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Magic Amor. Chapter 2: Magic details new spells, ranging fom O level 0 st level as wel as several new mage ems. Spells of higher than sh eel are too powerfal forthe types! The warmage cares only for success on the battlefield, or, in some cases in the smaller campaigns favored by adven: turing companies, Adventures: Warmages sign up for stints with adventuring companies that, require straightforward, military style blasting magic. Evilsligned warmages feel nis on who might become the targets oftheir spells.

They adventure to gain destructive power. Characteristics: Warmages access their magic peculiarly at east compared ro the way wizards, sorcerers, and cleric do is, A war tage selets his spells from a limited pool of knowledge that rarely changes.

Early in his di ficule exining, each warmage instills deep within himself the knowledge of all the spells hell e need. Warmages know fewer spells than wizards and sorcerers do, but the spells they do know are colleges, those known a8 sare deilled only and utterly inthe casting of spells A marmage Mb Taine tenhanced.

A warmage does not need to study spell book, bur does need to prepate hs spells each day by spending time ro call up the knowledge from his unconscious mind, Warmages do not specialize schools of magic the way wizards may In thei time spent raining, warmages also learn afew mundane wasike skills: They develop proficiency with some weapons and armor.

They lear to use such items without ine ring. Many war mages revere no deity at all Background: Warmages are chosen or apply to attend spe cial arcane war colleges.

Such colleges are not forthe weak of spirit. The rigots of both body and mind bear litle resemblance to the apprenticeship undergone by regular wizards, or the self taught fumbling of sorcerers Warmage colleges are more similar to boot camps sponsored by large nation-states.

Throughout ther training, warmages ate forced to constantly wear ponderous garments meant 10 familiarize theit bodies with the limit tions of movement in armor while drilling constantly with spells, most of which are to high in evel to be cast by dent.

This vigorous drilling instills the spells in the warmage unconscious mind, so that as he groves in power later in lf, those spells become available for his use without his needing, a spellbook. Aer their training, warmages share a deep feeling of cama raderie with thei fellow students, and continue to fel « sligh affection for any well run military outfit.

Races: Most warmages are humans of halfelves, But the toughness ofspieit needed co survive rerm ar anarcane war col lege can manifest tself in any ofthe common races kis tare for savage humanoids tobe accepted into.

Like a sorcerer or wizard, a warmage benefit from high Dexterity and Constitution scores. Ati level, a warmage gains proficiency with medism armor. Seca Armored Mage, below Spells: A warmage casts arcane spells the same type spells available to sotcerers and wizards , which ate dcawin fr the warmage spell list given below.

For instance, fireball deals spells Cha 11 for tstlevel spells, and 50 gl SA the extea damage to all ereatures in the area it forth. The Difficulty Class for 4 saving RY, fects. Sudden Empower; Ac 7th level, 2 age gains Sudden Empower described later in this chapter as 2 : bonus feat. Ifthe warmage already bi Ltn feat, he can choose a different one. Sudden Enlarge: At 10th level, 2 warmage gins Sudden Enlarge described later in this chapter asa bons feat, Ifthe warmage already has the feat, he can choose a different one.

I the warmage already has the fea, he can choose a different one. Nor does this abil liyapply to spells grind from a different spell: costing clas. Ach level, a warmage learns to use medium amor with no chance of arcane spell file Warmage Edge Ex : Warmagesare specialized indealing damage with their spells.

In genera, such spells are effec tive out to medium range, and they affect allies or enemies in a footradius burst. When troops are massed into u lange battles, these spells are useful for benefiting or han Living Undeath: Subject becomes immune to eiticl its and sak attack, Quick March: Allies speed increases by 30 ft for 1 round. Healey Ghricof Neral las by S.

Curse of Petty Failing: Subject sakes 2 penalty on stack rolls and saves, Delay Death: Losing hie points dacs ill subject. Slide, Greater: Move subject 20 fee.

Draw the line from any comer in one creature's pace to any corner in the other's space. Bork targets must be within range. Objects carried by the target creatures upto the creatures maximiim loads go with them, bat other creatures do not, even if they are cartied. If you cas this spell immediately after the subject takes damage it effectively prevents the dare fage.

The subject takes a -2 prealy 00 AC. The curse cannot be dispelled, bu it canbe removed with a break enchant. This adjust. Ifthe subjectis currently delaying, st acts as soon as the spell is cast.

Effect: phantom bee Material Component: A dab of honey. Once you designate a creature, Saving Throw: Will haf barmless. The subject takes penalty on into creature to wipe aay afflictions. Panacea does not remove ability dam younce special ability see age, negative levels, or permanently pige of the Monster drained levels, Ir does not remove con anal ditions caused by spells of 7th level or higher, or by spel or effects that cam Living Undeath.

Saving Throw: Will negates harmless rorunly bypassed with no seeming ill 7 Spell Resistance: Yes harmlos fice. This adjustment is considered an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fy, or swim.

The ring ex tends 5 feet from you, into all squares adjacent to your space. Casting Time: 1 stndard action Range: Long ft. Sev cal of these items requitea swift ation to ativate. On 8 successful critical hit, the weapon causes the victim to become shaken no saving throw for S minutes. If chs spell is east ona cre ture currently flying, that creature descends ata speed of 60 feet per round Dut does ot fall and thus is not subject tofalling damage -The creature can still use its fly speed to move horizontally ot down, but not up.

On successful ri the weapon afllicts the target with cause ear Will DC 11, gates. This effect activates even ifthe creatuce struck isnot subject co critical hits rll to see if critical hit occurs, thes apply the fear effoce if appropriate , but it does not affect cres tutes immune 1o mindalfecting spell. This weapon has « random mltiplier for critical hits Ifthe weapon normally has a 2eritical multiplier, oll td each time you successfully score critical hit to determine your multiplet.

On a sue cessful ritial hit, the weapon aflicts the target with hold! Miniatures Handbook 3. From Wizards of the Coast. Watermarked PDF. However, that's just half the book. There were some miniatures to discuss too … A Return to Miniatures. Sort of. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed.

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