (3rd), Scrying (4th), Contact Other Plane (5th), Find the Path (6th), Vision (7th), Discern Location (8th), Foresight (9th)

Initiate: Divination spells are cast at +1 caster level

Acolyte: Reroll failure chance roll of divination spells.

Magister: Add Charisma bonus to spellcaster level to determine duration of Divination spells.

Spectability: Cast Divination spells as swift action once per day per charisma bonus.


Order of the Glorious Gate:[edit]

Specialty School: Conjuration (Summoning)

Bonus class skill:

Bonus spells: Summon Monster (all at the respective level)

Initiate: Rapid Summoning, cast Conjuration (Summoning) spells as standard actions/

Acolyte: Conjured monsters get +2 bonus to saves

Magister: Conjuration (summoning) are automaticly Extended as per metamagic feat without changing the spell level

Spectability: Conjured monsters gain +2 bonus to any two ability scores. These must be chosen by the mage when he gains this ability and may not be changed later.

Archmage: When casting a Conjuration (summoning) spell, may cast a second spell as a swift action that affects the summoned creature(s).

Order of the Perpetuum Mobile[edit]

Specialty School: Conjuration (Creation)

Bonus class skills: Use Magic Device

Bonus spells: Repair Light Damage (SpC, 1st), Make Whole (2nd), Repair Serious Damage (SpC, 3rd), Ray of Deanimation (SpC, 4th), Animate Objects (6th), Fantastic Machine (SpC, 7th), Greater Fantastic Machine (SpC, 9th)

Initiate: +1 caster level to all spells targeted on constructs

Acolyte, Magister, Spectability, Archmage: Any item creation feat as bonus feat.

Order of the Horizon Key[edit]

Specialty School:

Bonus class skills: Survival

Bonus spells: Portal Beacon (1st), Avoid Planar Effects (2nd), Analyze Portal (3rd), Planar Tolerance (4th), Planeshift (5th), Greater Plane Shift (7th, SpC), Gate (9th)

Order of the Crystal Eye[edit]

The inquisitors of the order. They hunt supernatural creatures, uphold arcane law, and

Specialty School: Conjuration (Creation)

Bonus class skills: Search

Bonus spells: Instant Search (1st), Zone of Truth (2nd), Clarity of Mind (3rd), Discern Lies (4th), Greater Scrying (7th), Greater Spell Immunity (8th), Imprisonment (9th) Initiate: Acolyte: +2 bonus to saves against mind-influencing effects

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