Improving the Warmage flavor

You give to many new spells with each feat. The only other feat that grants new spells known only gives one spell.
1st: Arcane Disciple
2nd: do not remember the names, but the feats are for clerics of Faerun gods, grant several spells and an ability.
**th: Unlike either, these feats have extremely painful (for a warmage) requirements.

Some things I'd suggest, not having time to propose whole categories at the moment:
1/ No new attack spells -- Warmagi have no need for Call Lightning, for example.
2/ give ONE utility type per feat -- Cavalry is excellent up until mass haste, which has no place there. Perhaps a custom spell like mass longstrider would fit, but not mass haste, which isn't even a spell in 3.5e.
3/ Don't give away all the goodies at once. I'd restrict a Feat to granting a set levels of spells total -- consider breaking some of these into feat-chains. No way would I allow a single Feat to grant disjunction, for example. If the Countermagic feat is intended to allow counter-spelling, I'd use a different mechanic, like this:


1) generally, I agree. This is the only feat that has one - it just fit the theme, even if it does bupkis for him.
2) why did I think mass haste was a spell? so much for increasing your groups horses!!!
3) Currently, each feat has a total of 6 spells - I could break it into 2 feats w/ 3 spells each. Its just that the spells are so repetitive in theme (mount, phantasmal mount, smoke mount,...) that most would rather take a domain or just cherry pick a spell. The payoff of 6 spells was the incentive - even though they are so similar. I'm not sure I'd take a feat to learn 3 mount-like spells.

X) I was hoping not to make new spells or feats, so as to make this as portable as possible to others - only seige tower (and mass haste, I suppose) are new.

I was hoping to offer up a weaker but more flavor-correct varient to the domain (practiced spell caster) option.

B:]B
 

log in or register to remove this ad


Hummm...

I like the idea. And I like the skill requirements. I'd suggest however that only 3-4 spells be added per feat.

As far as Arcane Disp. goes, please keep in mind you can only cast each spell from the domain once/day. (Or so I recall). Also, Arcane Disp. is probably too powerful for a Warmage feat. So you need to aim a bit lower.

Very nice thought though.
 

If you give the warmage too much versatility you'll just end up with a sorcerer. I recommend simply allowing a warmage to learn any spell with advanced learning or whatever it's called. That way he gains some depth but not enough to ribal a sorcerer. In exchange make him pay a feat call it something like versatile warrior or something like that.
 

Hmm - I do not seek to give him too much versatility - perhaps I should brehobit's advice and drop the feats down to 3-4 spells each, while maintaining the focus.

The extra spells learned are too few and far between to strongly impact his skills.

Perhaps sacrifice spells known to change the list a bit....

B:]B
 

I love this just the way you've got it. I've been wanting to put Warmage's into my game for a while, but it's pretty roleplay heavy sometimes. I think that this might do just what I need it to.
 

BoB...

I am in disagreement with the posts that some have stated that say the feats give too many spells. I agree with you that these are feats designed to be used like the clerical FR Initiate feats. However, I would suggest building the feats with the same basic mechanics. The template is already there and works fine IMHO. Adapting the idea to the Warmage makes perfect sense to me.
 

Consider it a bump!

Ok - dodging the issue of power (for the moment) - do the requirements seem appropriate/balanced, and are there any suggestions for alternate requirements? They seem a bit low on the flavor side, so I'm certainly open to more suggestions!

Also, still dodging that power question (# of spells gained) - are there any alternate spell selections or additional war colleges folks have?

B:]B
 

Beholder Bob said:
Ok - dodging the issue of power (for the moment) - do the requirements seem appropriate/balanced, and are there any suggestions for alternate requirements? They seem a bit low on the flavor side, so I'm certainly open to more suggestions!

Also, still dodging that power question (# of spells gained) - are there any alternate spell selections or additional war colleges folks have?

B:]B

Well I feel that there should not be any requirements that are X or Y, like with scout. My suggestion is to make it either hide or move silent but not either or.

I am not speaking about power here but about the spells it seems that there should not be more than one of any level granted, so if you give them six spells then it would be from six different levels. this will help with balance as no single school will grant any more of a benifit on any given level than another. Granted one may give bonuses at all early levels and others be more spread out.
 

Well I feel that there should not be any requirements that are X or Y, like with scout. My suggestion is to make it either hide or move silent but not either or.

I agree. I just haven't decided which is more appropriate yet.

Spells w/ more then 1 spell in a level:

War College: Scout - 4th Mass Camouflage, 4th Invisibility-Greater
War College: Calvary - 1st Mount, 1st Traveler's Mount
War College: Frontline - 1st Enlarge Person, 1st Magic Weapon
War College: Formation - 2nd Wall of Gloom, 2nd Glitterdust, 6th Bear’s Endurance-Mass, 6th Bull Strength-Mass
War College: Counter-Wizard - 6th Dispel Magic-Greater, 6th Globe of Invulnerability
War College: Phalanx - 2nd Protection from Arrows, 2nd Body Of The Sun
War College: Siege - 5th Passwall, 5th Wall of Stone

Any suggestions to replace these spells?


B:]B
 

Pets & Sidekicks

Remove ads

Top