Base Class: The Mage Blade [Archive] - Wizards Community

Post/Author/DateTimePost
Chimaera2000

02-25-05, 06:20 AM
*Author's note: this class is more of a synthesis of ideas rather than a completely original one. In designing this class, I drew influence from a number of sources. Appropriate credit is given when due, and the appropriate ideas remain the copyright of the authors. Here's a citation of sources:

a) The overall mage blade concept, certain special abilities, and flavor text came from Monte Cook's Arcana Unearthed (http://www.montecook.com/mpress_MHB1.html).

b) The special abilities came from Kiirnodel's Spellsword base class (http://boards1.wizards.com/showthread.php?t=336660)

c) The channel spell special ability came from the Spellsword prestige class from Complete Warrior.

With that out of the way, let's get into the good stuff, shall we? :)

Mage Blade

http://www.wizards.com/dnd/images/UnA_Gallery/79150.jpg
Maithia Relle, mage blade


Born with the will of a warrior but the talents of a spellcaster, the mage blade combines these divergent pursuits into a specialized set of abilities. The mage blade’s focus is her key weapon, or “athame.” She not only uses it in combat, but as a focus for casting spells and a conduit for channeling them. She imbues this weapon with mystical powers and uses spells to augment it further, as well as to enhance and protect herself in battle.

A mage blade prides herself on being self-reliant. Her abilities are broad, and few challenges arise that catch her unprepared.

Adventures: Mage blades seek fame and fortune just like anyone else. They usually have a distinct sense of panache—their combat style has a flair as they use spells to complement their skills. Mage blades love the company of other adventurers, knowing that they can learn from both spellcasters and martial types, and yet can offer something unique to either group.

Characteristics: A mage blade is a master of both the arcane and the mundane, able to unleash fireballs or engage in combat with equal amounts of ease. She uses her athame to cast spells and to vanquish foes in melee, and has the ability to combine both elements into a devastating magical strike. Likewise, she can weave intricate patterns with her weapon similar to the somatic elements of spells, allowing her to cast spells in certain types of armor without spell failure.

Mage blades see their spells as motions and positions, in the same way a swordfighter sees a thrust, a parry, a feint, or a riposte. Every motion has its countermotion. Raise your blade just so when you form the magic in your mind (and speak it with your mouth), and you create an illusion. Twirl the blade clockwise and hold it perpendicular to your chest with the appropriate thought and word, and you call forth a burst of flame. Each motion, thought, and word combination constitutes a well-practiced spellstroke.

Alignment: A mage blade can come from any alignment that one can imagine. Mage blades can be passionate crusaders, dreaded slayers, champions of chaos or freedom, or simply adventurers who care little about moral debate. Whatever their cause, a mage blade's talents will serve her well in her travels.

Religion: Just as mage blades have varied outlooks on their studies, so too do they have varied outlooks on religion. They tend to worship a variety of deities, including gods of strength like Heironeous and Kord and gods of magic like Boccob and Wee Jas. Religion tends to be less important to a mage blade than a cleric or paladin, yet they tend to prize it more than the often secular wizard.

Background: Mage blades can study while apprenticed to a single devoted master, or in an academy where they spend half the day in martial training and the other half studying eldritch lore. Some mage blades originally trained to be nonspellcasting warriors but could not resist the pull of their inherent magical talents. Others could not quite cut it as wizards or sorcerors (through lack of talent or interest) but more than made up for this shortcoming with their physical abilities.

Races: Humans embrace the mage blade’s versatility. Elves, with their long traditions of both swordplay and magery, often find this class a perfect fit for them. Half-elves are likewise drawn to mage blades because of the pull from both sides of their racial heritage. Gnomes make good mage blades because of their innate magical abilities, but both they and halflings suffer from their small size and lower strength. Dwarf or half-orc mage blades are decidedly rare, though some exceptions do exist.

Other Classes: Mage blades excel at “switching gears” to allow them to spend time among sorcerors, wizards, clerics, and others primarily interested in magic, as well as with fighters, barbarians, and other warriors with little interest in such things. Because of their interest in more focused classes like fighters or wizards, they adventure well with any party they enter and often try to learn as much as they can from others.

Role: Mage blades are equally at home charging into melee or hanging back and using their spells. They're not as tough or a fighter or as devastating as a wizard, but their versatility more than makes up for their shortcomings. Usually, the best thing for them to do is to combine those talents, using their athame to strike at foes and channel spells simultaneously.

Game Rule Information
Mage blades (Mbl) have the following game statistics.

Abilities: Charisma determines how powerful a spell a mage blade can cast, how many spells a mage blade can cast, and how hard those spells are to resist. A mage blade's Intelligence modifier is added to damage dealt by spells through her channel spell ability. Because of their roles in combat, Strength and Dexterity are both prized by mage blades as well.

Alignment: Any.
Hit Die: d8
Starting Age: As sorceror.
Starting Gold: 5d4 x10 (125 gp)

Class Skills: The mage blade's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Search (Int), Spellcraft (Int), and Swim (Str). See Chapter 4 in the Player’s Handbook for skill descriptions.

Skill Points at 1st Level: (2+Int modifier)x4
Skills Points at Each Additional Level: 2+Int modifier

Table: The Mage Blade Spells per Day
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Athame, armored casting (light), 2 — — — — — —
arcane affinity
2nd +1 +0 +0 +3 Combat Casting 3 0 — — — — —
3rd +2 +1 +1 +3 Channel spell 1/day 3 1 — — — — —
4th +3 +1 +1 +4 Summon familiar 3 2 0 — — — —
5th +3 +1 +1 +4 3 3 1 — — — —
6th +4 +2 +2 +5 Channel spell 2/day 3 3 2 — — — —
7th +5 +2 +2 +5 Summon athame (standard action) 3 3 2 0 — — —
8th +6/+1 +2 +2 +6 Armored casting (medium) 3 3 3 1 — — —
9th +6/+1 +3 +3 +6 Channel spell 3/day 3 3 3 2 — — —
10th +7/+2 +3 +3 +7 3 3 3 2 0 — —
11th +8/+3 +3 +3 +7 Special ability 3 3 3 3 1 — —
12th +9/+4 +4 +4 +8 Channel spell 4/day 3 3 3 3 2 — —
13th +9/+4 +4 +4 +8 Summon athame (move action) 3 3 3 3 2 0 —
14th +10/+5 +4 +4 +9 Special ability 4 3 3 3 3 1 —
15th +11/+6/+1 +5 +5 +9 Channel spell 5/day 4 4 3 3 3 2 —
16th +12/+7/+2 +5 +5 +10 4 4 4 3 3 2 0
17th +12/+7/+2 +5 +5 +10 Special ability 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +6 +11 Channel spell 6/day 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 Summon athame (free action) 4 4 4 4 3 3 3
20th +15/+10/+5 +6 +6 +12 Special ability 4 4 4 4 3 3 3


Table: Mage Blade spells known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 — — — — — —
2nd 5 2* — — — — —
3rd 6 3 — — — — —
4th 6 3 2* — — — —
5th 6 4 3 — — — —
6th 6 4 3 — — — —
7th 6 4 4 2* — — —
8th 6 4 4 3 — — —
9th 6 4 4 3 — — —
10th 6 4 4 4 2* — —
11th 6 4 4 4 3 — —
12th 6 4 4 4 3 — —
13th 6 4 4 4 4 2* —
14th 6 4 4 4 4 3 —
15th 6 4 4 4 4 3 —
16th 6 5 4 4 4 4 2*
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4

*Provided the mage blade has a high enough Charisma score
to have a bonus spell of this level.


Class Features
All of the following are class features of the mage blade.

Weapon and Armor Proficiency: Mage blades are proficient with all simple and martial weapons, light armor, and light shields.

Spells: A mage blade casts arcane spells (the same type of spells cast by wizards and sorcerors) which are drawn from the sorceror/wizard spell list. To cast a spell, a mage blade must have a Charisma score of 10+the spell's level. The Difficulty Class for a saving throw against a mage blade's spell is 10+ the spell's level+ the mage blade's Charisma modifier. Like other spellcasters, a mage blade can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class table. In addition, she receives bonus spells for a high Charisma score.

Because of their dual nature, mage blades can master only a small repertoire of spells. A mage blade begins play knowing four 0-level spells and gains new spells known as indicated on Table: Mage Blade Spell Known. Unlike spells per day, the number of spells a mage blade knows is not affected by her Charisma score; the numbers on Table: Mage Blade Spells Known are fixed. Despite this limitation, their specialization does come with advantages. Mage blades are not required to prepare spells in advance; they can cast any spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.

To gain new spells per day, a mage blade requires eight hours of rest, after which she must spend fifteen minutes undergoing a brisk routine of weapon exercises and meditation to focus herself. Without such a period to refresh herself, she does not regain the spell slots she used up the day before.

Upon reaching 5th level, and at every third mage blade level after that (8th, 11th, and so on), a mage blade can choose to learn a new spell in place of one she already knows. In effect, the mage blade “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the mage blade can cast. A mage blade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Athame (Su): The mage blade selects a melee weapon that she is proficient with and performs a daylong ceremony to make it her key weapon, also called an “athame.” A mage blade can have only one athame at a time, and the athame must be a physical weapon (not the creation of a spell); unarmed strikes do not count for this purpose. During this ceremony, the mage blade attunes the weapon to herself by imbuing it with magical energy. As a result, the athame gains a small modicum of sentience in the ceremony. It has a very basic empathic link with the mage blade, so the character always knows where the weapon is (distance and direction, though not exact location), so long as they are on the same plane of existence. Once imbued, the athame serves as a special focus for the mage blade’s spells and abilities. First, she can use her athame as a spell focus and can use it in the place of spell foci that do not have a listed cost in its spell description. Second, she can use her athame to enable a number of her special abilities; abilities that require the use of the athame are noted below.

Armored Casting (Ex): A mage blade learns to use her athame as a focus for her spellcasting, substituting intricate motions with her weapon for the somatic components of spells. As long as the mage blade wields her athame, she does not suffer arcane spell failure from light armor or light shields, though spell failure from heavier armor and shields applies normally. This ability applies only to mage blade spells, not to spells gained from another class.

At 8th level, the mage blade gains Armor Proficiency (Medium) as a bonus feat and does not suffer arcane spell failure from wearing medium armor while she wields her athame. Again, this ability only applies to mage blade spells.

Arcane Affinity (Ex): Because of their studies of (and talent with) arcane magic, mage blades can travel the path of the sorceror or wizard more easily. A mage blade may add her class levels to sorceror or wizard levels when determining the caster level of both of her classes.

For example, Teryn is a Mage Blade 7/Wizard 2/Sorceror 1. Spells per day are determined normally for each of her classes, but she has a caster level of ten for her mage blade spells, nine for her wizard spells, and eight for her sorceror spells.

Combat Casting (Ex): At 2nd level, the mage blade gains Combat Casting as a bonus feat.

Channel Spell (Su): At 3rd level a mage blade can channel any spell she can cast into her athame. Using this ability requires a move action, and the mage blade uses up the prepared spell or spell slot just as if she had cast the spell. Upon a successful attack roll against a target, the mage blade may choose to have the channeled spell affect the target as a free action. Saving throws and spell resistances still apply, though the spell does not require a separate attack roll if it required one previously. Even if the spell normally affects an area or is a ray, it only affects the target. The spell is discharged from the weapon, which can then hold another spell. Spells channeled in a weapon are lost if not used in eight hours.

Because of her concentration and connection to her athame, a mage blade can boost the effects of certain spells that she channels through it. Whenever she channels a spell that deals hit point damage and successfully affects the target, she adds her Intelligence modifier to the damage roll. If a spell creates multiple projectiles (such as magic missile), the extra damage is added to only one, and spells that deal continuing damage deal extra damage every round.

Channel spell may be used once per day at 3rd level and once more for every three levels thereafter.

Summon Familiar (Su): At 4th level, a mage blade may summon a familiar as though a sorceror of three levels lower.

Summon Athame (Sp): At 9th level, the mage blade can summon her athame to her as a standard action, calling it immediately to her hand if it is within one mile per class level. If the athame is currently being held by an enemy, they may make a Will save (DC 10+1/2 mage blade's level+Cha modifier) to prevent the weapon from returning.

At 13th level, the mage blade's bond with her weapon improves. She may now summon her athame to her as a move-equivalent action, regardless of distance, so long as she and her weapon are on the same plane of existence. Enemies receive a -4 penalty on Will saves to prevent the weapon from returning.

At 19th level, the mage blade has perfectly attuned herself to her weapon. She may now summon her athame to her as a free action, even across planar boundaries. Enemies no longer receive a Will save to prevent the weapon from returning.

Special Ability: At 11th, 14th, 17th, and 20th levels, the mage blade gains a special ability from the list below:

Armored Casting (Heavy) (Ex): The mage blade gains Armor Proficiency (Heavy) as a bonus feat and does not suffer arcane spell failure for wearing heavy armor while she wields her athame. This ability only applies to mage blade spells, not spells gained from another class.

Improved Channel Spell (Su): When the mage blade channels a spell through her athame, she can choose to have it retain its previous shape, assuming it was a missile, ray, line, cone or spread.

Quicken Channel Spell (Su): The mage blade may channel spells as a swift action (a free action that can be used once per round) instead of a move action. This ability may be used twice per day and twice more each time that this ability is taken.

Twin Channel Spell (Su): The mage blade may choose to channel two spells into her athame, using an appropriate action for each one. Upon a successful attack roll, the mage blade may unleash both spells as a free action. Spell resistance and saving throws apply separately against each of the spells. This ability may be used twice per day and twice more each time that this ability is taken.

Bonus Feat (Ex): The mage blade may gain a bonus feat in place of a special ability. This feat must either be a fighter bonus feat or a metamagic feat.

Epic Mage Blade

http://www.wizards.com/dnd/images/dlcs_gallery/DLCS_PG106.jpg
Jorani Cesenis, epic mage blade


The epic mage blade has reached a mastery of both combat and magic that few mortals can compare with. Far from being satisfied with this, however, she strives to reach even greater heights, reaching ever-greater pinnacles in both of her areas of expertise.

Table: The Epic Mage Blade
Mage Blade Special
level
1st Channel spell 7/day
2nd --
3rd Bonus feat
4th Channel spell 8/day
5th --
6th Bonus feat
7th Channel spell 9/day
8th --
9th Bonus feat
10th Channel spell 10/day

Hit Die: d8

Skill Points at Each Additional Level: 2 + Int Modifier

Spells: The mage blade’s caster level is equal to her class level. The mage blade's number of spells per day does not increase after 20th level.

Channel Spell (Su): A mage blade gains an additional use of this ability at 21st level and every three levels thereafter.

Familiar: The wizards’s familiar continues to increase in power. Continue to advance the familiar as though a sorceror of three levels lower.

Bonus Feats: The epic mage blade gains a bonus feat (selected from the list of epic mage blade feats) every three levels after 20th.

Epic Mage Blade Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Epic Prowess, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Penetrate Damage Reduction, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.


http://www.wizards.com/dnd/images/mhbk_gallery/76944_CN.jpg
"That #%*$ing kobold took my athame!"
Chimaera2000

02-25-05, 06:21 AM
There we go, all done! Any comments are welcome.
MaverickWolf

02-25-05, 07:50 AM
If this is a work in progress, I'm not worthy of working on my D&D stuff...I wish my works in progress looked this good. *stares over at the Feral Warrior sitting on his hard drive, which is at a stand-still (though I did get a few new ideas out of the blue this morning)*
Charles the druid

02-25-05, 08:43 AM
Great class :bounce:
Steelgryphon

02-26-05, 11:00 AM
I love it. The only thing i might call slightly unbalanced, is they gain the ability to cast in medium armor, but they dont have the medium armor proff, maybe give it to them as a bonus feat at 8th level, when they can cast in it? But other then that, I love the class
MaverickWolf

02-26-05, 10:50 PM
OK, now that I'm sitting and reading through and not just going 'Damn, I wish I was this good', I've got a few problems with this class.

1.) This thing should NOT know ALL spells of FIVE schools. Luckily, their spell levels are just low enough to make sure that knowing all the spells from the Universal school is safe (one more spell level, they'd have limited wish, not good). At best, I'd say they know all spells from 3 schools (and sorcerers in any campaign with the mage blade should be given the same option - sorcerers may end up auto-knowing limited wish and wish, but so do most wizards).

2.) Arcane Affinity should not be there. Special abilities that are designed specifically for multi-classing are the domain of prestige classes, not base classes.

3.) As already mentioned, a mage blade should gain proficiency with new armor as they gain the ability to cast in it.

4.) They should have Use Magic Device as a class skill (as should any limited spellcaster [and the sorcerer for that matter]).


Well, I believe that's it. Hope to see a response.
Chimaera2000

02-27-05, 08:40 PM
Thanks for the replies. Let's see what I can do about some responses.

Originally posted by Steelgryphon
I love it. The only thing i might call slightly unbalanced, is they gain the ability to cast in medium armor, but they dont have the medium armor proff, maybe give it to them as a bonus feat at 8th level, when they can cast in it? But other then that, I love the class


Originally posted by MaverickWolf
3.) As already mentioned, a mage blade should gain proficiency with new armor as they gain the ability to cast in it.


Now this is why I love these boards; people point things out to you that you'd otherwise get completely blindsided by. ;) The class has been updated to give them new armor proficiencies when appropriate.

Originally posted by MaverickWolf
1.) This thing should NOT know ALL spells of FIVE schools. Luckily, their spell levels are just low enough to make sure that knowing all the spells from the Universal school is safe (one more spell level, they'd have limited wish, not good). At best, I'd say they know all spells from 3 schools (and sorcerers in any campaign with the mage blade should be given the same option - sorcerers may end up auto-knowing limited wish and wish, but so do most wizards).

Possibly, though I don't think that the Universal school really applies to this discussion (arcane mark, prestidigitation, and permanency are hardly game-breaking, though I'll add the addendum that you can't select Universal as a prohibited school just in case). Flavor-wise, it doesn't make much sense for the mage blade to require a spellbook, so that way is out. You could just make the mage blade a spontaneous caster with a limited number of spells known, and I haven't discounted that idea entirely. Still, it would draw away somewhat from what I envisioned for the mage blade. I personally like the idea of specializing, since it makes each mage blade more distinct; they can follow "themes" of magic rather than a haphazard spell selection like a sorceror. I'll keep that in mind, though, as reducing their number of schools to three does sound like a fair compromise. Changes in this regard might come after playtesting and further discussion on these boards.

2.) Arcane Affinity should not be there. Special abilities that are designed specifically for multi-classing are the domain of prestige classes, not base classes.


Traditionally, this has been true. Off the top of my head, though, I can't recall any prestige class that allows you to advance in two different types of arcane spellcasting simultaneously. This brings up a problem; let's say that you start off your character as a mage blade, since you're not sure if you like fighting or magic more. If you decide that you like combat more, then you have no problem; you just multiclass into fighter and everyone's happy. On the other hand, if you decide that you want to focus more on arcane studies, then you're hosed. That was the intent of the ability, if it helps any.

4.) They should have Use Magic Device as a class skill (as should any limited spellcaster [and the sorcerer for that matter]).

I'm not sure why that would be necessary for either class. For the mage blade as written, having to give up four schools of magic is a significant choice; being able to use scrolls and the like to circumvent it draws away from the gravity of that choice. For the sorceror, since arcane spells appear on their class skill list, they don't need to make any checks beyond caster level checks to be able to use the appropriate device. They still need to have the requisite ability score (which is a case for UMD) but I don't think that it's necessary. I'll still consider it, but I'm still not sure that it's necessary.

In any case, thanks to everyone for the feedback; negative feedback helps make the class better and postive feedback makes me feel all warm and fuzzy inside. :) I'm looking forward to further discussion on this in the future.
Chimaera2000

03-02-05, 05:58 PM
Any other comments? I was wondering in particular about the number of spells known.
Beholderbob

03-02-05, 06:26 PM
They know far too many spells. I agree that they should be focused, but they certainly shouln't have more known spells then a wizard (!!). You begin with 6 0th level spells and gain 2 additional spells for every level gained - total.

Suggestion: at 1st level, choose a single, primary school of magic, they may only learn spells from this school & universal.
Gain +2 saves against spells of your primary school.

at 5th, gain 2nd school, you may know no more then 1 spell of every level in this school, and no more spells in this school then in the primary school.

at 10th, gain a 3rd school, with the limits the 2nd school had at 4th. The 2nd school - you may learn 2 spells of every level, but no more then you know of the primary school in any spell level.

at 15th, gain your 4th school.

Just a thought.

B:88E:B
Chimaera2000

03-03-05, 04:22 PM
That's an interesting idea, Beholderbob; it'd make their magic progress like the ranger's favored enemy ability, in a way. I'll keep that in mind, and thanks!

Well I've been doing soime thinking, and there's a few different ways that we could go about giving mage blades their spells known. Here's what we have so far:

1) Giving them a bard's "spells known" progression and making them spontaneous casters. It's certainly an efficient solution, though, like I said before, it draws away from the idea of specialization.

2) Allowing them to learn spells per day like a wizard. It's a balanced solution, though it would mean changing some of the class' flavor.

3) Using MaverickWolf's idea of giving them full access to only three schools of magic, not four. It's certainly easy to implement (I just have to type "three" instead of "four." Whee! :) ), though it still might have some balance issues. I think that this would be felt more at the early levels, after which things would smooth out.

4) Using Beholderbob's idea of a gradual spell progression. It keeps things balanced against the wizard at all levels, though it places some limits on the mage blade's spellcasting.

As it stands, there's a lot of different ways that we could go with this, and all of them have pros and cons to debate. Any opinions on this?
Chimaera2000

03-06-05, 09:29 AM
Well, after doing some deliberation, I decided that giving them a smaller number of spells known fits with the idea of the mage blade being a limited caster. The class has been changed to bard-like spells known with spontaneous casting.

This is fairly close to a final version of the class, though if there's anything that screams out to you about it (or even if you just notice something that might be interesting), feel free to comment.

Cheers, everyone! :pint:
Knight_of_spades

03-06-05, 02:12 PM
I think that this class is overpowerd.
Take away the bonus feats and make the hit dice d6.
Chimaera2000

03-07-05, 01:07 AM
I think that this class is overpowerd.
Take away the bonus feats and make the hit dice d6.

Whoops, it looks like I may have spoken too soon.....

The point about bonus feats is well-taken. The idea for bonus feats originally came from the hexblade, but in retrospect, it's not really necessary for the mage blade. The hexblade gains those feats because it needs it to stay viable as a caster, seeing as how it has only one-half caster level and low-level spells. The mage blade doesn't suffer from either of these drawbacks, so I suppose that the bonus feats aren't necessary.

However, the d8 Hit Die is there to stay, since anything more would be overpowered and anything less would cripple them in combat. In this regard, they're like monks; they're not going to be manning the front lines as effectively as a fighter, but they can hold their own if need be.

In any case, the class has been updated.
thegreatbuddha

03-07-05, 03:14 AM
First off, nicely done. The class has a certain flavor that I like, as well as being generally well-balanced.

The problem that leaps out at me is Arcane Affinity. BROKEN. I hate to criticize your work, but it needs to be removed or heavily altered. As it is, there is nothing stopping a character from taking 18 levels of mage-blade, and then topping it off with 1 level of wizard and one level of sorceror. This gives him a huge jump in power, effectively tripling or more his number of spells per day of levels 0 through 6, as well as adding 7th, 8th, and 9th level spells for 1 level in another class.

Admittedly, he can't cast the majority of his spells in armor, but by taking those 2 multiclass levels, he has jumped from 18th caster level in one arcane class, to 19th or 20th caster level in 3 separate classes. He gets the spontaneous casting freedom of a sorceror, the ability to make metamagic useful and the vast array of spells a wizard has, and as a kicker, he can cast spells of up to 6th level in heavy armor without using Still Spell. In exchange for this, he loses out on a single Special Ability, 2 points of BAB, and the ability to summon his athame as a free action.

For me, if the choice was between summoning my athame as a free action or having access to 7-8 9th level spells per day, I'd pick the tactical nukes and summon my athame from the cold dead fingers of my foes as a move action. But that's just me.

IMO, the best way to work this would be to either remove Arcane Affinity completely, or to replace it with the following:

Arcane Affinity (Ex): Because of their studies of (and talent with) arcane magic, mage blades can travel the path of the sorceror or wizard more easily. The first time a Mage Blade gains a level of sorceror or wizard, he may permanently forfeit all caster levels granted by his Mage Blade levels, gaining an equal number of caster levels in said arcane class. Any additional levels of Blade Mage he gains either start off at 1st caster level on the above chart or add 1 caster level to the chosen arcane class. He gains no other benefits, such as additional spells in his spellbook or extra familiar abilities.

I added the bit about not gaining spells for his spellbook, because it seems ridiculous to be a spontaneous caster for your entire career, and one day pick up a level of wizard and have immediate access to 40-odd spells.
Chimaera2000

03-07-05, 05:25 PM
The problem that leaps out at me is Arcane Affinity. BROKEN. I hate to criticize your work, but it needs to be removed or heavily altered. As it is, there is nothing stopping a character from taking 18 levels of mage-blade, and then topping it off with 1 level of wizard and one level of sorceror. This gives him a huge jump in power, effectively tripling or more his number of spells per day of levels 0 through 6, as well as adding 7th, 8th, and 9th level spells for 1 level in another class.

Hey, don't worry about the criticism, I appreciate it. However, I think you might be a bit confused regarding arcane affinity. All the ability does is make individual spells more effective by increasing caster level, not grant you spells per day that you wouldn't receive normally from your classes. The appropriate statement is written in bold below:

Arcane Affinity (Ex): Because of their studies of (and talent with) arcane magic, mage blades can travel the path of the sorceror or wizard more easily. A mage blade may add her class levels to sorceror or wizard levels when determining the caster level of both of her classes.

For example, Teryn is a Mage Blade 7/Wizard 2/Sorceror 1. Spells per day are determined normally for each of her classes, but she has a caster level of ten for her mage blade spells, nine for her wizard spells, and eight for her sorceror spells.

The increase in caster level doesn't give her spells per day as a 9th-level wizard and an 8th-level sorceror, only the caster level of those classes. It means that Teryn would be able to summon five missiles using by using a magic missile spell from a wizard spell slot, not that she would get to cast 5th level spells instantly by taking those two levels of wizard.

Like I said in an above post, the intent of the ability was to make things more friendly to a mage blade who wanted to focus more on arcane studies rather than combat. It's one of the quirks of D & D, I suppose, in that it really cripples multi-classed casters. Maybe the "magic rating" system from Unearthed Arcana (treating your caster level like base attack bonus) would be a better way to go, but since that's a house rule, arcane affinity is there to stay for now.
thegreatbuddha

03-07-05, 09:38 PM
OOPS!! :eek:

I missed that completely. I suppose I saw the adding caster levels bit and hada knee-jerk reaction. Since it doesn't increase spells known or spells per day, it's fine as is.

Congratulations on a well-balanced class with a good flavor to it. i like this one.
Chimaera2000

04-05-05, 12:27 PM
:bump:
Teltharis

04-05-05, 05:24 PM
:tiphat:

impressive, I like it a lot. Nice balance with the bard-esque casting progression.
ShadeSeraph

07-27-05, 12:56 PM
Impressive!!!!! I love this class, it has given me a lot of ideas for my own mage-knigth. It΄s a pretty well balanced class, and has a very good flavor, with only a thing to be remarked: Arcane affinity

This feat is pretty good on epic levels, as you get caster level for all arcane classes, letting you have 20 levels on sorcerer, 20 levels on wizard and this class, and the caster level will be maxed for all, so you get the spells for all the classes at max level caster (wich is great to overcome SR, wich is very high for epic monsters, or for the epic spells). However, i think that this feat is only dangerous at very high levels, so i think it dont need any changes.

But if your idea is to re-organize the levels, maybe you could try something as a level subtitution (maybe a feat that let you change 2 blade mage caster levels for 1 sorccerer or wizard caster levels, but it would be more for a prestige class than for a base class)

Another thing: if you take twin channel spell 4 times it΄s a little too much, isn`t it? it makes at level 20 6 basic channels + 8 double channels... too many for me, as you can hit and cast spells in the same turn

PD: I΄m spanish, so don΄t ask for a good grammar or vocabulary, sorry
Chimaera2000

08-02-05, 08:52 PM
Thanks for the feedback, Teltharis and ShadeSeraph. In response to ShadeSeraph, I am considering removing Arcane Affinity (multiclass casters can take Practiced Spellcaster), but I think that you're confused regarding the Twin Channel Spell ability. It doesn't give you more channels per day, it simply allows you to store two spells within it at any given time.
The GOP Dragon

08-24-05, 11:00 AM
Very nicely done. I have one question about the Athame though. Could a character start off using a bastard sword or dwarven waraxe as his Athame, since those two weapons can be used proficiently in two hands?
Thelon Fairblade

08-24-05, 03:11 PM
I like the class. I am a fan of the Battle Sorcerer, and the Mage Blade from AU. This is a nice combination.

Arcane Affinity: try this as a compromise: MageBlade levels count for caster levels in other arcane classes, BUT ONLY UP TO TWICE THE OTHER CLASS LEVEL. In your example, Teryn would case Mage Blade spells at 7th, Wizard spells at 4th (2 + max 2), and Sorcerer spells at 2nd (1 + max 1). But Cecilia, a Mage Blade 5 / Wizard 5 casts her wizard spells at full 10 caster levels. This way you don't supercharge from "dipping" into another class (here, have 5 5-bolt magic missiles for 1 level of sorc!), but aren't penalized if you truly have changed your focus (per your stated concept).


Using Bard progression was going to be my suggestion, but oyu already made that switch. IF you want to stick with "themed" mageblades, though, you could grant a "domain" or "bloodline" or similiar themed feat, where they learn 1 bonus spell of each spell level (when apprpopriate), but it is a specific 6 spells. (this is a power-up, since it is a bonus). Or, to prevent power-up, you could *require* the theme, and the 1st available spell learned of each spell level must be that theme spell.


Can a mage blade cast spells without his athame?


19th level Summon Athame: never take an opponent's save away. Even a -10 or -15 is fine, just not a "no save". [For example, someone might devote a great deal of effort and XP and Action Points to making that -15 save, or it might be in the hands of a god, etc.]


Special Ability List: perhaps add "Extra Spell Known" to the list of selectable special abilities, just as an option.
platosadvisor

08-26-05, 09:53 PM
Channel Spell (Su): At 3rd level a mage blade can channel any spell she can cast into her athame. Using this ability requires a move action, and the mage blade uses up the prepared spell or spell slot just as if she had cast the spell. Upon a successful attack roll against a target, the mage blade may choose to have the channeled spell affect the target as a free action. Saving throws and spell resistances still apply, though the spell does not require a separate attack roll if it required one previously. Even if the spell normally affects an area or is a ray, it only affects the target. The spell is discharged from the weapon, which can then hold another spell. Spells channeled in a weapon are lost if not used in eight hours.

Because of her concentration and connection to her athame, a mage blade can boost the effects of certain spells that she channels through it. Whenever she channels a spell that deals hit point damage and successfully affects the target, she adds her Intelligence modifier to the damage roll. If a spell creates multiple projectiles (such as magic missile), the extra damage is added to only one, and spells that deal continuing damage deal extra damage every round.

Channel spell may be used once per day at 3rd level and once more for every three levels thereafter.

This ability, as written, implies that if I , as a 20th level Mage Blade, channel Acid Fog into my Athame, then the next creature I hit will take (if I so choose) a total of 40d6 points of damage over the next two minutes, and be slowed for that length of time with out any way to reduce or negate the damage short of a dispel magic.
This would be due to the fact that Acid Fog is an area or effect spell that does not allow a Save or SR.
If a spell were to change target type, without any listed parameters for that change of target type, you wind up with a host of difficulties.
For example, what if my Mage Blade channels Anti-Magic Field (another 6th level spell) into her Athame? Is my target (without being allowed to roll a Save or use Spell Resistance) now surrounded by a field that negates not only, the effect of every non-artifact item the target is wearing, but also prevents my target from casting ANY spells?
It seems some clarification of how you would like this ability to work should be included.
I would recommend, not changing the target/effect of any spells. Simply have the point of origin be the target (Thus making Fireball a poor choice for most Mage Blades).