Difference between revisions of "User:Quantumboost/Rebalanced White Mage (3.5e Class)"

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===Making a White Mage===
 
===Making a White Mage===
  
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.  
+
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 effects all over the place, and look all shiny. Occasionally there may be [Light] effects involved, but usually only when the White Mage is solo or there's nobody who actually needs healing.
  
 
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.
 
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.
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! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! colspan="10" | [[#Spells|Spells per Day]]
 
  
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
 
|-
 
|-
 
|1st||class="left" | +0 || +2 || +2 || +2
 
|1st||class="left" | +0 || +2 || +2 || +2
| class="left" | [[#Spellcasting|Spellcasting]], [[#Armored Casting|Armored Casting]], [[#Magic Hands|Magic Hands]], [[#Brilliance|Brilliance]] (uncapped level bonuses, Reach), [[#Turn Undead|Turn Undead]]
+
| class="left" | [[#Armored Casting|Armored Casting]], [[#Shining Fingers|Shining Fingers]], [[#Brilliance|Brilliance]] (uncapped level bonuses), [[#Turn Undead|Turn Undead]]
|5||3||—||—||—||—||—||—||—||—
 
 
|-
 
|-
 
|2nd||class="left" | +1 || +3 || +3 || +3
 
|2nd||class="left" | +1 || +3 || +3 || +3
| class="left" | [[#Brilliance|Brilliance]] (Chain), [[#Equilibrium|Equilibrium]] (positive energy), [[#Planar Immunity|Planar Immunity]] (sleep)
+
| class="left" | [[#Brilliance|Brilliance]] (Reach, Chain), [[#Equilibrium|Equilibrium]] (positive energy), [[#Planar Immunity|Planar Immunity]] (sleep)
|6||4||—||—||—||—||—||—||—||—
 
 
|-
 
|-
 
|3rd||class="left" | +2 || +3 || +3 || +3
 
|3rd||class="left" | +2 || +3 || +3 || +3
| class="left" | [[#Instant Ward|Instant Ward]], [[#Inner Fire|Inner Fire]], [[#Advanced Learning|Advanced Learning]]
+
| class="left" | [[#Instant Ward|Instant Ward]], [[#Inner Fire|Inner Fire]]
|6||5||—||—||—||—||—||—||—||—
 
 
|-
 
|-
 
|4th||class="left" | +3 || +4 || +4 || +4
 
|4th||class="left" | +3 || +4 || +4 || +4
 
| class="left" | ''[[#Status Check|Status Check]]'', [[#Mettle|Mettle]], [[#Brilliance|Brilliance]] (Empower)
 
| class="left" | ''[[#Status Check|Status Check]]'', [[#Mettle|Mettle]], [[#Brilliance|Brilliance]] (Empower)
|6||6||3||—||—||—||—||—||—||—
 
 
|-
 
|-
 
|5th||class="left" | +3 || +4 || +4 || +4
 
|5th||class="left" | +3 || +4 || +4 || +4
| class="left" | [[#Lifesense|Lifesense]] (blindsense 40 ft.), [[#Planar Immunity|Planar Immunity]] (paralysis, fear), [[#Advanced Learning|Advanced Learning]]
+
| class="left" | [[#Lifesense|Lifesense]] (blindsense 40 ft.), [[#Planar Immunity|Planar Immunity]] (paralysis, fear)
|6||6||4||—||—||—||—||—||—||—
 
 
|-
 
|-
 
|6th||class="left" | +4 || +5 || +5 || +5
 
|6th||class="left" | +4 || +5 || +5 || +5
 
| class="left" | [[#Friggin' Lasers|Friggin' Lasers]], [[#False Divinity|False Divinity]]
 
| class="left" | [[#Friggin' Lasers|Friggin' Lasers]], [[#False Divinity|False Divinity]]
|6||6||5||3||—||—||—||—||—||—
 
 
|-
 
|-
 
|7th||class="left" | +5 || +5 || +5 || +5
 
|7th||class="left" | +5 || +5 || +5 || +5
| class="left" | [[#Flashes of Light|Flashes of Light]], [[#Equilibrium|Equilibrium]] (negative energy), [[#In Brightest Day|In Brightest Day]], [[#Advanced Learning|Advanced Learning]]
+
| class="left" | [[#Flashes of Light|Flashes of Light]], [[#Equilibrium|Equilibrium]] (negative energy), [[#In Brightest Day|In Brightest Day]]
|6||6||6||4||—||—||—||—||—||—
 
 
|-
 
|-
 
|8th||class="left" | +6/+1 || +6 || +6 || +6
 
|8th||class="left" | +6/+1 || +6 || +6 || +6
 
| class="left" | [[#Pew Pew|Pew Pew]], [[#In Darkest Night|In Darkest Night]], [[#Brilliance|Brilliance]] (Heighten)
 
| class="left" | [[#Pew Pew|Pew Pew]], [[#In Darkest Night|In Darkest Night]], [[#Brilliance|Brilliance]] (Heighten)
|6||6||6||5||3||—||—||—||—||—
 
 
|-
 
|-
 
|9th||class="left" | +6/+1 || +6 || +6 || +6
 
|9th||class="left" | +6/+1 || +6 || +6 || +6
| class="left" | [[#Planar Immunity|Planar Immunity]] (disease, poison, hunger, thirst), [[#Advanced Learning|Advanced Learning]]
+
| class="left" | [[#Planar Immunity|Planar Immunity]] (disease, poison, hunger, thirst)
|6||6||6||6||4||—||—||—||—||—
 
 
|-
 
|-
 
|10th||class="left" | +7/+2 || +7 || +7 || +7
 
|10th||class="left" | +7/+2 || +7 || +7 || +7
 
| class="left" | [[#Brilliance|Brilliance]] (Maximize), [[#Lifesense|Lifesense]] (blindsight 40 ft.)
 
| class="left" | [[#Brilliance|Brilliance]] (Maximize), [[#Lifesense|Lifesense]] (blindsight 40 ft.)
|6||6||6||6||5||3||—||—||—||—
 
 
|-
 
|-
 
|11th||class="left" | +8/+3 || +7 || +7 || +7
 
|11th||class="left" | +8/+3 || +7 || +7 || +7
| class="left" | [[#Improved Mettle|Improved Mettle]], [[#Advanced Learning|Advanced Learning]]
+
| class="left" | [[#Improved Mettle|Improved Mettle]]
|6||6||6||6||6||4||—||—||—||—
 
 
|-
 
|-
 
|12th||class="left" | +9/+4 || +8 || +8 || +8
 
|12th||class="left" | +9/+4 || +8 || +8 || +8
 
| class="left" | [[#Ascension|Ascension]], [[#Planar Aura|Planar Aura]] (minor positive-dominant)
 
| class="left" | [[#Ascension|Ascension]], [[#Planar Aura|Planar Aura]] (minor positive-dominant)
|6||6||6||6||6||5||3||—||—||—
 
 
|-
 
|-
 
|13th||class="left" | +9/+4 || +8 || +8 || +8
 
|13th||class="left" | +9/+4 || +8 || +8 || +8
| class="left" | ''[[#Reraise|Reraise]]'' 3/day, [[#Advanced Learning|Advanced Learning]]
+
| class="left" | ''[[#Reraise|Reraise]]'' 3/day
|6||6||6||6||6||6||4||—||—||—
 
 
|-
 
|-
 
|14th||class="left" | +10/+5 || +9 || +9 || +9
 
|14th||class="left" | +10/+5 || +9 || +9 || +9
 
| class="left" | [[#Planar Bubble|Planar Bubble]]
 
| class="left" | [[#Planar Bubble|Planar Bubble]]
|6||6||6||6||6||6||5||3||—||—
 
 
|-
 
|-
 
|15th||class="left" | +11/+6/+6 || +9 || +9 || +9
 
|15th||class="left" | +11/+6/+6 || +9 || +9 || +9
| class="left" | [[#Planar Aura|Planar Aura]] (major positive-dominant), [[#Lifesense|Lifesense]] (blindsight 120 ft.), [[#Advanced Learning|Advanced Learning]]
+
| class="left" | [[#Still Alive|Still Alive]], [[#Lifesense|Lifesense]] (blindsight 120 ft.)
|6||6||6||6||6||6||6||4||—||—
 
|-
 
|16th||class="left" | +12/+7/+7 || +10 || +10 || +10
 
| class="left" | ''[[#Reraise|Reraise]]'' 5/day
 
|6||6||6||6||6||6||6||5||3||—
 
|-
 
|17th||class="left" | +12/+7/+7 || +10 || +10 || +10
 
| class="left" | [[#Instant Brilliance|Instant Brilliance]], [[#Advanced Learning|Advanced Learning]]
 
|6||6||6||6||6||6||6||6||4||—
 
|-
 
|18th||class="left" | +13/+8/+8 || +11 || +11 || +11
 
| class="left" | [[#Still Alive|Still Alive]]
 
|6||6||6||6||6||6||6||6||5||3
 
|-
 
|19th||class="left" | +14/+9/+9 || +11 || +11 || +11
 
| class="left" | ''[[#Reraise|Reraise]]'' at will, [[#Advanced Learning|Advanced Learning]]
 
|6||6||6||6||6||6||6||6||6||4
 
|-
 
|20th||class="left" | +15/+10/+10 || +12 || +12 || +12
 
| class="left" | [[#Aspect of the Wolverine|Aspect of the Wolverine]]
 
|6||6||6||6||6||6||6||6||6||6
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
Line 159: Line 122:
 
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:
 
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&mdash;''[[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]]''
+
0&mdash;''[[SRD:Dancing Lights|dancing lights]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Flare|flare]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mending|mending]]'', ''[[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:Deathwatch|deathwatch]]'', ''delay disease''<ref name="spc">[[Publication:Spell Compendium|Spell Compendium]]</ref>, ''[[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]]''
+
1st&mdash;''avoid planar effects''<ref name="plhb">[[Publication:Planar Handbook|Planar Handbook]]</ref>, ''[[SRD:Bless Water|bless water]]'', ''delay disease''<ref name="spc">[[Publication:Spell Compendium|Spell Compendium]]</ref>, ''[[SRD:Endure Elements|endure elements]]'', ''[[SRD:Faerie Fire|faerie fire]]'', ''[[SRD:Greater Dispel Magic|greater dispel magic]]'', ''[[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]]'', ''[[SRD:Calm Emotions|calm emotions]]'', ''close wounds''<ref name="minihb">[[Publication:Miniatures Handbook|Miniatures Handbook]]</ref>, ''[[SRD:Continual Flame|continual flame]]'', ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'', ''[[SRD:Delay Poison|delay poison]]'', ''[[SRD:Gentle Repose|gentle repose]]'', ''[[SRD:Lesser Restoration|lesser restoration]]'', ''[[SRD:Make Whole|make whole]]'', ''protection from negative energy''<ref name="lm">[[Publication:Libris Mortis|Libris Mortis]]</ref>, ''rainbow beam''<ref name="spc" />, ''[[SRD:Remove Paralysis|remove paralysis]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[SRD:Shield Other|shield other]]''
+
2nd&mdash;''[[SRD:Aid|aid]]'', ''[[SRD:Calm Emotions|calm emotions]]'', ''close wounds''<ref name="minihb">[[Publication:Miniatures Handbook|Miniatures Handbook]]</ref>, ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'', ''[[SRD:Delay Poison|delay poison]]'', ''[[SRD:Gentle Repose|gentle repose]]'', ''[[SRD:Lesser Restoration|lesser restoration]]'', ''[[SRD:Make Whole|make whole]]'', ''protection from negative energy''<ref name="lm">[[Publication:Libris Mortis|Libris Mortis]]</ref>, ''rainbow beam''<ref name="spc" />, ''[[SRD:Remove Paralysis|remove paralysis]]'', ''[[SRD:Shield Other|shield other]]''
  
3rd&mdash;''attune form''<ref name="plhb" />, ''[[SRD:Create Food and Water|create food and water]]'', ''[[SRD:Cure Serious Wounds|cure serious wounds]]'', ''[[SRD:Daylight|daylight]]'', ''[[SRD:Tiny Hut|tiny hut]]'', ''[[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]]'', ''[[SRD:Neutralize Poison|neutralize poison]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[SRD:Remove Blindness/Deafness|remove blindness/deafness]]'', ''[[SRD:Remove Disease|remove disease]]'', ''[[SRD:Searing Light|searing light]]'', ''spark of life''<ref name="lm" />, ''vigor''<ref name="cdiv" />
+
3rd&mdash;''attune form''<ref name="plhb" />, ''[[SRD:Create Food and Water|create food and water]]'', ''[[SRD:Daylight|daylight]]'', ''[[SRD:Tiny Hut|tiny hut]]'', ''[[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]]'', ''[[SRD:Neutralize Poison|neutralize poison]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[SRD:Remove Blindness/Deafness|remove blindness/deafness]]'', ''[[SRD:Remove Disease|remove disease]]'', ''[[SRD:Searing Light|searing light]]'', ''spark of life''<ref name="lm" />, ''vigor''<ref name="cdiv">Complete Divine</ref>
  
4th&mdash;''astral hospice''<ref name="plhb" />, ''[[SRD:Cure Critical Wounds|cure critical wounds]]'', ''[[SRD:Death Ward|death ward]]'', ''delay death''<ref name="spc" />, ''[[SRD:Freedom of Movement|freedom of movement]]'', ''[[SRD:Good Hope|good hope]]'', ''planar tolerance''<ref name="plhb" />, ''mass [[SRD:Shield of Faith|shield of faith]]'', ''[[SRD:Resilient Sphere|resilient sphere]]'', ''[[SRD:Restoration|restoration]]'', ''revenance''<ref name="spc" />, ''[[SRD:Spell Immunity|spell immunity]]'', ''[[SRD:Stoneskin|stoneskin]]''
+
4th&mdash;''[[SRD:Death Ward|death ward]]'', ''delay death''<ref name="spc" />, ''[[SRD:Freedom of Movement|freedom of movement]]'', ''[[SRD:Good Hope|good hope]]'', ''planar tolerance''<ref name="plhb" />, ''mass [[SRD:Shield of Faith|shield of faith]]'', ''[[SRD:Resilient Sphere|resilient sphere]]'', ''[[SRD:Restoration|restoration]]'', ''revenance''<ref name="spc" />, ''[[SRD:Spell Immunity|spell immunity]]'', ''[[SRD:Stoneskin|stoneskin]]''
  
5th&mdash;''[[SRD:Break Enchantment|break enchantment]]'', ''greater vigor''<ref name="cdiv" />, ''life's grace''<ref name="spc" />, ''lucent lance''<ref name="spc" />, ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]'', ''[[SRD:Plane Shift|plane shift]]'' (willing targets only), ''[[SRD:Raise Dead|raise dead]]'', ''revivify''<ref name="spc" />, ''[[SRD:Spell Resistance|spell resistance]]'', ''[[SRD:Undeath to Death|undeath to death]]'', ''[[SRD:Wall of Force|wall of force]]''
+
5th&mdash;''greater vigor''<ref name="cdiv" />, ''life's grace''<ref name="spc" />, ''lucent lance''<ref name="spc" />, ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]'', ''[[SRD:Raise Dead|raise dead]]'', ''revivify''<ref name="spc" />, ''[[SRD:Spell Resistance|spell resistance]]'', ''[[SRD:Undeath to Death|undeath to death]]'', ''[[SRD:Wall of Force|wall of force]]''
  
6th&mdash;''[[SRD:Animate Objects|animate objects]]'', ''[[SRD:Bolt of Glory|bolt of glory]]'', ''[[SRD:Contingency|contingency]]'', ''energy immunity''<ref name="spc" />, ''[[SRD:Globe of Invulnerability|globe of invulnerability]]'', ''[[SRD:Heal|heal]]'', ''[[SRD:Heroes' Feast|heroes' feast]]'', ''[[SRD:Mass Cure Moderate Wounds|mass cure moderate wounds]]'', ''ray of light''<ref>[[Publication:Dragon Magazine Annual #5|Dragon Magazine Annual #5]]</ref>, ''revive outsider''<ref name="motp">[[Publication:Manual of the Planes (3e)|Manual of the Planes]]</ref>, ''[[SRD:Stone to Flesh|stone to flesh]]'', ''[[SRD:Word of Recall|word of recall]]''
+
6th&mdash;''[[SRD:Animate Objects|animate objects]]'', ''[[SRD:Bolt of Glory|bolt of glory]]'', ''[[SRD:Contingency|contingency]]'', ''energy immunity''<ref name="spc" />, ''[[SRD:Globe of Invulnerability|globe of invulnerability]]'', ''[[SRD:Heal|heal]]'', ''[[SRD:Heroes' Feast|heroes' feast]]'', ''[[SRD:Mass Cure Moderate Wounds|mass cure moderate wounds]]'', ''revive outsider''<ref name="motp">[[Publication:Manual of the Planes (3e)|Manual of the Planes]]</ref>, ''[[SRD:Stone to Flesh|stone to flesh]]'', ''[[SRD:Word of Recall|word of recall]]''
  
7th&mdash;''fortunate fate''<ref>[[Publication:Magic of Faerun|Magic of Faerun]]</ref>, ''[[SRD:Greater Restoration|greater restoration]]'', ''[[SRD:Mass Cure Serious Wounds|mass cure serious wounds]]'', ''mass restoration''<ref name="lm" />, ''mass spell resistance''<ref name="cdiv" />, ''[[SRD:Spell Turning|spell turning]]'', ''radiant assault''<ref>[[Publication:Dragon Magazine #322|Dragon Magazine #322]]</ref>, ''[[SRD:Regenerate|regenerate]]'', ''[[SRD:Resurrection|resurrection]]'', ''[[SRD:Sunbeam|sunbeam]]''
+
7th&mdash;''[[SRD:Greater Restoration|greater restoration]]'', ''[[SRD:Mass Cure Serious Wounds|mass cure serious wounds]]'', ''mass restoration''<ref name="lm" />, ''mass spell resistance''<ref name="cdiv" />, ''[[SRD:Spell Turning|spell turning]]'', ''radiant assault''<ref>[[Publication:Dragon Magazine #322|Dragon Magazine #322]]</ref>, ''[[SRD:Regenerate|regenerate]]'', ''[[SRD:Resurrection|resurrection]]''
  
8th&mdash;''[[SRD:Greater Spell Immunity|greater spell immunity]]'', ''[[SRD:Mass Cure Critical Wounds|mass cure critical wounds]]'', ''mass death ward''<ref name="lm" />, ''[[SRD:Mind Blank|mind blank]]'', ''[[SRD:Protection from Spells|protection from spells]]'', ''[[SRD:Sunburst|sunburst]]'', ''[[SRD:Telekinetic Sphere|telekinetic sphere]]''
+
8th&mdash;''[[SRD:Greater Spell Immunity|greater spell immunity]]'', ''[[SRD:Mass Cure Critical Wounds|mass cure critical wounds]]'', ''mass death ward''<ref name="lm" />, ''[[SRD:Mind Blank|mind blank]]'', ''[[SRD:Protection from Spells|protection from spells]]''
  
9th&mdash;''[[SRD:Astral Projection|astral projection]]'', ''[[SRD:Freedom|freedom]]'', ''[[SRD:Mass Heal|mass heal]]'', ''[[SRD:True Resurrection|true resurrection]]'', ''unbinding''<ref name="cdiv" />
+
9th&mdash;''[[SRD:Freedom|freedom]]'', ''[[SRD:Mass Heal|mass heal]]'', ''[[SRD:True Resurrection|true resurrection]]'', ''unbinding''<ref name="cdiv" />
  
'''{{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|Armored Casting}}:''' A White Mage uses spell-like abilities with somatic components, 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 abilities; if she is able to cast any other arcane spells, those are affected by arcane spell failure as normal.
  
'''{{Anchor|Shining Fingers}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As an attack action, the White Mage may either deal damage or restore hit points equal to 1d6 for every two character levels she has, plus 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. If the White Mage so wishes, they may use their Dexterity to determine the attack bonus instead of Strength. Magic Hands is a (Healing) ability.
+
'''{{Anchor|Shining Fingers}} ([[Sp]]):''' As a standard action, the White Mage may either deal damage or restore hit points equal to 1d6 for every two character levels she has, plus her Wisdom modifier, to a touched target. This is a positive energy-based effect, and thus cannot heal undead (unless they have spark of life applied), does not affect many constructs, and cannot damage Positive Energy Plane natives. If the White Mage so wishes, they may use their Dexterity to determine the attack bonus instead of Strength.
  
'''{{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. A White Mage's (Healing) spells and abilities are not subject to limits on their level-based scaling (i.e., if they cast a Cure Light Wounds spell, a White Mage)
+
Although spell-like, Shining Fingers does have verbal and somatic components, but does not provoke attacks of opportunity. Shining Fingers is a (Healing) effect when used to heal, and a [Light] effect when used to damage. Shining Fingers counts as a first-level spell for the purposes of prestige classes.
  
At 2nd level, any of a White Mage's (Healing) spells or abilities which are Touch-range are extended out to 30 feet, and any (Healing) spells or abilities are able to affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell<ref name="carc">[[Publication:Complete Arcane|Complete Arcane]]</ref>). At 4th level all (Healing) spells and abilities are treated as if affected by [[SRD:Empower Spell|Empower Spell]] and all previous effects of the Brilliance ability (uncapped bonuses, Reach, and Chain) apply to Abjuration spells. At 8th level all (Healing), [Light], 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]].
+
'''{{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. A White Mage's (Healing) spells and abilities are not subject to limits on their level-based scaling (i.e., if they cast a Cure Light Wounds spell at caster level 10, it heals 1d6+10 rather than 1d6+5). At 2nd level, any of a White Mage's (Healing) spells or effects which are Touch-range are extended out to 30 feet, and any (Healing) spells or abilities are able to affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell<ref name="carc">[[Publication:Complete Arcane|Complete Arcane]]</ref>). At 4th level all (Healing) spells and abilities are treated as if affected by [[SRD:Empower Spell|Empower Spell]] and all previous effects of the Brilliance ability (uncapped bonuses, Reach, and Chain) apply to Abjuration spells. At 8th level all (Healing), [Light], and Abjuration effects 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. Brilliance effects apply to the White Mage's abilities whether or not they were given by the White Mage class; a Cleric X/White Mage 1 can cast all their ''cure'' spells from the Cleric class without level-based limits, for example.
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Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time. Brilliance effects apply to the White Mage's abilities whether or not they were given by the White Mage class; a Cleric X/White Mage 1 can cast all their ''cure'' spells cast from Cleric spell slots without level-based limits, for example.
  
'''{{Anchor|[[SRD:Turn or Rebuke Undead|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.
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'''{{Anchor|[[SRD:Turn or Rebuke Undead|Turn Undead]]}} ([[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''<ref name="cdiv" /> or exploding due to being on a Major Positive-Dominant plane). However, she also 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.
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'''{{Anchor|Radiant Magic}} ([[Ex]]):''' A White Mage is considered to have every spell of the (Healing) Subschool or [Light] Subtype on her spell list for the purpose of activating magic items.
  
'''{{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.
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'''{{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''<ref name="cdiv" /> or exploding due to being on a Major Positive-Dominant plane). However, she also does not gain temporary hit points from the Major Positive-Dominant trait. At 7th level, the White Mage equilibriates just as well with surrounding negative energy and is under a continuous ''[[SRD:Death Ward|death ward]]'' effect.
  
'''{{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.
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'''{{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, drink, or breathe.
  
'''{{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.
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'''{{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. Instant Ward counts as a second-level spell for purposes of prestige classes.
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'''{{Anchor|Inner Fire}}:''' At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. Any ability or spell which removes or suppresses a harmful status effect may be used by the White Mage on herself, without requiring any physical motion (including verbal and somatic components), and may be used even while dazed, unconscious, or any non-death conditions which remove actions. Any effect used in this way only affects the White Mage and does not provoke attacks of opportunity. Anything that requires the expenditure of any XP or material components, or the use of a focus, does so as normal; such components must be in the White Mage's possession, i.e., within or in contact with attended objects associated with the White Mage, but do not need to be physically manipulated.
  
 
'''{{Anchor|Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the White Mage gains Mettle, as the Hexblade ability.
 
'''{{Anchor|Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the White Mage gains Mettle, as the Hexblade ability.
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'''{{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|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.
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'''{{Anchor|Friggin' Lasers}}:''' At 6th level, any [Light] spells or abilities the White Mage uses 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. At 6th level 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.
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'''{{Anchor|False Divinity}}:''' A White Mage's magic is similar to many sources of divine power, close enough that the universe gets a little confused by it. At 6th level her White Mage spell-like abilities count 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]].
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'''{{Anchor|Flashes of Light}}:''' At 7th level, the White Mage can channel her positive energy even more quickly; as a swift action, she can project a burst of radiant positive energy within 30 feet that heals living beings and damages undead for 1d6 hit points per four levels; this is a (Healing) effect. Also, as a swift action, she can fire a [Light] effect in a 120-foot line, which deals 1d6 damage per four White Mage caster levels to all in the area.
  
'''{{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).
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'''{{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 either adding Sun domain spells to her spell list. Alternatively, if she does not have spell slots, the White Mage may instead choose to gain the spells of the Sun domain which would be accessible to a Cleric of her class level as though it were a Fiendish Sphere she had Basic access to (i.e., usable 1/day).
  
'''{{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 [Light] or Cure spell as an attack action.
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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).
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'''{{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 [Light] or Cure spell, or her Shining Fingers, as an attack action.
  
 
'''{{Anchor|In Darkest Night}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, the White 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|In Darkest Night}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, the White 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.
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'''{{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|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.
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'''{{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.
  
'''''{{Anchor|Reraise}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 13th level White Mage gains the ability to cast a ''contingent [[SRD:True Resurrection|true 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 ''[[SRD:Contingency|contingency]]''. These do not count against the "You can use only one ''[[SRD:Contingency|contingency]]'' spell at a time" restriction of the ''[[SRD:Contingency|contingency]]'' spell.
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'''''{{Anchor|Reraise}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 13th level White Mage gains the ability to protect her allies against death of all sorts. As a standard action, she can cast an effect similar to a ''contingent true resurrection'', which lasts for 1 round/level. The affected creature will be instantly resurrected and restored to full health as per ''[[SRD:True Resurrection|true resurrection]]'' if and when it dies under this effect. This is a (Healing) effect, and one instance is expended for each creature resurrected (so a Chained ''reraise'' will resurrect the first creature killed that is a target, then the effect ends; if it is cast twice, one ''reraise'' is expended and one remains active).
  
 
'''{{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 to the Positive Energy Plane as with ''precipitate breach''<ref name="plhb" />.
 
'''{{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 to the Positive Energy Plane as with ''precipitate breach''<ref name="plhb" />.
  
'''{{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.
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'''{{Anchor|Still Alive}} ([[Ex]])''': A true White Mage doesn't die, even if he's killed! At 15th level, 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 anything which is used via Inner Fire. Inner Fire can now be used even while dead, and death counts as a harmful status effect for that purpose (for example, casting an inner fired Lifega).
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===="Spellcasting" Abilities====
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'''{{Anchor|Break Enchantment}} ([[Sp]]):''' At 9th level, a White Mage may cast ''[[SRD:Break Enchantment|break enchantment]]'' as a spell-like ability. This retains its somatic and verbal components, and counts as a 5th level spell for purposes of prestige classes and spellcasting advancement. (Note: is an Abjuration)
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'''{{Anchor|Avoid Planar Effects}} ([[Sp]]):''' As a standard action, a White Mage of Xth level can protect her allies from the planar effects of any plane they happen to be on, as per ''avoid planar effects''<ref name="plhb" />. This effect lasts for an hour per White Mage level, and is an Abjuration effect. This ability has verbal and somatic components.
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'''{{Anchor|Radiant Shield}} ([[Sp]]):''' minute/level, Shield of Faith, level 1/2
  
'''{{Anchor|Still Alive}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A White Mage of 18th level doesn't die even when he's killed. 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.
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'''{{Anchor|Resist Energy}} ([[Sp]]):''' A White Mage of 2nd level gains the ability to cast ''[[SRD:Resist Energy|resist energy]]'' as a spell-like ability at will. This ability still requires the same components as the spell, and only one instance of this ability can be on a given creature.
  
'''{{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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'''{{Anchor|Warp}} ([[Sp]]):''' As a standard action once per day, the White Mage may extend her connection to the Positive Energy Plane to bring herself and up to 8 willing creatures within Touch range there, as per ''[[SRD:Plane Shift|plane shift]]''.
  
 
===Campaign Information===
 
===Campaign Information===

Latest revision as of 04:11, 21 February 2012


White Mage[edit]

Moon healing activation!

The Positive Energy Plane is the source of all life, and channeling its power heals and restores the living. Normally channeling its power to focused effect is the providence of very skilled necromancers and devotees of the gods after great training, focus, and experience, but sometimes a person just rips open a portal through their soul and runs with it. These are known as White Mages. White Mages use their powers to reverse or prevent afflictions, and their single-minded focus on channeling positive energy allows them to exceed even the most devoted priests in that regard.

Making a White Mage[edit]

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 effects all over the place, and look all shiny. Occasionally there may be [Light] effects involved, but usually only when the White Mage is solo or there's nobody who actually needs healing.

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' 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).

Starting Age: "As rogue".

Table: The White Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Armored Casting, Shining Fingers, Brilliance (uncapped level bonuses), Turn Undead
2nd +1 +3 +3 +3 Brilliance (Reach, Chain), Equilibrium (positive energy), Planar Immunity (sleep)
3rd +2 +3 +3 +3 Instant Ward, Inner Fire
4th +3 +4 +4 +4 Status Check, Mettle, Brilliance (Empower)
5th +3 +4 +4 +4 Lifesense (blindsense 40 ft.), Planar Immunity (paralysis, fear)
6th +4 +5 +5 +5 Friggin' Lasers, False Divinity
7th +5 +5 +5 +5 Flashes of Light, Equilibrium (negative energy), In Brightest Day
8th +6/+1 +6 +6 +6 Pew Pew, In Darkest Night, Brilliance (Heighten)
9th +6/+1 +6 +6 +6 Planar Immunity (disease, poison, hunger, thirst)
10th +7/+2 +7 +7 +7 Brilliance (Maximize), Lifesense (blindsight 40 ft.)
11th +8/+3 +7 +7 +7 Improved Mettle
12th +9/+4 +8 +8 +8 Ascension, Planar Aura (minor positive-dominant)
13th +9/+4 +8 +8 +8 Reraise 3/day
14th +10/+5 +9 +9 +9 Planar Bubble
15th +11/+6/+6 +9 +9 +9 Still Alive, Lifesense (blindsight 120 ft.)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the White Mage class.

Weapon and Armor Proficiency: White Mages are proficient with all simple weapons, as well as the warhammer, the sap, and the sandvich. White Mages are proficient with light armor but not with shields of any kind.

Spellcasting: 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 spells is Wisdom based and the bonus spells are Charisma based. White Mages' spells come from the following list:

0—dancing lights, detect magic, flare, light, mending, resistance, virtue

1st—avoid planar effects[1], bless water, delay disease[2], endure elements, faerie fire, greater dispel magic, produce flame, protection from chaos/evil/good/law, remove fear, shield of faith

2nd—aid, calm emotions, close wounds[3], cure moderate wounds, delay poison, gentle repose, lesser restoration, make whole, protection from negative energy[4], rainbow beam[2], remove paralysis, shield other

3rd—attune form[1], create food and water, daylight, tiny hut, magic circle against chaos/evil/good/law, neutralize poison, protection from energy, remove blindness/deafness, remove disease, searing light, spark of life[4], vigor[5]

4th—death ward, delay death[2], freedom of movement, good hope, planar tolerance[1], mass shield of faith, resilient sphere, restoration, revenance[2], spell immunity, stoneskin

5th—greater vigor[5], life's grace[2], lucent lance[2], mass cure light wounds, raise dead, revivify[2], spell resistance, undeath to death, wall of force

6th—animate objects, bolt of glory, contingency, energy immunity[2], globe of invulnerability, heal, heroes' feast, mass cure moderate wounds, revive outsider[6], stone to flesh, word of recall

7th—greater restoration, mass cure serious wounds, mass restoration[4], mass spell resistance[5], spell turning, radiant assault[7], regenerate, resurrection

8th—greater spell immunity, mass cure critical wounds, mass death ward[4], mind blank, protection from spells

9th—freedom, mass heal, true resurrection, unbinding[5]

Armored Casting: A White Mage uses spell-like abilities with somatic components, 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 abilities; if she is able to cast any other arcane spells, those are affected by arcane spell failure as normal.

Shining Fingers (Sp): As a standard action, the White Mage may either deal damage or restore hit points equal to 1d6 for every two character levels she has, plus her Wisdom modifier, to a touched target. This is a positive energy-based effect, and thus cannot heal undead (unless they have spark of life applied), does not affect many constructs, and cannot damage Positive Energy Plane natives. If the White Mage so wishes, they may use their Dexterity to determine the attack bonus instead of Strength.

Although spell-like, Shining Fingers does have verbal and somatic components, but does not provoke attacks of opportunity. Shining Fingers is a (Healing) effect when used to heal, and a [Light] effect when used to damage. Shining Fingers counts as a first-level spell for the purposes of prestige classes.

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. A White Mage's (Healing) spells and abilities are not subject to limits on their level-based scaling (i.e., if they cast a Cure Light Wounds spell at caster level 10, it heals 1d6+10 rather than 1d6+5). At 2nd level, any of a White Mage's (Healing) spells or effects which are Touch-range are extended out to 30 feet, and any (Healing) spells or abilities are able to affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell[8]). At 4th level all (Healing) spells and abilities are treated as if affected by Empower Spell and all previous effects of the Brilliance ability (uncapped bonuses, Reach, and Chain) apply to Abjuration spells. At 8th level all (Healing), [Light], and Abjuration effects 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. Brilliance effects apply to the White Mage's abilities whether or not they were given by the White Mage class; a Cleric X/White Mage 1 can cast all their cure spells cast from Cleric spell slots without level-based limits, for example.

Turn Undead (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.

Radiant Magic (Ex): A White Mage is considered to have every spell of the (Healing) Subschool or [Light] Subtype on her spell list for the purpose of activating magic items.

Equilibrium (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[5] or exploding due to being on a Major Positive-Dominant plane). However, she also does not gain temporary hit points from the Major Positive-Dominant trait. At 7th level, the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect.

Planar Immunity (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, drink, or breathe.

Instant Ward (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. Instant Ward counts as a second-level spell for purposes of prestige classes.

Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. Any ability or spell which removes or suppresses a harmful status effect may be used by the White Mage on herself, without requiring any physical motion (including verbal and somatic components), and may be used even while dazed, unconscious, or any non-death conditions which remove actions. Any effect used in this way only affects the White Mage and does not provoke attacks of opportunity. Anything that requires the expenditure of any XP or material components, or the use of a focus, does so as normal; such components must be in the White Mage's possession, i.e., within or in contact with attended objects associated with the White Mage, but do not need to be physically manipulated.

Mettle (Ex): At 4th level, the White Mage gains Mettle, as the Hexblade ability.

Status Check (Sp): At 4th level, the White Mage gains a supernatural intuition about how her allies are faring. She may cast status at will as a swift action spell-like ability.

Lifesense (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.

Friggin' Lasers: At 6th level, any [Light] spells or abilities the White Mage uses gain a +2 bonus to caster level.

False Divinity: A White Mage's magic is similar to many sources of divine power, close enough that the universe gets a little confused by it. At 6th level her White Mage spell-like abilities count 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.

Flashes of Light: At 7th level, the White Mage can channel her positive energy even more quickly; as a swift action, she can project a burst of radiant positive energy within 30 feet that heals living beings and damages undead for 1d6 hit points per four levels; this is a (Healing) effect. Also, as a swift action, she can fire a [Light] effect in a 120-foot line, which deals 1d6 damage per four White Mage caster levels to all in the area.

In Brightest Day (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 either adding Sun domain spells to her spell list. Alternatively, if she does not have spell slots, the White Mage may instead choose to gain the spells of the Sun domain which would be accessible to a Cleric of her class level as though it were a Fiendish Sphere she had Basic access to (i.e., usable 1/day).

If she has already added the Sun domain's spells from some other selectable source, such as Attune Domain or Arcane Disciple[5], 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).

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 [Light] or Cure spell, or her Shining Fingers, as an attack action.

In Darkest Night (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.

Improved Mettle (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.

Ascension (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.

Planar Aura (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.

Reraise (Sp): A 13th level White Mage gains the ability to protect her allies against death of all sorts. As a standard action, she can cast an effect similar to a contingent true resurrection, which lasts for 1 round/level. The affected creature will be instantly resurrected and restored to full health as per true resurrection if and when it dies under this effect. This is a (Healing) effect, and one instance is expended for each creature resurrected (so a Chained reraise will resurrect the first creature killed that is a target, then the effect ends; if it is cast twice, one reraise is expended and one remains active).

Planar Bubble (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 to the Positive Energy Plane as with precipitate breach[1].

Still Alive (Ex): A true White Mage doesn't die, even if he's killed! At 15th level, 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 anything which is used via Inner Fire. Inner Fire can now be used even while dead, and death counts as a harmful status effect for that purpose (for example, casting an inner fired Lifega).

"Spellcasting" Abilities[edit]

Break Enchantment (Sp): At 9th level, a White Mage may cast break enchantment as a spell-like ability. This retains its somatic and verbal components, and counts as a 5th level spell for purposes of prestige classes and spellcasting advancement. (Note: is an Abjuration)

Avoid Planar Effects (Sp): As a standard action, a White Mage of Xth level can protect her allies from the planar effects of any plane they happen to be on, as per avoid planar effects[1]. This effect lasts for an hour per White Mage level, and is an Abjuration effect. This ability has verbal and somatic components.

Radiant Shield (Sp): minute/level, Shield of Faith, level 1/2

Resist Energy (Sp): A White Mage of 2nd level gains the ability to cast resist energy as a spell-like ability at will. This ability still requires the same components as the spell, and only one instance of this ability can be on a given creature.

Warp (Sp): As a standard action once per day, the White Mage may extend her connection to the Positive Energy Plane to bring herself and up to 8 willing creatures within Touch range there, as per plane shift.

Campaign Information[edit]

White Mage Lore[edit]

Characters with ranks in Knowledge (arcana) or Knowledge (the planes) can research White Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana) or Knowledge (the planes)
DC Result
5 Positive Energy heals people.
10 Some people can cast spells which heal people, and not all of them are clerics. Some of them are arcanists who channel positive energy directly.
15 Powerful White Mages can heal large numbers of people at once, and learn techniques that are normally only available to people who draw on divine power.
20 White Mages have immunity to many harmful effects, and eventually they have so much healing power that they don't need to eat or breathe.

References[edit]



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