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White Mage (3.5e Class)

329 bytes added, 23:19, 7 January 2010
Feat/Metamagic Links
'''{{Anchor|Spells}}:''' The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A White Mage casts spells from the White Mage Spell List (below). A White mage automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available.
To cast a White Mage spellellell, she must have a Charisma at least equal to 10 + the Spell Level. The DC of the White Mage's spells is Wisdom based and the bonus spells are Charisma based. White Mages' spells come from the following list:
0—''[[SRD:Cure Minor Wounds|cure minor wounds]]'', ''[[SRD:Dancing Lights|dancing lights]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Disrupt Undead|disrupt undead]]'', ''[[SRD:Flare|flare]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mending|mending]]'', ''[[SRD:Purify Food and Drink|purify food and drink]]'', ''[[SRD:Resistance|resistance]]'', ''[[SRD:Virtue|virtue]]''
'''{{Anchor|Magic Hands}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As an attack action, the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. This is a positive energy-based effect, and thus cannot heal undead (without spark of life applied), does not affect many constructs, and cannot damage Positive Energy Plane natives. Because this is not a spell, it does not benefit from Brilliance.
'''{{Anchor|Brilliance}}:''' White Mages are directly linked to a dimension of raw energy, and this makes them very shiny. It also means their energy powers get all over the place. Any level-dependent bonuses to a White Mage's Healing spells are uncapped by level (so a ''[[SRD:Cure Light Wounds|cure light wounds]]'' spell would heal 1d8+1/caster level, even if caster level exceeds 5). Additionally, any Touch-range Healing spell a 2nd-level White Mage casts is automatically a Reach Spell<ref name="cdiv" />, and all Healing spells affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell<ref name="carc" />). At 4th level the [[SRD:Empower Spell |Empower Spell]] metamagic is applied to all (Healing) spells and all prior effects of the Brilliance ability (uncapped bonuses, Reach, and Chain) apply to Abjurations, at 8th level all (Healing) and Abjuration spells are [[SRD:Heighten Spell|Heightened ]] to the highest castable White Mage spell level, and at 10th level all (Healing) spells are [[SRD:Maximize Spell|Maximized]].
Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time.
'''{{Anchor|Instant Ward}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the White Mage may grant any ally within 30 ft. a +5 bonus to AC and saves for one round as an immediate action.
'''{{Anchor|Inner Fire}}:''' At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. Any spell which removes or suppresses a harmful status effect on herself may be activated by the White Mage as though it were both [[SRD:Silent Spell|Silent]] and [[SRD:Still Spell|Stilled]], and may be used even while unconscious (but not actually dead). Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. Spells cast under this ability require the expenditure of any XP or material components as normal; such components must be in the White Mage's possession. The metamagic effects of this ability do not increase the spell slot required or increase the casting time.
'''{{Anchor|Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the White Mage gains Mettle, as the Hexblade ability.
'''''{{Anchor|Status Check}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 4th level, the White Mage gains a supernatural intuition about how her allies are faring. She may cast ''[[SRD:Status|status]]'' at will as a swift action spell-like ability.
'''{{Anchor|Lifesense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, the White Mage is familiar enough with the flow of positive energy that she can see it in other beings, even when her other senses fail. She gains blindsense out to 40 ft. to detect living or undead creatures, and knows how healthy they are as with ''[[SRD:Deathwatch|deathwatch]]''. At 10th level, this ability is equivalent to blindsight. At 15th level, this sense extends out to 120 ft.
'''{{Anchor|Friggin' Lasers}}:''' At 6th level, any [Light] spells the White Mage casts gain a +2 bonus to caster level.
'''{{Anchor|False Divinity}}:''' A White Mage's magic is similar to many sources of divine power, close enough to mimic true divinity. Her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability; a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage. You probably shouldn't try to do that.
'''{{Anchor|Flashes of Light}}:''' At 7th level, the White Mage can channel her positive energy even more quickly; she may cast (Healing), [Light], and Abjuration spells as a swift action, as though they had the [[SRD:Quicken Spell|Quicken Spell ]] metamagic applied. Any [Light] spells she casts are also [[SRD:Empower Spell|Empowered]].
'''{{Anchor|In Brightest Day}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, the White Mage emits a constant radiance equivalent to a ''[[SRD:Daylight|daylight]]'' effect which may be suppressed or resumed as a swift action. She gains the [[SRD:Sun Domain|Sun domain]], giving greater turning 1/day and adding Sun domain spells to her spell list. If she has already added the Sun domain's spells from some other selectable source, such as [[Attune_Domain_(3.5e Feat)|Attune Domain ]] or Arcane Disciple<ref name="cdiv" />, she may select a different valid domain for that source. If she already has the Sun domain from a non-selectable source, she instead gains another domain as if she had taken [[Attune Domain (3.5e Feat)|Attune Domain ]] (this does not count against the total of 3 Attuned Domains/Spheres).
'''{{Anchor|Pew Pew}}:''' At 8th level, the White Mage's ability to siphon raw light energy has become natural and almost effortless; she can cast any (Healing) spell as an attack action.
'''{{Anchor|Instant Brilliance}}:''' At 17th level, the White Mage may cast any of its specialized spells as an Immediate Action. This may only affect spells which are affected by Brilliance.
'''{{Anchor|Still Alive}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A White Mage of 18th level is so full of life that they're alive for a while even after they die. This is actually pretty bizarre to people in the setting, don't worry about it too much. For 1 minute per character level after they die, the White Mage may still use any of their abilities so long as it doesn't require actual movement to perform. This includes (but is not necessarily limited to) their spell-like abilities, and spells which are used via [[#Inner Fire|Inner Fire]]. Note that for the purposes of [[#Inner Fire|Inner Fire]], being dead is a harmful status effect, and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal.
'''{{Anchor|Aspect of the Wolverine}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The White Mage is now almost completely composed of essentially cancerous cells, but doesn't lose things like viability as an organism. She gains Regeneration 10, which is not bypassed by any form of damage, and so long as some portion of her body still exists she can't actually die, and will regenerate from that portion in one minute as with a ''[[SRD:Clone|clone]]'' spell. At this point the White Mage has pretty much won D&D.
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