Changes

Jump to: navigation, search

White Mage (3.5e Class)

732 bytes added, 00:47, 7 January 2010
out-of-page links, references (part 1)
White Mages are specifically designed to let people actually play a character whose primary job is healing. They mostly fire off Healing and occasional Abjuration spells all over the place, and look all shiny. Occasionally there may be [Light] spells involved, but usually only when the White Mage is solo.
They’re They're balanced around the idea that healing is fundamentally action denial, and the baseline comparison for what a 5th-level White Mage does is casting ''hold person'' on whatever comes along.
'''Races:''' Every group of humanoids has individuals who walk the path of healing, and some of them become White Mages. The same is true of most monsters that get class levels, with the exception of undead, tomb-tainted and creatures like xeg-ya which are powered by or made of negative energy. Offspring of celestials are more likely to become white mages than most people, due to their connection to planes such as Elysium and Ysgard, as are the occasional genasi tied to positive-aligned planes.
'''Alignment:''' White Mages’ Mages' powers come directly from positive energy, so their alignment tendencies depend on how negative energy is treated. That said, every side has use for people who can heal, and white mages can be of any alignment if they really try, even if you use The Crawling Darkness (an evil White Mage in that case would just have to be an incredible bastard).
'''Starting Gold:''' 6d6×10 gp (210 gp).
|-
|6th||class="left" | +4 || +5 || +5 || +5
| class="left" | [[#Friggin’ Friggin' Lasers|Friggin’ Friggin' Lasers]], [[#False Divinity|False Divinity]]
|6||6||5||3||—||—||—||—||—||—
|-
'''{{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 spell, she must have a Charisma at least equal to 10 + the Spell Level. The DC of the White Mage’s 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]]''
1st&mdash;''avoid planar effects''<ref name="plhb">[[Publication:Planar Handbook|Planar Handbook]]</ref>, ''[[SRD:Bless Water|bless water]]'', ''[[SRD:Cure Light Wounds|cure light wounds]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Delay Disease|delay disease]]'', ''[[SRD:Endure Elements|endure elements]]'', ''[[SRD:Faerie Fire|faerie fire]]'', ''[[SRD:Greater Dispel Magic|greater dispel magic]]'', ''lesser vigor''<ref name="cdiv">[[Publication:Complete Divine|Complete Divine]]</ref>, ''[[SRD:Produce Flame|produce flame]]'', ''[[SRD:Protection from Chaos|protection from chaos]]/[[SRD:Protection from Evil|evil]]/[[SRD:Protection from Good|good]]/[[SRD:Protection from Law|law]]'', ''[[SRD:Remove Fear|remove fear]]'', ''[[SRD:Shield of Faith|shield of faith]]''
2nd&mdash;''[[SRD:Aid|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&mdash;''attune form, create food and water, cure serious wounds, daylight, Leomund’s 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&mdash;''astral hospice, blistering radiance, cure critical wounds, death ward, delay death, freedom of movement, good hope, planar tolerance, mass shield of faith, Otiluke’s Otiluke's resilient sphere, restoration, revenance, spell immunity, stoneskin''
5th&mdash;''break enchantment, greater vigor, life’s life's grace, lucent lance, mass cure light wounds, raise dead, revivify, spell resistance, undeath to death, wall of force''
6th&mdash;''animate objects, bolt of glory, contingency, energy immunity, globe of invulnerability, heal, heroes’ heroes' feast, mass cure moderate wounds, ray of light, revive outsider, stone to flesh, word of recall''
7th&mdash;''fortunate fate, greater restoration, mass cure serious wounds, mass restoration, mass spell resistance, spell turning, radiant assault, regenerate, resurrection, sunbeam''
8th&mdash;''greater spell immunity, mass cure critical wounds, mass death ward, mind blank, protection from spells, sunburst, Otiluke’s Otiluke's telekinetic sphere''
9th&mdash;''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 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 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 (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 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 does not 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 ''[[SRD:Death Ward|death ward ]]'' effect.
'''{{Anchor|Planar Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A White Mage’s 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 Mage's possession. The metamagic effects of this ability don’t 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|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’ 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 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 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 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 Mage's ''[[SRD:Death Ward|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 ''raise dead'' 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.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
 
=== References ===
<references />

Navigation menu