Argghhh!!!!
I'll have to give you the PrC's in pieces. Apparently,I type too slow...
The following is for the Artillerist...
First, you need to know this:
Feat: Power Surge
Prereq's: Toughness
Benefit: By sacrificing 2 points of Con (Temp damage), you can increase the save DC of a spell by 2. This stacks with Spell penetration similar feats.
PrC requirements:
Feats: Enlarge Spell, Maximize Spell, Spell Focus (Evocation) or Spell Penetration
Skills: Concentration 9 ranks, Spellcraft 9 ranks
Spells: Must be able to cast 3rd level spells spontaneously. Must be able to cast
burning hands, magic missle, acid arrow, flaming sphere, fireball, and
lighting bolt.
Level: Special; Spells per day
1:
Power Surge; +1 Level
2:
Personal Immunity; +1 Level
3: +1 Effective Caster Level
4:
Metamagic Boost I; +1 Level
5: +1 Level
6:
Selective Immunity; +1 Level
7: +1 Level
8:
Metamagic Boost II; +1 Level
9: +1 Effective Caster Level
10:
Reignite; +1 Level
PrC Class features:
HD: d4
Class Skills: Concentration, Craft, Intimidate, KNowledge (Arcana), and Spellcraft
Skill points per level: 2 + Int bonus
BaB: Poor
Fort/ref save: Poor
Will save: Good
Spells per day:
This is a bit tricky. If the new level lists '+1 Level', you gain all the usual benefits (+1 effective level for casting, spells known, and spells per day). If the new level lists '+1 Effective Caster Level', your casting level increases, but your spells per day/spells known do not.
Storyteller's notee: So... if you took 20 levels (Warmage 10/Artillerist 10) you'd cast as a 20th level caster, but have the spells known/spells per day of an 18th level Warmage.
Power Surge: you gain the feat 'Power Surge', regardless of whether you meet the prerequistes.
Personal Immunity (Su): You are immune to direct damage caused by your own Evocation spells, as well as your own
Burning Hands, Shocking Grasp, Acid Arrow, FLame Arrow, Black Tentacles, Acid Fog, Incendiary Cloud, and similar spells or effects.
Metamagic Boost (I and II) (Ex): You may choose one of the following:
Rapid Metamagic: Your spellcasting time does not increase when using metamagic feats.
Reduced Cost: Each time you choose this ability, the level increase for each metamagic feat you use is decreased by one, with a minimum of one.
Example: If you choose this ability once, a Maximized Empowered Fireball will cost a 6th level spell slot, rather than an 8th level spell slot.
You may choose this option twice.
Storyteller's note: I don't know if war mages cast spells in the same manner as sorcerers, so I don't know if metamagic feats increase casting time. As I under stand it, spellcasters that have their casting time increased by metamagic cannot use the Quicken Spell feat. You'll have to decide what type of strategy your warmage will use (lots of spells in one shot, or very powerful spells do to reduced metamagic level penalties).
Selective Immunity (Su): You may chose to pass your Personal Immunity on to others. 1 + your Cha bonus in individuals may be given this immunity. You must spend one 1st level spell slot for each individual to do so. This abiltiy lasts for lasts for one hour per class level.
Note: This ability cannot be dispelled, but it can be dismissed by the Artillerist as a free action.
Storyteller's Note: The ability description says that you do this at the beginning of the day. I've house ruled this to 'Using this ability is a full round action'. Your Dm may want to as well.
Reignite (Ex): A spell cast in the previous round may be 'reignited' as a move action, allowing the same spell to do further damage. You may reignite a spell 1 + (Cha Bonus) times per day.
To reignte a spell, it must follow thew restrictions below:
-The spell must cause direct damage, either in a flat amount or based on level (like multiple dice per level).
-The spell must have a Spread effect, or the Burst, Cone, Cylinder, or SPread area descriptors.
-You cannot have travelled outside the spells standard casting range (it must reignite in the same location as it did in the previos round. If that location is out of range, you cannot reognite the spell).
There are some considerations when reigniting a spell:
-It will only do half damage (roll as normal, cut the damage in half rounding down).
-A reignited spell will act in the same manner as it did in the previous round, attempting to fill the same dimensions. For spells that follow a direct path (such as Fireball or Lightning Bolt), anything that has moved into the spells original path during the round can block the spell, or cause it to detonate prematurely.
-Those caught in the area of a reignited spell apply saves and SR as usual.
- A reignited spell does not require verbal, somatic, or material components.
To reignite a spell, you must use a spell slot of equal of higher level. If the spell to be reignited had used metamagic feats you have a choice:
You can choose to leave the feats in place, paying the original level slot cost
-OR-
You can choose to remove the feats, reducing the overall level cost.
If multiple feats were used. you may choose which feats to maintain and which feats will not reignite. You cannot add additional feats to a reignited spell.
When reigniting a spell, your using your willpower and force of personality to bend the laws of magic. As such, each attempt to reignite a spell forces you to roll a Will save (DC 15 + the level of the spell). Failure means the spell sputters out, and you take 2 points of temporary Wis and Cha damage.