War Wizard Class

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Mark Hall
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War Wizard Class

Post by Mark Hall »

https://docs.google.com/document/d/1WxP ... sp=sharing

Link goes to the Google Doc with the tables and such included; I don't feel like formatting tables in the message board.

War Wizard (Strength)

While the pursuit of magic is an intellectual activity, the use of magic is often a very practical application; the War Wizard is one such application, mixing force of arms with mystical might. Compared to a traditional wizard, a War Wizard is often poorly educated, enacting spells by rote, but with training in the use of weapons and armor, and physical conditioning to remain on the front lines of combat. In a way, their lack of understanding of magic is a boon; they learn some spells from both wizard and illusionist spell lists, in their own unique combination.
War Wizards are common among the elves and gnomes, and more common among dwarves than traditional wizards. Halflings lack the interest in martial combat, and half-orcs in rigorous study. With half-elves, it is often those elven-raised who gravitate towards War Wizardry… not only is it common in elven culture, but their comparatively diminished patience and tendency towards increased aggression makes the more immediate and visceral applications of War Wizardry appealing.

Abilties
SPELLS: A war wizard casts arcane spells. War wizards can only cast a limited number of spells, from each spell level, per day. The War Wizard Spells Per Day Table lists the number of spells per day a war wizard may cast of each spell level. War Wizards are poor spellcasters; from levels two to five, they subtract 1 from their level for the purposes of determining the effects of spells (saving throws, duration, damage, etc.). Between levels six and nine, they subtract 2, and they subtract 3 at levels 10 and higher.

A war wizard must prepare spells before casting them by studying from a spell book. While studying, the wizard decides which spells to prepare. Spell memorization and spell descriptions are covered in detail in the Magic chapter (Pg 68).

BONUS SPELLS: With a high intelligence score, a war wizard gains bonus spells. If the character has an intelligence of between 13-15, they can memorize an extra 1st level spell, when those spells become available. If the intelligence score is 16 or 17, the wizard can memorize an extra 2nd level spell, and if 18 or 19, the war wizard can memorize an extra 3rd level spell. Bonus spells can only be acquired if the war wizard is at a high enough level to cast them; where the spell table reads 0, the war wizard may cast spells of that level if they somehow have a bonus spell of that level. Bonus spells are cumulative.

WAR WIZARD SPELLBOOKS: War Wizards begin play with a book containing 4 Cantrips from either the Wizard or Illusionist lists. A War Wizard is capable of learning any spell available to Wizards or Illusionists (up to 6th level), but should the spell be available at two different levels to the classes, the War Wizard will always use the less favorable. For example, Continual Flame is a 3rd level spell for War Wizards, as it is 3rd level for Illusionists, even though it is a 2nd level spell for Wizards.

CONCENTRATION: War Wizards are used to casting spells in the heat of battle. If the Castle Keeper determines that a Concentration check is possible, the War Wizard makes a Strength check, and may add their level to the check.

WEAPON OF CHOICE: War Wizards train extensively with weapons, and are able to use any weapon that comes to hand, but their training tends to concentrate on a single weapon above all others. With a single type of weapon, the War Wizard receives a +1 to hit, on top of any other applicable bonuses. A War Wizard may change this bonus only by forgoing it entirely for an entire level, at which point it may be reassigned at the level after; so a War Wizard who chose Broadsword at 1st level may, at 3rd level, wish to change to heavy crossbow. For the entirity of 3rd level, he would forgo the bonus on the broadsword, and be able to choose the heavy crossbow at 4th level.

PRIME ATTRIBUTE: Strength
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Any
ARMOR: Breastplates, chainmail hauberk & shirt, cuir bouille, greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather
ABILITIES: Spellcasting, Concentration, Weapon of Choice
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy

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Captain_K
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Re: War Wizard Class

Post by Captain_K »

Seems reasonable.. did you write it up? If so, consider submitting it in word doc to the domesday.. At a glance and I have not compared this in detail.. half wizard and half fighter.. all the fighter's best armors and any weapon.. a +1 to hit with a changeable weapon when you find a cool magic weapon.. yeah it takes a level.. but a cool idea.. and one of the key weaknesses of specialization. d4 and d10 are "d7" on average.. you have spells at slightly better than average and the spells can me mage or illusionist.. So total summary needs a minor dial back or two. Is the experience the "hardest" of all existing classes? Should be on the high end.
I would use this class for someone who does not want to use mage/fighter multi or class and a half.
But I would make some changes or have some suggestions for you: 1) D6+1 for HD, 2) Use the wizard weapon list plus ONLY 5-7 fighter weapons.. they cannot use any weapon then keep your specialization within that small pool and that is why they can modify per your cool idea for changing their favorite. This pool is selected half by the CK and half by the player at the start of the character creation and then is fixed (makes them all unique) 3) I like the mage or illusionist options, but wide open is too much, somehow limit those spells some restrictive way on learning or alternate levels, or no spells starting with vowels, I don't know but two classes of spells is too much and finally for the armor 4) Specialization or formatting their armor via a special ability or spell meaning their armor of only 2 or 3 selection (not so broad but allow choice similar to weapon idea above) must be linked to the magic of the caster.. in this way they must invest time and money into their armor (no shields ever).. you can work out the details.. daily casting of cantrips onto their armor but then they get cool illusionist effects as a side bonus something like that..
Make your class more unique with abilities to handle the splitting of the mage and the fighter not just water each down a bit, make their weapon selection and armor selection somehow magical and special and have an ability to do something special with it.. like the sword and the chain have been made "magical" by the caster with special spells and they are bound (like a familiar).. the wizard suffers if they are destroyed but they behave like animated items (think abilities of familiar, ghost hand, unseen servant, etc.).. so you make up a series of spells used to cast upon the item.. thus until they have those spells to work the ritual on the sword or the armor they cannot use it until then.. could be tons of fun. Think Ironman and his suit.. they can do stuff without the caster...

Special spells, you MUST have those, dancing weapon, extra range on ranged weapons, flaming weapon, ice weapon, etc.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

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Re: War Wizard Class

Post by Treebore »

Interesting trade offs, and able to use both Wiz and Ill spells? Over all, I like it, and would let someone play test it for me.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Mark Hall
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Re: War Wizard Class

Post by Mark Hall »

Captain_K wrote:Seems reasonable.. did you write it up? If so, consider submitting it in word doc to the domesday.. At a glance and I have not compared this in detail.. half wizard and half fighter.. all the fighter's best armors and any weapon.. a +1 to hit with a changeable weapon when you find a cool magic weapon.. yeah it takes a level.. but a cool idea.. and one of the key weaknesses of specialization. d4 and d10 are "d7" on average.. you have spells at slightly better than average and the spells can me mage or illusionist.. So total summary needs a minor dial back or two. Is the experience the "hardest" of all existing classes? Should be on the high end.
I would use this class for someone who does not want to use mage/fighter multi or class and a half.
That's why I created it; I'm not a fan of multiclassing or class and a half, but like the mixed class archetypes.

The XP table is that of the cleric, on who it is based; same HD, same BtH. The spells are likewise those of a cleric of equal casting level (the table takes this into account, which is why you don't more spells between levels 5 and 6, or 9 and 10), minus one spell (thus the 0s in there). The armor is that of a ranger, though I considered kicking it down to that of a bard. The weapon list is expansive, and might do with being dialed back a bit... perhaps limiting it to one-handed weapons? With no shield, that means they always have a hand free.

In essence, I wanted to create a class and a half fighter/magic user, with fighter primary, that could be plugged into a campaign right off the page, without having to muddle through the class and a half rules. I was a bit nicer on the armor than pure class and a half (but no nicer than a cleric receives), but they also don't get the BtH of a pure fighter, and while their WoC is reassignable, it is also a flat bonus... +1, forever, and doesn't apply to damage.
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy

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Captain_K
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Re: War Wizard Class

Post by Captain_K »

I really like it, I'd let someone play it with no promise not to tweak it a bit (per my notes likely).. roll test it or not, write it up and submit it in word to Domesday (with tables) for Issue X.. we have over 7 classes in this issue..

Thanks!
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

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Mark Hall
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Re: War Wizard Class

Post by Mark Hall »

Updated version
Significant changes:
Armor changed from the Ranger list to the slightly less robust Bard List
Weapons changed to any one-handed weapon, plus staff
Weapon of Choice may now be reassigned at levels 6, 10, 14, 18, etc., rather than clunkier "forgo for a level" mechanic
Spells are not automatically learned at level gain
Learning spells is done at Caster Level, not Character Level.


War Wizard (Strength)

While the pursuit of magic is an intellectual activity, the use of magic is often a very practical application; the War Wizard is one such application, mixing force of arms with mystical might. Compared to a traditional wizard, a War Wizard is often poorly educated, enacting spells by rote, but with training in the use of weapons and armor, and physical conditioning to remain on the front lines of combat. In a way, their lack of understanding of magic is a boon; they learn some spells from both wizard and illusionist spell lists, in their own unique combination.
War Wizards are common among the elves and gnomes, and more common among dwarves than traditional wizards. Halflings lack the interest in martial combat, and half-orcs in rigorous study. With half-elves, it is often those elven-raised who gravitate towards War Wizardry… not only is it common in elven culture, but their comparatively diminished patience and tendency towards increased aggression makes the more immediate and visceral applications of War Wizardry appealing.

Abilties
SPELLS: A war wizard casts arcane spells. War wizards can only cast a limited number of spells, from each spell level, per day. The War Wizard Spells Per Day Table lists the number of spells per day a war wizard may cast of each spell level. War Wizards are poor spellcasters; from levels two to five, they subtract 1 from their level for the purposes of determining the effects of spells (saving throws, duration, damage, etc.). Between levels six and nine, they subtract 2, and they subtract 3 at levels 10 and higher.

A war wizard must prepare spells before casting them by studying from a spell book. While studying, the wizard decides which spells to prepare. Spell memorization and spell descriptions are covered in detail in the Magic chapter (Pg 68). War Wizards do not gain new spells automatically upon levelling up, and attempts to learn new spells are done with a bonus of their Caster Level, not their class level.

BONUS SPELLS: With a high intelligence score, a war wizard gains bonus spells. If the character has an intelligence of between 13-15, they can memorize an extra 1st level spell, when those spells become available. If the intelligence score is 16 or 17, the wizard can memorize an extra 2nd level spell, and if 18 or 19, the war wizard can memorize an extra 3rd level spell. Bonus spells can only be acquired if the war wizard is at a high enough level to cast them; where the spell table reads 0, the war wizard may cast spells of that level if they somehow have a bonus spell of that level. Bonus spells are cumulative.

WAR WIZARD SPELLBOOKS: War Wizards begin play with a book containing 4 Cantrips from either the Wizard or Illusionist lists. A War Wizard is capable of learning any spell available to Wizards or Illusionists (up to 6th level), but should the spell be available at two different levels to the classes, the War Wizard will always use the less favorable. For example, Continual Flame is a 3rd level spell for War Wizards, as it is 3rd level for Illusionists, even though it is a 2nd level spell for Wizards.
CONCENTRATION: War Wizards are used to casting spells in the heat of battle. If the Castle Keeper determines that a Concentration check is possible, the War Wizard makes a Strength check, and may add their level to the check.

WEAPON OF CHOICE: War Wizards train extensively with weapons, and are able to use any weapon that comes to hand, but their training tends to concentrate on a single weapon above all others. With a single type of weapon, the War Wizard receives a +1 to hit, on top of any other applicable bonuses. A War Wizard may change what sort of weapon this bonus applies to at levels 6, 10, 14, 18, and every 4 levels thereafter, but it does not increase.

PRIME ATTRIBUTE: Strength
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Any one-handed weapon, plus staff
ARMOR: Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat, padded, ring mail, studded leather

ABILITIES: Spellcasting, Concentration, Weapon of Choice
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy

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Captain_K
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Re: War Wizard Class

Post by Captain_K »

Please explain this better..
Spells are not automatically learned at level gain
Learning spells is done at Caster Level, not Character Level.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

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Mark Hall
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Re: War Wizard Class

Post by Mark Hall »

"War Wizards do not gain new spells automatically upon levelling up, and attempts to learn new spells are done with a bonus of their Caster Level, not their class level."

Per page 71 of the 6th printing PH, wizards and illusionists get a spell of choice when they gain a level. War Wizards do not. From the same page, learning a spell from a spell book might require an intelligence check; as that would be a class-related function, it would normally carry a bonus of the class level. In the case of the War Wizard, that bonus is only the caster level (so a level 10 War Wizard would roll only get a +7, not a +10, to their check).
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy

User avatar
Mark Hall
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Location: Houston, Texas

Re: War Wizard Class

Post by Mark Hall »

A mage/thief class is proving more difficult to figure out.
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy

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