The Dragonlance Nexus

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War Wizard

D&D 3e (3.0/3.5) Rules

by Trampas Whiteman


"I don't care about your name, Red. I don't want to know your name. If you survive your first three or so battles, then maybe I'll learn your name. Not before. I used to learn the names, but it was a goddamned waste of time. Soon as I'd get to know a puke, he'd up and die on me. These days I don't bother."
—Horkin, Master-At-Wizardry
Brothers in Arms, by Margaret Weis and Don Perrin.

Description:

While some Wizards of High Sorcery are content to study within the halls of the Towers of High Sorcery, there are others who perfect the use of magic in combat.

War Wizards use their talents for a variety of purposes and against a variety of foes, dating back to the time of Huma and beyond. In more modern times, War Wizards have been seen fighting alongside the Knights of Solamnia, within the ranks of the Dragonarmies, and have even been utilized against the Knights of the Thorn.

No matter the purpose or the cause, War Wizards are masters of magical warfare.

Hit Die: d4

Requirements:

Skills: Concentration: 8 ranks, Knowledge (Arcana): 4 ranks, Spellcraft: 4 ranks.
Feats: Combat Casting, and one metamagic feat.
Spells: Ability to prepare and cast 3rd level arcane spells.
Special: Must have passed the Test of High Sorcery.

Class Skills:

The War Wizard's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (any) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Additional Level: 2 + Int. Modifier.

Class Features:

Weapon and Armor Proficiency: War Wizards are allowed to use only dagger and staff as weapons. This restriction was set in place to honor Magius, one of the greatest War Wizards in the history of the Orders of High Sorcery. Use of other weapons is prohibited. War Wizards are not proficient with any type of armor or shields.

Spells Per Day: A War Wizard gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

If a character had more than one spellcasting class before taking the prestige class, he must decide to which class he adds each level of War Wizard for purposes of determining spells per day when he adds a new level.

War Wizards are subject to the effects of High Sorcery, as is any Wizard of High Sorcery.

Weapon Focus: War Wizards face the possibility of being in melee combat, and learn to better use the weapons allowed to them. At 1st level, the War Wizard gains the Weapon Focus feat for free. However, this can only be used for dagger or staff, in honor of Magius.

Metamagic Feat: War Wizards are skilled in casting magic to its utmost efficiency. To achieve that goal, they train in a variety of metamagic techniques. At 2nd and 4th levels the War Wizard gains a bonus metamagic feat.

Eschew Materials: War Wizards cannot afford to lose their spell components in the heat of battle. At 3rd level, the War Wizards gains the ability to cast spells with no material components. This ability does not affect spell level.

Increased Damage: At 5th level, the War Wizard increases the effectiveness of his combat spells. Any spell cast by the War Wizard that causes damage gains an extra hit point per die of damage.

War Wizard
Class Level Base Att. Fort Save Ref Save Will Save Special Spells per day
1 +0 +2 +0 +2 Weapon Focus +1 Spellcaster Level
2 +1 +3 +0 +3 Metamagic Feat +1 Spellcaster Level
3 +1 +3 +1 +3 Eschew Materials +1 Spellcaster Level
4 +2 +4 +1 +4 Metamagic Feat +1 Spellcaster Level
5 +2 +4 +1 +4 Increased Damage +1 Spellcaster Level

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