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→Making a White Mage
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|1st||class="left" | 0 || 2 || 2 || 2
| class="left" | Spellcasting, Armored Casting, Magic Hands, Brilliance (uncapped level bonuses), Turn Undead
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To cast a White Mage spell, 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—''cure minor wounds'', ''dancing lights'', ''detect magic'', ''disrupt undead'', ''flare'', ''light'', ''mending'', ''purify food and drink'', ''resistance'', ''virtue''
1st—''avoid planar effects'', ''bless water'', ''cure light wounds'', ''deathwatch'', ''delay disease'', ''endure elements'', ''faerie fire'', ''greater dispel magic'', ''lesser vigor'', ''produce flame'', ''protection from chaos/evil/good/law'', ''remove fear'', ''shield of faith''
2nd—''aid, calm emotions, close wounds, continual flame, cure moderate wounds, delay poison, gentle repose, lesser restoration, make whole, protection from negative energy, rainbow beam, remove paralysis, resist energy, shield other''
3rd—''attune form, create food and water, cure serious wounds, daylight, Leomund’s tiny hut, magic circle against chaos/evil/good/law, neutralize poison, protection from energy, remove blindness/deafness, remove disease, searing light, spark of life, vigor''
4th—''astral hospice, blistering radiance, cure critical wounds, death ward, delay death, freedom of movement, good hope, planar tolerance, mass shield of faith, Otiluke’s resilient sphere, restoration, revenance, spell immunity, stoneskin''
5th—''break enchantment, greater vigor, life’s grace, lucent lance, mass cure light wounds, raise dead, revivify, spell resistance, undeath to death, wall of force''
6th—''animate objects, bolt of glory, contingency, energy immunity, globe of invulnerability, heal, heroes’ feast, mass cure moderate wounds, ray of light, revive outsider, stone to flesh, word of recall''
7th—''fortunate fate, greater restoration, mass cure serious wounds, mass restoration, mass spell resistance, spell turning, radiant assault, regenerate, resurrection, sunbeam''
8th—''greater spell immunity, mass cure critical wounds, mass death ward, mind blank, protection from spells, sunburst, Otiluke’s telekinetic sphere''
9th—''astral projection, freedom, mass heal, true resurrection, unbinding''
'''{{Anchor|Armored Casting}}:''' A White Mage casts arcane spells, but she is not affected by the arcane spell failure of any armor or shield she is proficient with. This ability only applies to her White Mage spells; if she is able to cast any other arcane spells, those are affected by arcane spell failure as normal.
'''{{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 doesn’t 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 ''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, and all Healing spells affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell). At 4th level the 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 Heightened to the highest castable White Mage spell level, and at 10th level all affected (Healing) spells are 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|Turn Undead}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The White Mage can turn undead as a Cleric of her class level. If she gains turning or rebuking from more than one class, the levels stack.
'''{{Anchor|Equilibrium}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the White Mage’s body is accustomed to way more positive energy than most people can handle. She is treated as native to the Positive Energy Plane in addition to planes where she is already a native. She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory or exploding due to being on a Major Positive-Dominant plane). However, she also doesn’t gain temporary hit points from the Major Positive-Dominant trait. At 7th level, the White Mage equilibrates just as well with surrounding negative energy and is under a continuous death ward effect.
'''{{Anchor|Planar Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A White Mage’s physiology starts off fairly normal, but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. At 2nd level, a White Mage no longer needs to sleep and gains immunity to sleep effects. At 5th level, this immunity extends to paralysis and fear, and at 9th level she is immune to disease and poison and also no longer needs to eat or drink.
'''{{Anchor|Advanced Learning}}:''' At 3rd level and every two levels thereafter, the White Mage may permanently add one spell to her spell list. This spell must be of a level she can already cast, and must be from either the Abjuration school, the (Healing) subschool, or have the [Light] descriptor. Only spells from the Cleric or Wizard spell lists may be learned in this way.
'''{{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 Silent and 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 don’t 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 quickened ''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 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 Quicken Spell metamagic applied. Any [Light] spells she casts are also Empowered.
'''{{Anchor|In Brightest Day}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, the White Mage emits a constant radiance equivalent to a ''daylight '' effect which may be suppressed or resumed as a swift action. She gains the 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 or Arcane Disciple, 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 (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|In Darkest Night}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, the White Mage’s ''death ward '' effect extends to all allies within 30 feet. This may be suppressed or resumed as a swift action.
'''{{Anchor|Extra Life}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 9th level the White Mage can cast <i>''raise dead</i> '' as an immediate action spell-like ability once per day. Also, neither she nor her corpse can be transformed into an undead creature by any means.
'''{{Anchor|Improved Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, the White Mage gains Improved Mettle. This functions as Mettle, except that if the White Mage fails on a Will partial or Fortitude partial saving throw, she still only takes the partial effect.
'''{{Anchor|Ascension}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. She gains the Outsider type, the Native or Extraplanar subtype as appropriate for her home plane, and her previous type as an Augmented subtype.
'''{{Anchor|Planar Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level, the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. This ability can be activated and deactivated as a move action. At 15th level, this may be increased to the Major Positive-Dominant trait, and the White Mage can freely switch between Major, Minor, and no aura as a move action.
'''{{Anchor|Reraise}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 13th level White Mage gains the ability to cast ''contingent resurrection '' on a target creature, which is triggered by their death. When she first gains this ability, the White Mage may cast it 3/day, which increases to 5/day at 16th level and becomes usable at-will at 19th level. The White Mage may not have more such effects active at a time than they may cast per day, and no more than one active on any given creature, although they are dismissible as normal for <i>''contingency</i>''. These do not count against the "You can use only one <i>''contingency</i> '' spell at a time" restriction of the <i>''contingency</i> '' spell.
'''{{Anchor|Planar Bubble}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. As a swift action, she can create a Planar Breach as with precipitate breach to the Positive Energy Planeas with ''precipitate breach''.
'''{{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. Note that for the purposes of Inner Fire, being dead is a harmful status effect, and it is fully expected that White Mages at this point are fully 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 within in one round minute as with a ''clone '' spell. At this point the White Mage has pretty much won D&D.
===Campaign Information===