Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Armored mage (light), warmage edge 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Advanced learning 6 5 0
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Sudden metamagic, advanced learning  6 6 4 0
6th +3 +2 +2 +5   6 6 5 3
7th +3 +2 +2 +5 Advanced learning 6 6 6 4 0
8th +4 +2 +2 +6 Armored mage (medium) 6 6 6 5 3
9th +4 +3 +3 +6 Advanced learning 6 6 6 6 4 0
10th +5 +3 +3 +7 Sudden metamagic 6 6 6 6 5 3
11th +5 +3 +3 +7 Advanced learning 6 6 6 6 6 4 0
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Advanced learning 6 6 6 6 6 6 4 0
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Sudden metamagic, advanced learning 6 6 6 6 6 6 6 4 0
16th +8/+3 +5 +5 +10   6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Advanced learning 6 6 6 6 6 6 6 6 4 0
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Advanced learning 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Sudden metamagic 6 6 6 6 6 6 6 6 6 5
Hit Dice
Skill Points
Int + 2
Starting Gold
4d4 x 10 (100 gp)

A militant spellcaster whose training focuses on battlefield magic.

Class Feature

Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields. At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below).

Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the warmage spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage's spell list. Essentially, his spell list is the same as his spells known list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a warmage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a warmage's spell is 10 + the spell's level + the warmage's Charisma modifier. Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Charisma score.

Unlike a cleric or a wizard, a warmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). A warmage's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.

At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.

Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.

A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.

Scrolls scribed by a warmage do not gain any benefit from warmage edge. Scrolls activated by a warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage's caster level but also gain the benefits of the warmage edge, if applicable.

Advanced Learning (Ex): At 3rd and every odd level after, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the evocation school, and of a level no higher than that of the highest-level spell the warmage already knows. Once a new spell is selected, it is forever added to that warmage's spell list and can be cast just like any other spell on the warmage's list.

Sudden Metamagic: At 5th level and every five levels after, a warmage gains a bonus sudden metamagic feat. The warmage must meet all prerequisites for this feat.


Alternate Class Feature

Eclectic Learning (Ex): At any time a warmage normally gains a bonus spell from the advanced learning class feature, the warmage can instead choose a sorcerer/wizard spell that is not from the evocation school. The spell must be of a level lower than that of the highest-level spell the warmage already knows. The spell is treated as being one level higher than normal (for example, invisibility, a 2nd-level sorcerer/wizard spell, would be treated as a 3rd-level warmage spell). 


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