Fighter Mage
The Fighter Mage is a sub-class of the Magic User that specializes in combat magics. Fighter Mages have altered some of the spells available to magic users to a point that they are able to cast them while having metal on their bodies. This capacity is limited to a sword in most cases, as the Fighter Mage still cannot use armor or shields of any kind as the Magic User class in the Players Handbook. The college of the Fighter Mage is a young one comparatively, and thus they have only been able to attain spells of 7th level or less. Even with this limitation, the Fighter Mage is someone truly to be feared. Fighter Mages spend much of their time training with their swords, it is a trademark of theirs, due to this training they are skilled fighters. Fighter Mages have minimum stat requirements of: 12 STR, 14 INT, 11 DEX, 10 CON.
Abilities:
Fighters Mages fight as a Cleric of equal level, they have one melee attack a round-this skill never increases.
The Fighter-Mage has six sided (d6) for hit points, they cannot gain exceptional strength or fighter hit point bonuses for a high con.
At first level, the Fighter Mage has two (2 d6) hit dice and then one for every level after the first, up to 10th level. Fighter Mages gain 2 hp a level after the 10th level of experience.
Fighter Mages have two weapons of proficiency at first level-one of these must be a sword of some type as it is their main weapon and it is used in many of their spells-the other can be any that they choose. Fighter Mages gain new proficiency slots for new weapons every 4 levels; 4, 8,12, 16 etc. They will usually try to gain proficiency in all types of swords over other weapons.
Fighter Mages have a limited amount of spell to choose from, they are unable to cast several Magic User spells due to their unique focus and the use of metal. The below is a list of spell the they can have, they still need to find them, the spells unique to the Fighter Mage college can be learned from them only.
1st level 2nd level 3rd level 4th level
alarm continual light blink enchanted weapon
armor darkness 15’ radius clairaudience fear
burning hands detect invisibility clairvoyance fire charm
comp languages invisibility dispel magic fire shield
detect magic knock fireball fire trap
enlarge know alignment flame arrow fumble
erase locate object fly hallucinatory terrain
feather fall mirror image haste minor globe
grease shatter invisibility 10’ otiluke’s sphere
hold portal strength lightning bolt rary’s enhancer
identify web melf’s minute meteor shout
jump whip prot from normal missiles stone skin
light true aim sepia snake sigil wall of fire
magic missile quick blade slow wall of ice
melt wind wall wizard eye
mending
piercing attack
blade turn
message blade shatter critical strike
read magic
run
shield
shocking grasp
write
blade sharp
force shield
phantom armor
5th level
6th level
7th level
bigby I hand chain lightning bigby g hand
cone of cold contingency delayed blast fireball
fabricate death spell duo-dimension
m faithful hound disintegrate force cage
pass wall enchant an item mordenkinen sword
teleport glassee power word stun
wall of force globe of I teleport w/o error
wall of iron guards and wards volley
wall of stone legend lore vampire sword
increased attack
routine M lucubration
wall of steel
warrior soul berserk rage
phantom sword
Experience:
level
hd (d6)
0-3,000 1 2
3,001-6,000 2 3
6,001-12,000 3 4
12,001-24,000 4 5
24,001-48,000 5 6
48,001-80,000 6 7
80,001-120,000 7 8
120,001-240,000 8 9
240,001-400,000 9 10
400,001-800,000 10 11
Fighter Mages need 400,000 exp per level after the 10th.
Fighter Mage
Spells
Note: Unless
otherwise stated, all Fighter-Mage Spells have Verbal, Somatic, and Material
components. Material components are used up in casting, except the casters
sword. In addition, most of these
spells can effect the caster only.
1st level spells:
Blade Sharp
The Blade Sharp spell allows the Fighter-Mage to enchant their blade for a limited time, this is one of the core spells in the Fighter-Mage arsenal. The Fighter Mage gains a +1 to hit and damage for every 4 levels of the caster; 1-4 = +1 5-8 = +2 and so on, up to a maximum of +5 (lvl 18+). The duration of this spell is a number of rounds equal to the casters level unless it is cast on someone else’s sword in which case the duration is halved, rounding up. The material component for this spell is the Fighter-Mage’s sword and a smear of oil used in the care of weapons.
Force Shield
The force shield spell allows the Fighter-Mage to create a shield made from magical energy, this shield act much like a normal shield does in combat but is not made of metal so as not to inhibit casting. The shield is light weight and covers much of the wielder’s body as a large shield does. The caster gains +3 to their AC in melee and +4 vs. Ranged weapons except large boulders or other giant/siege hurled projectiles. The spell will last for a number of rounds equal to the casters level +3, thus a 1st level Fighter-Mage can cast force shield for a duration of 4 rounds. The material component for this spell is a small silver shield (100 gp).
Phantom Armor
The Phantom Armor spell creates a shimmering force around the Fighter-Mage that offers some protection vs. Melee and missile attack, magical attack spells will pass right through the Phantom Armor and inflict their normal damage. The armor increases by one step for every 2 levels of the caster; thus levels 1-2 the armor is AC 5, levels 3-4 AC 4, Levels 5-6 AC 3 etc. all the way to -10 (level 30). The spell duration is equal to the casters level. The Material component for this spell is a sliver of metal taken from a suit of armor that was used in battle.
Level 2 Spells:
True Aim
The True Aim spell allows the Fighter-Mage to enchant a missile weapon to give it an increased chance to strike for one attack only. The Fighter-Mage can enchant one weapon or projectile per spell cast. The spell confers a +2 to hit and a additional +1 to hit for every 4 levels of the caster, levels 1-4 a total of +3 to hit, levels 5-8 +4 to hit and so on. Once the missile or missile weapon has been used the magic dissipates, good for one shot only. In addition to this the missile has an increased chance of scoring a critical hit, based upon the bonus. Count the spell’s bonus to hit, if a score of 20 or more is achieved then a critical hit is scored. Thus a 3rd level caster could magic a weapon that would score a critical hit on a natural roll 17-20. The material component for this spell is an arrow that scored a bulls-eye in a archery competition.
Quick Blade
This spell enables the caster to enchant their blade to give it increases in speed of attack. Once cast, the Quick Blade spell will give the wielder of the enchanted weapon automatic first attack in a combat round as long as the caster is attacking, otherwise they must dice initiative as per normal. This spell lasts for a number of rounds equal to the casters level. The material component for this spell is a small vial of mercury that is shattered upon the weapon during casting.
3rd
Level Spells:
Piercing Attack
This spell enchants the casters blade to make it deliver on devastating blow. The enchantment will stay on the blade until it has struck a target, as which time the spell fades. The damage inflicted is equal to twice the casters level, rounding up. The material component for this spell is a miniature sharpening stone.
Blade Shatter (10” per level)
The casting of this spell will cause the target weapons to become brittle and shatter upon striking of any solid object. The caster can effect a number of weapons equal to their level. The duration is permanent, but magical weapons are not effected by this spell. No noticeable difference in the effected weapons appearance is visible, when the weapon strikes a solid object it will inflict ½ normal damage (rounding down) and then shatter. Wooden weapons, such as clubs are not effected by this spell-the targeted weapons must have their main striking surface made of some sort of metal. The material component for this spell is metal shards from a broken weapon.
4th Level
Spells:
Blade Turn:
This spell is used to reduce the amount of damage inflicted by melee and missile weapons. When a successful hit is scored against the caster they will only take half damage. The caster may make a saving throw vs. paralyzation to save for no damage. This spell will effect all melee and normal missile weapons. Siege weapons and giant hurled weapons are not effected by this spell. Magic weapons are also not effected by this spell. The duration of this spell is equal to the caters level in melee rounds. The material component for this spell is the casters sword and a miniature crystal shield (500 gp).
Critical Strike:
The Critical Strike enables the caster to have an increased chance of scoring a critical strike in melee combat. The spell lasts for a number of melee rounds equal to the casters level. The increased chance for a critical strike will also increase with a more powerful caster. From levels 1-8 the chance for a critical strike is increased to a natural roll of 19 or 20. For levels 9-12 the chance increases to a natural roll of 18,19 & 20. For levels 13-16 the chance increases to a roll of 17,18,19 & 20. For levels 17 and up the Fighter Mage can score a critical hit on a natural roll of 16,17,18,19 & 20. The material component for this spell is the casters sword and some freshly drawn blood that is drawn across the edge of the blade (usually the casters).
5th Level
Spells:
Increased Attack Routine:
When this spell is cast, the Fighter-Mage is able to augment their skill at arms to give them an increased number of attacks in melee. At levels 9-12 the Fighter-Mage has 3/2 attacks, at levels 13-15 the Fighter-Mage has 2/1, at levels 16-19: 5/2 and at levels 20 and up 3/1. The material component for this spell is the casters sword and some blood form a high (9+) level fighter of some type.
The Warrior Soul spell enables the caster to harness the power of a warrior’s soul to aid them in combat. The spell’s duration is equal to the casters level in melee rounds. The Fighter-Mage fights on the fighter table as a fighter of equal level to the caster. In addition the caster gains bonus hit points equal to his/her level, thus a 11th level Fighter-Mage will have 11additional hit points for the duration of the spell. The bonus hit points are taken off from the Fighter-Mage’s hit point total before any of the characters actual hit points are taken. The material component for this spell is some dirt from the grave of a powerful warrior.
6th Level
Spells:
Berserk Rage:
This Spell transforms the Fighter-Mage into a Berserk fighter of terrifying power. The spell lasts for a number of rounds equal to the casters level or until the caster is knocked unconscious or killed. The casters Strength is raised to 18/00 (+3/+6) and the number of attacks the caster has is doubled for the duration of the spell. In addition, the caster hit point total is temporarily doubled, these extra hit points are taken off last from the casters hit point total, so if the spell’s duration ends and the character is normally at -10 or below they die. If the caster is healed to a number of hit points no less than -8 before the spell’s duration ends then they will live. The final bonus is that the Fighter-Mage attacks as a monster of a hit die equal to the casters level, thus a 13th level Fighter-Mage will have the THACO of a 13 hit die monster. The casting of this spell completely enthralls the Fighter-Mage in battle lust, they can not stop to do anything else but attack, no additional spells my be cast while the spell is still in effect, nor may the character take healing potions etc. Once the spells duration has expired, the Fighter-Mage falls in to an exhausted stupor and cannot do anything but take in light sustenance and rest. A potion of vitality or other such item will enable the caster to recover. The material component for this spell is a small vial of berserker blood that is consumed during the spells casting.
Phantom Sword:
The Phantom Sword spell creates a magical sword that appears in the hand of the caster. The Phantom Sword cannot be wielded by anyone but the caster and will disappear if the caster loses hold of the sword for any length of time. The sword is +5 to hit and damage and has the base damage of 2-12/2-20. The Phantom Sword scores double damage (4-24/4-40 +5) on creatures that have ties to other planes of existence; i.e. Devils, Angels, some undead etc. If a creature from another plane is in it’s true body/form and struck with the Phantom Sword the hit will be for x5 damage of 10-60/10-100 (10 d6/10 d10) + 5 but the Phantom Sword will be destroyed. The spell will last for a number of rounds equal to the casters level. The material component for this spell is dust off a warriors grave no younger than 1000 years old and a miniature crystal sword (1000 gp).
Vampire Sword:
This spell enchants the casters blade to drink the life force from opponents that are struck in melee and deliver a portion of the damage to the caster. The Spell lasts a number of melee rounds equal to the casters level. For every two points of damage scored against an opponent, one hit point is returned to the caster. The caster may exceed their normal hit point total in this fashion. If the casters extra hits exceed the total number of hits that the Fighter-Mage normally possess, they run the risk of a powerful extra-dimensional being entering the casters body. In other words if the character normally has 50 hits and has absorbed enough hits to make their current hit point total 100+ then they are inviting trouble. The spell components for this spell are vampires blood, rubbed onto the casters blade with a shammy made from the flesh of a vampire.
Wall of Steel:
The Wall of Steel spell enables
the caster to create a wall of whirling blades, cutting and stabbing all that
come into contact with the caster. When the Wall of Steel is cast, the casters
blade is whirled about at terrific speed, creating a barrier. Any creature
(including friends) or object that comes within 10’ of the caster takes 2-20
points of damage (save vs. spell for ½). If any creature attempts to pass
through the barrier, they take 8-80 (8 d8) points of damage (save for ½). Any
attacker that attempts to strike the caster must make a save vs. crushing blow
or their weapon is destroyed, missile weapons save a -5. If a creature makes it
through the barrier they can attack normally, not to say that the caster can
simply back up to catch the intruder in the Wall of Steel. The spell has a duration equal to the casters level. The
caster can launch ranged attack spells and move about when this spell is in
effect, but they may not attack in melee. The material component for this spell
is the casters sword, a miniature ruby sword (2000 gp), and a small block of
highly polished steel intended for the making of a sword.