Word Mage (3.5e Class)

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Word Mage[edit]

A word mage is an arcane spell-caster who relies heavenly on verbal and sonic based spells. They are what the True-namer wanted to be.

Making a Word Mage[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Charisma and Intelligence determine spellcsasting.

Races: Any, normally Human.

Alignment: Any.

Starting Gold: As Wizard.

Starting Age: As Wizard.

Table: The Word Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Word of protection 3
2nd +1 +0 +0 +3 Bardic music, Countersong 4
3rd +1 +1 +1 +3 Bonus feat 5
4th +2 +1 +1 +4 Still spell 3/day 6 3
5th +2 +1 +1 +4 Power word spells 6 4
6th +3 +2 +2 +5 Draconic word (1) 6 5 3
7th +3 +2 +2 +5 Summon framiliar 6 6 4
8th +4 +2 +2 +6 Power word spells 6 6 5 3
9th +4 +3 +3 +6 Draconic word (2) 6 6 6 4
10th +5 +3 +3 +7 Inspire courage +1 6 6 6 5 3
11th +5 +3 +3 +7 Power word spells 6 6 6 6 4
12th +6/+1 +4 +4 +8 Draconic word (3) 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Voice in silence 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Power word spells 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Draconic word (4) 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 inspire courage +2 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Power word spells 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Persistent spell 1/day 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Inspire greatness 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 inspire courage +3 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Word mages class skills (and key abilities for each skill)are Bluff (Cha), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha),
Knowledge (any three chosen at 1st level) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis),
and spellcraft (Int).

Class Features[edit]

All of the following are class features of the word mage.
Weapon and Armor Proficiency:
A word mage is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of word mage and cannot be changed. They are not proficient with any type of armor or shield. Armor of any type interferes with a word mages’s gestures, which can cause his spells with somatic components to fail. When wearing armor a word mage also louses access to their word of protection class feature.

A word mage casts arcane spells, which are drawn from the word mage's spell list (see below). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a word mage gains access to a new level of spells, she automatically knows all the spells for that level given on the word mage's spell list. Word mage also have the option of adding to their existing spell list through their power word spells ability as they increase in level (see below). To cast a spell, a word mage must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a word mage's spell is 10 + the spell's level + her Charisma modifier. Like other spellcasters, a word mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table The Word mage. In addition, she receives bonus spells for a high Intelligence score (see Table 1—1 on page 8 of the Player's Handbook).

Spell list:
The word mage choose their spells from the following list:

1st— arcane mark, cause fear, charm person, command, comprehend language, detect magic, erase, inhibit1, mage hand, message, power word fatigue2, read magic, remove fear, sanctuary, speak with animals, ventriloquism.

2nd— blindness/deafness, command undead, enthrall, entice gift1, power word pain2, power word sicken2, rebuke1, scare, shatter, silence, sound burst.

3rd— combust1, dominate animal, haste, healing touch1, power word deafen2, power word maladroit2, power word weaken2, suggestion, slow, speak with plants, unluck1.

4th— bestow curse, castigate1, confusion, contagion, power word distract2, rebuke greater1, remove curse, remove disease, reverence1, shout, wrack1.

5th— command greater, contact other plain, dominate person, power word disable2, permanency, sending, song of discord1, sonic rummble1, symbol of pain, symbol of sleep.

6th— eyebite, last breath1, power word nauseate2, symbol of persuasion, symbol of fear2, word of recall.

7th— blasphemy/dictum/holy word/word of chaos3, insanity, rebuke final1, power word blind, symbol of weakness, symbol of stunning.

8th— bestow curse greater1, power word petrify2, power word stun, shout greater, symbol of death, symbol of insanity.

9th— abyssal army/elemental monolith/heavenly host/hellish hoard4, dominate monster, foresight, lesser wish, wail of the banshee.

1: spell compendium
2: races of the dragon
3: must match at lest one aspect of your alignment.
4: must be within one step of your alignment.

word of protection (Ex):
If the word mage can hear herself speak then she can add her Charisma modifier to her AC as a armor bonus.

Bardic music:
This feature functions exactly the same as the bard ability of the the same name, except that a word mages can only use this ability once per day per two class levels.

Countersong (Su):
This feature functions exactly the same as the bard ability of the the same name.

Bonus Feat:
At 3rd level, a word mage may select either Word of Creation or Dark Speech as a bouns feat. A word mage need not have any of the prerequisites normally required for these feats to select them except that their alignment be within one step of the prerequisite alignment.

Still spell:
at 4th level a word mage may use the Still Spell feat up to three times per day.

Power word spells (Su):
The words of Draconic power share some fundamental similarities to the various power word spells (or any spell with it's one and only component being a verbal component), and your studies shed new light on the use of these magical effects. At 5th level, you can select any single power word spell and add it to your spell list, or you may select one you already know and treat it as a spell of one level lower than normal. The spell must be a cleric, druid or wizard or spell, and of a level no higher than that of the highest-level spell the word mage already knows. A word mage gains an additional new spell at 8th, 11th, 14th, and 17th level.

Draconic words (Su):
At 6th level you begin to discover the arcane nuances that allow specific spoken Draconic words to produce powerful effects. Your intuitive understanding of how to express these words cannot be imparted to others. Even if one of these words is repeated perfectly by someone else, the utterance has no effect, because the speaker lacks the internalized understanding that can only come from the special studies that a word mage engage in.

At 6th level and every three levels thereafter (9th, 12th, and 15th), you can learn one Draconic word from among those described below in order to use it and gain the benefit of its effect. Some Draconic words have a class level requirement that must be met before the word can be learned. You can't learn the same word twice. Speaking a word is a swift action that activates the word's effect; if the word affects a particular creature, you can target any creature (including yourself) within 30 feet. A silence spell or similar effect prevents you from using Draconic words; if you are deafened, you have a 20% chance of misspeaking a Draconic word when using it (this counts as a use of the word but has no effect). Beginning at 10th level, you can choose to incorporate a known Draconic word into the verbal component of a spontaneously cast arcane spell as you cast it (which requires no action other than the normal casting of the spell). In this case, the word takes effect at the end of the spell's casting time, just before the spell takes effect. If the Draconic word would normally target a specific creature, it can only target a creature that is targeted by the spell, or a single creature within the area of the spell. A spell cast without a verbal component can't have a Draconic word added to its effect. You can use each Draconic word any number of times per day, but no more than one word can be used each round (nor can you use the same word more than once per round). No creature can be targeted by the same Draconic word twice in a 24-hour period.

If a saving throw is allowed against the power of the Draconic word, the save DC is 10 + 1/2 your word mage level + your Cha modifier. for specific words and their abilitys see the dracolexi class(races of the dragon).

Summon Familiar:
At 7th level or anytime thereafter, a word mage learns the truename of a lesser creature, and can have it become her familiar. The familiar she acquires is more powerful than a standard wizard's or sorcerer's familiar. The player of a word mage character chooses one of the following types or creatures: any outsider, elemental or a psudodragon. A full list of appropriate creatures can be seen on the Improved Framiliar feat.

Inspire Courage
This feature functions exactly the same as the bard ability of the the same name.

Voice in Silence (Ex):
When coupled with arcane energy, your voice becomes potent enough to temporarily overcome areas of silence or even your own deafness. Beginning at 13th level, you can expend an arcane spell slot as a move action to suppress all silence spells (or similar effects) in your space, and to render your voice audible to you and other creatures sharing your space even if you or they are deafened. This effect lasts for a number of rounds equal to the level of the spell slot expended. Only you (and any other creatures sharing your space) benefit from this effect; adjacent creatures that are deafened or within a silence effect are still affected by the deafness or silence. The effect moves with you.

Persistent Spell: at 18th level a word mage may use the Persistent Spell feat once per day.

Inspire Greatness
This feature functions exactly the same as the bard ability of the the same name.

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