White Magus (3.5e Class)

White Magus
Masters of 'white magic', these divine casters are healers, buffers, and supporters. They dedicate their knowledge of spells to helping others and the occasional smiting of the undead or evil menace to life. White magi are not as militant and hardy as clerics, but they provide superior healing and magical support than a cleric lacks.

Making a White Magus
Abilities: Wisdom is most important for a white magus, fueling their spellcasting, spells per day, and spell DCs. However Charisma is important for their ability to turn undead, social skills, and supporting their saving throws. Constitution is important for the vitality of any adventurer, followed by Dexterity to compensate for their light armor restrictions. Intelligence helps with skill points, and Strength is least important but needed to carry their own weight and avoid becoming encumbered.

Races: Any.

Alignment: Any non-evil. The White Magus must dedicate themselves to helping others and are generally not aggressive.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As wizard.

{| class="zebra d20" Hit Die: d6 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="3" | Saving Throws ! rowspan="2" | Special ! colspan="10" | Spells per Day ! Fort || Ref || Will ! 0 || 1st || 2nd || 3rd || 4th || 5th || 6th || 7th || 8th || 9th Class Skills (Skill Points::6 + Int modifier per level, &times;4 at 1st level)
 * 1st||class="left" | +0 || +0 || +0 || +2
 * class="left" | Aura of Alignment, Healer, Turn Undead, White Bolt
 * 4||2||—||—||—||—||—||—||—||—
 * 2nd||class="left" | +1 || +0 || +0 || +3
 * class="left" | AC Bonus
 * 5||3||—||—||—||—||—||—||—||—
 * 3rd||class="left" | +2 || +1 || +1 || +3
 * class="left" | Divine Grace, Healing Mastery +1
 * 5||4||—||—||—||—||—||—||—||—
 * 4th||class="left" | +3 || +1 || +1 || +4
 * class="left" | Quick Fix
 * 6||5||2||—||—||—||—||—||—||—
 * 5th||class="left" | +3 || +1 || +1 || +4
 * class="left" | Empowered Healing
 * 6||5||3||—||—||—||—||—||—||—
 * 6th||class="left" | +4 || +2 || +2 || +5
 * class="left" | Healing Mastery +2
 * 6||5||4||2||—||—||—||—||—||—
 * 7th||class="left" | +5 || +2 || +2 || +5
 * class="left" | Divine Reach (30 ft), Endless Orisons
 * ∞||5||5||3||—||—||—||—||—||—
 * 8th||class="left" | +6 || +2 || +2 || +6
 * class="left" | Spread Healing
 * ∞||5||5||4||2||—||—||—||—||—
 * 9th||class="left" | +6 || +3 || +3 || +6
 * class="left" | Healing Mastery +3
 * ∞||5||5||5||3||—||—||—||—||—
 * 10th||class="left" | +7 || +3 || +3 || +7
 * class="left" | Maximized Healing
 * ∞||5||5||5||4||2||—||—||—||—
 * 11th||class="left" | +8 || +3 || +3 || +7
 * class="left" | Overheal
 * ∞||5||5||5||5||3||—||—||—||—
 * 12th||class="left" | +9 || +4 || +4 || +8
 * class="left" | Healing Mastery +4
 * ∞||5||5||5||5||4||2||—||—||—
 * 13th||class="left" | +9 || +4 || +4 || +8
 * class="left" | Rapid Revival
 * ∞||5||5||5||5||5||3||—||—||—
 * 14th||class="left" | +10 || +4 || +4 || +9
 * class="left" | Divine Reach (60ft)
 * ∞||5||5||5||5||5||4||2||—||—
 * 15th||class="left" | +11 || +5 || +5 || +9
 * class="left" | Healing Mastery +5, Maximum Power Healing
 * ∞||5||5||5||5||5||5||3||—||—
 * 16th||class="left" | +12 || +5 || +5 || +10
 * class="left" | Free Revival
 * ∞||5||5||5||5||5||5||4||2||—
 * 17th||class="left" | +12 || +5 || +5 || +10
 * class="left" | Death Ward
 * ∞||5||5||5||5||5||5||5||3||—
 * 18th||class="left" | +13 || +6 || +6 || +11
 * class="left" | Healing Mastery +6
 * ∞||5||5||5||5||5||5||5||4||3
 * 19th||class="left" | +14 || +6 || +6 || +11
 * class="left" | Autolife 1/day
 * ∞||5||5||5||5||5||5||5||5||4
 * 20th||class="left" | +15 || +6 || +6 || +12
 * class="left" | Extraordinary Healer, Divine Spark
 * ∞||5||5||5||5||5||5||5||5||5
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Free Revival
 * ∞||5||5||5||5||5||5||4||2||—
 * 17th||class="left" | +12 || +5 || +5 || +10
 * class="left" | Death Ward
 * ∞||5||5||5||5||5||5||5||3||—
 * 18th||class="left" | +13 || +6 || +6 || +11
 * class="left" | Healing Mastery +6
 * ∞||5||5||5||5||5||5||5||4||3
 * 19th||class="left" | +14 || +6 || +6 || +11
 * class="left" | Autolife 1/day
 * ∞||5||5||5||5||5||5||5||5||4
 * 20th||class="left" | +15 || +6 || +6 || +12
 * class="left" | Extraordinary Healer, Divine Spark
 * ∞||5||5||5||5||5||5||5||5||5
 * - class="noalt"
 * colspan="42" class="skill" |
 * class="left" | Extraordinary Healer, Divine Spark
 * ∞||5||5||5||5||5||5||5||5||5
 * - class="noalt"
 * colspan="42" class="skill" |

Class Features
All of the following are class features of the white magus.

Weapon and Armor Proficiency: White magi are proficient with all simple weapons and martial bludgeoning weapons, with light armor, and with shields (except tower shields).

A white magus is both partly a prepared and a spontaneous caster; she must choose and prepare her spells in advance like a cleric, but once chosen she casts said spells spontaneously like a sorcerer. In effect she is a sorcerer who can change her spells known each day. To prepare or cast a spell, a white magus must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a white magi’s spell is 10 + the spell level + the white magi’s Wisdom modifier. Like other spellcasters, a white magus can cast only a certain number of spells of each spell level per day. Her base daily spells per day is given on Table: The White Magus. In addition, she receives bonus spells per day if she has a high Wisdom score.

White magi pray for their spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour praying. While praying, the white magus decides which spells to prepare.

White magi choose their spells from the following list:

0&mdash;create water, cure minor wounds, dawnSpC, daze, detect disease, detect magic, detect poison, disrupt undead, flare, guidance, light, mending, purify food and drink, read magic, resistance, virtue

1st&mdash;alarm, anarchic waterSpC, appraising touchSpC, axiomatic waterSpC, bless, blessed aimSpC, bless water, buoyant liftingSpC, charm person, command, comprehend languages, convictionSpC, cure light wounds, deathwatch, death's door, delay diseaseSpC, detect chaos/evil/law, detect undead, dispel wardSpC, divine favor, detect power level, ebon eyesSpC, ectoplasmic armorSpC, endure elements, enlarge person, entropic shield, expeditious retreat, feather fall, find templeSpC, floating disk, grave strikeSpC, grease, guiding lightSpC, healthful restSpC, hide from undead, hold portal, hypnotism, identify, inciteSpC, inhibitSpC, irongutsSpC, jump, lesser boomshine, lesser vigorSpC, life boltSpC, light of luniaSpC, mage armor, magic stone, magic weapon, nightshieldSpC, nimbus of lightSpC, obscuring mist. omen of perilSpC, protection from chaos/evil/law, reduce person, remove fear, resist planar alignmentSpC, resurganceSpC, sanctuary, second windSpC, shield of faith, signSpC, sleep, swift expeditious retreatSpC

2nd&mdash;aid, align weapon, amplifySpC, arcane lock, asepsis, augury, aura against flameSpC, avoid planar effectsSpC, bear's endurance, blur, bolt of glory, bramblesSpC, bull's strength, calm emotions, cat's grace, clear mindSpC, close woundsSpC, cure moderate wounds, darkness, darkvision, dark waySpC, daze monster, deific vengeanceSpC, delay poison, detect heat, divine insightSpC, divine interdictionSpC, divine protectionSpC, eagle's splendor, earthbindSpC, ectoplasmic feedbackSpC, ethereal chamberSpC, enthrall, find traps, fox's cunning, gentle repose, ghost touch armorSpC, greater alarmSpC, hold person, hypnotic pattern, invisibility, iron silenceSpC, knock, lesser restoration, lesser spell immunitySpC, levitate, light of mercuriaSpC, magic mouth, make whole, mindless rageSpC, misdirection, obscure object, owl's wisdom, protection from arrows, protection from negative energySpC, quick marchSpC, refit limb, remove paralysis, resist energy, scan, see invisibility, shield other, silence, spawn screenSpC, spiritual weapon, stabilizeSpC, status, summon elysian thrushSpC, undetectable alignment, web, whispering wind, zone of truth

3rd&mdash;air breathingSpC, anarchic stormSpC, arcane sight, awaken sinSpC, axiomatic stormSpC, blacklightSpC, blindsightSpC, blink, bolster spirit, circle danceSpC, clairaudience/clairvoyance, cloak of braverySpC, continual flame, create food and water, cure serious wounds, daylight, deeper darkness, deep slumber, devil blightSpC, diamondsteelSpC, dispel magic, displacement, earthen graceSpC, false gravitySpC, favorable sacrificeSpC, fell the greatest foeSpC, flame of faithSpC, ghost touch weaponSpC, graceSpC, glyph of warding, greater disrupt undeadSpC, greater mage armorSpC, halt undead, haste, helping hand, heroism, holy stormSpC, interplanar messageSpC, invisibility purge, keen edge, know opponentSpC, know vulnerabilitiesSpC, lesser telepathic bond, lesser visage of the deitySpC, light of venyaSpC, locate creature, locate object, magic circle against chaos/evil/law, magic vestment, mantle of chaos/good/lawSpC, mass aidSpC, mass align weaponSpC, mass convictionSpC, mass cure light wounds, mass darkvisionSpC, mass lesser vigorSpC, mass mage armorSpC, mass resist energySpC, mass resurganceSpC, meld into stone, nondetection, nonlethal field, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease, reverse arrowsSpC, ring of bladesSpC, safetySpC, searing light, shield of wardingSpC, sinkSpC, slow, solar flare, speak with dead, spikesSpC, stone shape, suppress breath weaponSpC, suppress glyphSpC, tiny hut, vigorSpC, wall of lightSpC, water breathing, water walk, weapon of energySpC, weapon of impactSpC, wind wall

4th&mdash;air walk, assay spell resistanceSpC, astral hospiceSpC, boomshine, castigateSpC, charm monster, confusion, control water, cure critical wounds, death ward, delay deathSpC, detect scrying, dimensional anchor, discern lies, dismissal, dispelling screenSpC, divination, divine power, enlarge monster, freedom of movement, greater blindsightSpC, greater floating diskSpC, greater magic weapon, greater resistanceSpC, greater status, imbue with Spell Ability, lay of the landSpC, lesser globe of invulnerability, lesser holy transformationSpC, make manifestSpC, mass cure moderate wounds, mass enlarge person, mass reduce person, mass shield of faithSpC, neutralize poison, panaceaSpC, planar toleranceSpC, positive energy auraSpC, rainbow pattern, ray of deanimationSpC, ray deflectionSpC, reduce monster, repel vermin, resilient sphere, restoration, revenanceSpC, safe clearingSpC, secure shelter, sending, sheltered vitalitySpC, spell immunity, spell vulnerabilitySpC, stifle, stoneskin, tongues, undead bane weaponSpC, wall of chaos/good/lawSpC

5th&mdash;animal growth, atonement, aura of evasionSpC, baleful polymorph, break enchantment, burden, commune, dispel chaos/evil/law, disrupting weapon, divine agilitySpC, duelwardSpC, flame strike, greater blinkSpC, greater clairaudiance/clairvoyance, greater command, greater enlarge personSpC, greater reduce personSpC, greater vigorSpC, hallow, hidden lodgeSpC, hold monster, incorporeal novaSpC, indomitabilitySpC, mark of justice, mass cure serious wounds, mind fog, plane shift, raise dead, revivifySpC, righteous might, righteous wrath of the faithfulSpC, scrying, spell resistance, stalwart pactSpC, symbol of sleep, telepathic bond, teleport, true seeing, wall of dispel magicSpC, wall of force, wall of stone, zone of respiteSpC, zone of revelationSpC, zone of vigor

6th&mdash;analyze dweomer, antilife shell, banishment, energy immunitySpC, find the path, forbiddance, geas/quest, ghost trapSpC, globe of invulnerability, greater bolster spirit, greater dispel magic, greater glyph of warding, greater heroism, greater nonlethal field, guards and wards, heal, heroes' feast, legend lore, lucent lanceSpC, mantle of the icy soulSpC, mass asepsis, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure critical wounds, mass eagle's splendor, mass fox's cunning, mass hold person, mass make manifestSpC, mass owl's wisdom, move earth, protection from spells, ray of lightSpC, rejectionSpC, revive outsiderSpC, ruby ray of reversalSpC, stone to flesh, superior resistanceSpC, symbol of persuasion, undeath to death, vigorous circleSpC, visage of the deitySpC, vital source, wind walk, word of recall, zealot pactSpC

7th&mdash;abolishing flames, brilliant bladeSpC, control weather, dictum, ethereal jaunt, fortunate fateSpC, greater arcane sight, greater boomshine, greater dispelling screenSpC, greater plane shiftSpC, greater restoration, greater scrying, hiss of sleepSpC, holy word, holy transformationSpC, mass invisibility, mass restorationSpC, mass spell resistanceSpC, phase door, planar bubbleSpC, radiant assaultSpC, refuge, regenerate, renewal pactSpC, repulsion, resurrection, reverse gravity, sequester, spell turning, statue, subvert planar essenceSpC, sunbeam, superior darkness, symbol of stunning, vision, white flare, word of chaos

8th&mdash;antimagic field, antimaneuver field, antipathy, binding, brilliant auraSpC, cloak of chaos, crown of glory, dimensional lock, discern location, enspell field, favor of the martyrSpC, forcecage, greater globe of invulnerability, greater spell immunity, holy aura, mass charm monster, mass death wardSpC, mass hold monster, mind blank, power word stun, scintillating pattern, shield of law, soul restoration, spellburke, spring of life, stun raySpC, sunburst, surelife, sympathy, telekinetic sphere, temporal stasis, wall of greater dispel magicSpC

9th&mdash;absorptionSpC, cloister, divine retribution, etherealness, foresight], freedom, galaxy stop, greater visage of the deitySpC, mage's disjunction, mass heal, miracle, reaving dispelSpC, true resurrection, unbindingSpC, undeath's eternal foeSpC

True neutral white magi have an aura of good, law, or chaos chosen when they first take a level in white magus.

In effect a white magus always has cure spells one their spells known list for the day for free (a cure spell is any spell with "cure" in its name, such as cure light wounds).

 : White magi take healing seriously and are ultimately better healers than the average joe. They gain expanded uses on the Heal skill.
 * For every point a white magus exceeds DC 25 on a First Aid attempt, the target creature regains 1 hp. This may only be used on creatures who have dropped below 0 hp.
 * For every 10 points you exceed the DC for long term care, the healing rate multiplier goes up by 1 (that is, 3x healing at DC 25, x4 at DC 35, and so forth).
 * You may now treat wounds from caltrops, spike growth, and spike stones as a standard action by succeeding on a DC 25 Heal check.
 * As a standard action a white magus may make a Heal check against a creature they can see in 30 feet (DC equal to 10 + CR of the creature) and divine the exact amount of hit points it has remaining, as well as if it is suffering from poison, disease, or physical maladies such as caltrop wounds.

 : White magi have the power to affect undead creatures by channeling the power of positive energy through her holy symbol (see Turn or Rebuke Undead). They function like a cleric of their class level. A white magus may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier. A white magus with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

 : A white magus can defense herself with bolts of destructive positive energy. As an attack action she may create and launch a bolt of light which deals 1d4 points of damage, plus +1 per class level, and a 20/x2 critical. This is ranged touch attack, and has a ranged increment of 20 feet. It deals twice as much damage against light sensitive or undead creatures. A light sensitive undead creature takes three times as much damage. She may do this at will.

 : At 2nd level, a white magus adds her Wisdom bonus (if any) to her AC whenever unarmored and unencumbered. These bonuses to AC apply even against touch attacks or when the white magus is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. This bonus is identical to similar bonuses such as those provided by monk and swordsageToB classes, and does not stack.

 : At 3rd level, a white magus gains a bonus equal to her Charisma bonus (if any) on all saving throws. This does not stack with similar bonuses, such as from paladin or crusaderToB.

 : At 3rd level, a white magus can cure better than others. She gains a +1 bonus to caster level for all conjuration (healing) spells, and any caps on spell level are raised by 1 (for example cure light wounds normally stops growing at 1d8+5 at caster level 5, but now it can go up to 1d8+6 instead). At 6th level and every three levels beyond, the caster level bonus and maximum cap instead rise by 1.

 : At 4th level, a white magus becomes extremely good at healing on the go. Any conjuration (healing) spell with a range of touch can be applied as a swift action without increasing the level of the spell.

 : At 5th level, a white magus may empower any conjuration (healing) spell as a free action, with no change in its spell level. When she gains Maximize Healing at 10th she must choose to either Empower or Maximize, not both. This is overwritten by Maximum Power Healing at 15th.

 : At 7th level, a white magus can use her divine powers to extend the range of her healing abilities. By spending a use of turn undead as part of her spellcasting, she can transform a touch spell into a ray with a range of 30 feet. She does not gain the benefit of her Quick Fix ability when transformed into a ray. At 14th level, the range increases to 60 feet.

She may use orisons at will.

 : At 8th level, a white magus is able to spread out the healing in the most effective way possible. When a creature is healed by her magic, any excess healing over their maximum hp may be spread among allies within 10 feet. The white magus may decide who gets what amounts of excess healing.

 : At 10th level, a white magus may maximize any conjuration (healing) spell as a free action, with no change in its spell level. She cannot use Empower Healing at the same time, she must choose to either Empower or Maximize. This is overwritten by Maximum Power Healing at 15th.

 : At 11th level, any excess healing over one's maximum hp may be transformed into special temporary hp called overheal. You may have up to 50% of your maximum hp in overhealing. Unlike normal temporary hp, you lose overheal hp at 5 hp a round.

 : At 13th level, a white magus may expend a turn undead attempt to shorten the casting times of any spell which raises the dead to 1 standard action. You must still spend any gold, materials, or experience as normal.

 : At 15th level, a white magus may maximize and empower any conjuration (healing) spell as a free action, with no change in its spell level. This overwrites Empower Healing and Maximize Healing.

 : At 16th level, a white magus no longer spends any experience points and consumes only half the gold cost when casting spells which raise the dead back to life. In addition those raised do not suffer from any penalties such as level or constitution loss, nor does the white magus suffer losses if she is revived from the dead.

 : At 17th level, a white magus need no longer fear death. She is constantly under the effects of death ward with a caster level equal to her class level. It can be dispelled, but she may place it back up as a free action on her turn.

' :''' At 19th level the white magus gain's a special spell-like ability which can stop death before it starts. Autolife can effect up to 1 creature per caster level in a 30 foot radius around the white magus, and has a duration of 24 hours. At any point during that time if the creature dies, they are immediately affected by a casting of resurrection on the spot, standing and ready to fight again. Unlike most spell-like abilities, autolife has a material component of 5000 gp per creature effected in the form of various oils and anointments to be applied to the target. Autolife has a casting time of 1 minute, and Will negates (harmless). It is considered a 9th level spell, and the save DC is Charisma based.

 : At 20th level, a white magus wins D&D, or at least beats antimagic effects. All of her conjuration (healing) spells become extraordinary, and can be used in places magic does not function.

She is forevermore treated as an outsider rather than as a humanoid (or whatever the white magi's creature type was), though she may count as her original type when beneficial. Additionally, the white magus gains damage reduction 10/epic and evil.

Ex-White Magus
A white magus which becomes evil can no longer level in white magus and loses all white magus spellcasting and supernatural abilities. She retains all other aspects of her class, including HD, BAB, saves, and extraordinary abilities.

Epic White Magus
Healing Mastery: The bonus to healing mastery increases by 1 at 21st and every 3 levels beyond.



Epic White Magus Bonus Feat List: <-list of bonus epic feats->.

Human White Magus Starting Package
Weapons: Warhammer.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Feat: Improved Initiative.

Bonus Feats: Dodge.

Gear: Chain Shirt, Backpack.

Gold: 11 gp.

Playing a White Magus
Religion: A white magus need not be dedicated to a god, yet nearly universally white magi are worshipers of gods of healing, protection, and other earmarks of goodness and kindness. Thus a white magus and a cleric seem nearly indistinguishable off the field of battle.

Other Classes: Most classes assume white magi are simply clerics without heavy armor, and this is true. They are best friends with melee classes, especially barbarians who trade protection for power and can appreciate a good healing, as well as offense-minded parties in general. All can appreciate the ease which a white magus can bring back the dead.

Combat: The white magus is not a militant fighter like the cleric often is. Lacking heavy armor (and indeed doing better without) and not having the toughness and fortitude of melee combat, white magi stand back with wizards and other casters, supporting, buffing, and inflicting status effects to win the battle. White magi need not be pacifists, but they are more of a dedicated caster than most.

Advancement: Any prestige class good for a cleric is bound to be good for a white magus.

White Magi in the World
"We will defeat you Chaos!"

Daily Life: White magi are part cleric, part wizard. They study and learn new spells and thus often have a fairly wizard-like mindset to the world. But their dedication to healing and using magic for good purposes to help others comes paramount. They are often dedicated to a cause and never back down from it.

Notables: There is a story of four unknown white magi who chose to fight against an elder evil only known as "Chaos" and won. Their names have been lost to history.

Organizations: White magi often belong to religious institutions associated with clerics and paladins.

NPC Reactions: The common man loves white magi for what they do. They often become the town's doctor and a source of comfort when times are bad.

White Magi Lore
Characters with ranks in knowledge religion can research white magi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

White Magi in the Game
Sample Encounter: The enemy forces are being supported by a strong white magi. Until the healer is defeated, the army will prove all but invincible.

EL 10: PENDING.