A warmage example [Archive] - Wizards Community

Post/Author/DateTimePost
Alastar

12-11-07, 05:46 PM
Feel free to comment, this is posted here so that people can see what it is like to be a warmage in the field at lower levels, if you guys want more, i'll post the results of the first adventure and further comments.

Reports from the warmage world :

Right now I will soon start a campaign with people from work, in wich I will be playing a level 5 warmage, thought I would tell you a bit about it.

This is a dragonlance themed setting, thus low magic, but we keep the political tension, and the DM didn’t like the fact that the gods left, so they’re still there, despite this being the fifth age.

Maewyn is a knight of the white flame, an order of white robe mages who also learn the wielding of weapons and armor.

Maewyn’s stats are as follow:

Str: 12 Dex: 13 Cons: 14 Int: 16 Wis: 15 Cha:17 (16+1)

The method of generating stats was 3d6, reroll the lowest die.

Maewyn’s feats are: arcane disciple (being a follower of habbakuk, I took the travel domain), Purify Spell, and Metamagic School Focus (evocation)

Normally Metamagic School focus (evocation) requires : spell focus (evocation) or to be a specialist wizard in evocation. But it’s almost a no-brainer for most DM’s that warmage’s qualify as evokers. I mean, it’s pretty much their whole spell list!

This allows Maewyn to cast purified spells as long as I use the evocation spells, wich I have too much of anyways.

For advanced Learning I took guiding light: wich will be useful for rays.

I also have access, throught arcane disciple, to Longstrider, wich lasts 1 hour/level and adds 10 feet to my movement, for when I want to GTFO of a tough spot, I ain’t spitting on it, but I took travel for the later levels of it.

Locate object sucks, but it does allow some use, and I have it for free anyways.

Most of the spell damage assumes the creature is evil, but just cut back a dice category if I’m fighting, say, a bear, or something non evil. This is dragonlance, it’s pretty black and white, so it is why I took that path.

For now my main spells are:
Level 1:
Burning hands (purified) for a whooping total of 5d6 +3 points of damage on an area, plus the fact that my good allies can be caught in it without being harmed, this is a pretty nifty bit of damage here.

Magic Missile (purified) at 3d6 +6 points of force damage, no save, no attack spells, this little baby can pack a punch.

Orb of X: Whenever I want non fire damage, these things are there for me at 3d8 +3 it’s still a considerable source and I can target the weakness of, say, a fire creature, easily. I can’t purify it thought  Well, I can, but it’s a level 2 spell! (see level 2 spells)

Level 2:

Scorching ray (purified): For a little 4d8 +3 ranged touch attack, 5 times per day, this ain’t that bad! But it’s only the start with this lil’ pearl (see bellow)

Continual Flame: this sells nicely if I can get my hands on the material, after all, in a low magic world, who wouldn’t pay a hefty steel sum for a permanent light source, plus all my party members will want one, you can’t go wrong with this.

Firetrap (Purified): This is really nice, because not only does it deal 1d8 +8 points of damage (and kinda warns me) when anyone tries to open the door to my room at the inn. But if it’s just the sweet innocent bedmaid come to wake me, it won’t harm her! Or maybe it will deal a 6 points of damage average, with a save for half if she is neutral. If she’s evil she deserves it. At the number of level 2 spells I get, I can afford to cast it whenever I go to sleep ! On the door AND the window. Ok maybe not each night but you get it.

Fireburst (Purified): WOE TO THE CREATURE THAT NEARS MELEE WITH ME! If that idiot is near me, I cast this after a 5 foot step or a casting defensively check that I have 75% of succeeding in, and the evil baddy will take 10d6 +3 points of damage. Not too shabby hun?

Shatter: Shatter is very useful when I feel like protecting my allies, since in dragonlance NO ONE has a magic weapon. That means that I can cast shatter on their weap and most of them will lose their most powerful attack. It is also good for opening doors, creating distractions, and things like that.

Orb of X (purified): for 6d6+3 damage, this is a surprisingly good spell, even better then scorching ray, I just hadn’t noticed before now 

Now, when I hit level 6, I get access to my level 3 spells (more on that) and a new feat: for the feat, I’m gonna take Occular Spell (lords of madness). I also get eclectic Learning, netting me a random spell of level 1 and 2…. I hesitate, but I’m probably going to take glitterdust, since it IS a good spell. If I can get this baby down on the field, coupled with sleet storm, the enemies don’t do much agaisn’t me.

My arcane disciple feat also grants me, guess what, FLY!!!! Now I can be a *****y mage flying around too!!

Stinking cloud/Sleet storm: these spells are always useful, even at the highest level, imagine at the lowest!! These grant me the battlefield control that I need.

Fireball/Lighting Bolt (purified): For 6d8 +3 on a huge area, these are the kings of AoE damage for me at this level. Nuff said!

Poison: althought this is a pretty good spell, this baby won’t shine till I get my level 5 spells, when I can cast two of them at a target 60 feet away.

Fireshield (purified): never underestimate Fireshield, at 36 hp, I can tank a bit of damage, more if the cleric casts bear’s endurance on me. And with this thing, I will instantly kill any mob that hist me, most often doing more damage then me. Animals and other creatures with lots of attack, such as draconians, will also rue the day the made a full attack action on me. At 1d8 + 9 damage, this baby is one good dissuader for attackers. Plus it grants me resistance to fire or frost, at my choosing.

Occular Purified scorching ray x2. This hun here allows me to throw two rays at a single target, each of them dealing 4d8 +3, for a total of 8d8+3.

At level 7, I get sudden empower, and now I begin to put the hurt on.

Spell changes: Orb of X (purified) suddenly deals 8d6 points of damage +3 12d6 if I empower it, that’s nothing compared to some others, but once I blow my ocular purified scorching ray x2, it’s a good single damage input, even without the sudden empower.

Magic Missile (purified): 4d6 +7, no save no touch, useful vs ghosts.

And now, the queen of the crops for damage this level, and I found it by mistake:

Occular Purified Scorching ray x2: allows me to shoot 4 rays at level 7, on the same target, for 16d8 +6 if I succeed on my 4 attack rolls (not a hard feat with the cleric there to buff the party in attack bonus, and I have guiding light if it’s hard to hit)

If I empower it, I move to 24d8+6. yes you heard right, for an average of 108 points of damage. I’d like to see a boss take that without flinching.

That concludes for today, if you guys want more tell me.