Kunimatyu
First Post
Like Felon said, a warmage is a blessing to the DM. You don't have to worry about the wizard trapping your guys in a solid fog, turning them into rabbits with baleful polymorph, dropping their Strength to 1 with split empowered rays of enfeeblement, flying while improved invisible, dominating your main villain and making him serve the party, etc etc.
It's just damage. Even the no-SR, all-energy-types damage like the orbs are all generally close range, so the warmage risks getting seriously clobbered if he tries them. Also, he can't Dimension Door out of a grapple like a wizard can.
In short, no, the Warmage is the farthest thing from broken.
I still like them(and Dread Necromancers), though, because they can do one thing that Wizards and Sorcerors can't, namely, use a comprehensive(but limited) list of spells to solve problems. Once you've been playing D&D for a while, sometimes it's fun to use a wide array of subpar tactics to overcome problems -- for example, a Warmage always has a gust of wind ready in case of cloudkill. You'll get the chance to use a lot of fun but not broken stuff, and pull out really weird spells just in time to save the party's bacon.
It's just damage. Even the no-SR, all-energy-types damage like the orbs are all generally close range, so the warmage risks getting seriously clobbered if he tries them. Also, he can't Dimension Door out of a grapple like a wizard can.
In short, no, the Warmage is the farthest thing from broken.
I still like them(and Dread Necromancers), though, because they can do one thing that Wizards and Sorcerors can't, namely, use a comprehensive(but limited) list of spells to solve problems. Once you've been playing D&D for a while, sometimes it's fun to use a wide array of subpar tactics to overcome problems -- for example, a Warmage always has a gust of wind ready in case of cloudkill. You'll get the chance to use a lot of fun but not broken stuff, and pull out really weird spells just in time to save the party's bacon.