Eberron: Soaring Skies of Khorvaire
BAB: 3/4 (as cleric, druid, and rogue)
Saves: Fort – Good; Reflex – Good; Will – Good
Skills: 4 + Intelligence Modifier
Spellcasting: Spell points per day as sorcerer; fixed spell listed below.
Progression and Abilities
1 Spellcasting, Armored Casting, Magic Hands, Brilliance (uncapped level bonuses, Reach), Turn Undead
2 Equilibrium (positive energy), Planar Immunity (sleep)
3 Instant Ward, Inner Fire, Advanced Learning
4 Status Check, Mettle, Brilliance (Chain)
5 Lifesense (blindsense 40 ft.), Planar Immunity (paralysis, fear), Advanced Learning
6 Friggin’ Lasers, False Divinity
7 Flashes of Light, Equilibrium (negative energy), In Brightest Day, Advanced Learning
8 Pew Pew, In Darkest Night, Brilliance (Empower)
9 Planar Immunity (disease, poison, hunger, thirst), Advanced Learning
10 Lifesense (blindsight 40 ft.)
11 Improved Mettle, Advanced Learning
12 Ascension, Planar Aura (minor positive-dominant), Brilliance (Heighten)
13 Reraise 3/day, Advanced Learning
14 Planar Bubble
15 Planar Aura (major positive-dominant), Lifesense (blindsight 120 ft.), Advanced Learning
16 Reraise 5/day, Brilliance (Maximize)
17 Instant Brilliance, Advanced Learning
18 Still Alive
19 Reraise at will, Advanced Learning
20 Aspect of the Wolverine
All of the following are Class Features of the White Mage class.
Weapon and Armor Proficiency: White Mages are proficient with all simple weapons, as well as the warhammer, the sap, and the sandvich. White Mages are proficient with light armor but not with shields of any kind.
Spellcasting: The White Mage is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A White Mage casts spells from the White Mage Spell List (below). A White Mage automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available.
To cast a White Mage spell, she must have a Charisma at least equal to 10 + the Spell Level. The DC of the White Mage’s spells is Wisdom based and the bonus spells are Charisma based.
Armored Casting: A White Mage casts arcane spells, but she is not affected by the arcane spell failure of any armor or shield she is proficient with. This ability only applies to her White Mage spells; if she is able to cast any other arcane spells, those are affected by arcane spell failure as normal.
Magic Hands (Su): As an attack action, the White Mage may either deal damage or restore hit points equal to 1d6 + her Wisdom modifier to a touched target. This is a positive energy-based effect, and thus cannot heal undead (without spark of life applied), does not affect many constructs, and cannot damage Positive Energy Plane natives. Because this is not a spell, it does not benefit from Brilliance. If the White Mage so wishes, they may use their Dexterity to determine the attack bonus instead of Strength.
Brilliance: White Mages are directly linked to a dimension of raw energy, and this makes them very shiny. It also means their energy powers get all over the place. Any level-dependent bonuses to a White Mage’s (Healing) spells are uncapped by level (so a cure light wounds spell would heal 1d8+1/caster level, even if caster level exceeds 5) and her (Healing) spells automatically have Reach Spell applied. Additionally, any Healing spell a 4th-level White Mage casts can affect a number of additional targets up to her Wisdom modifier (subject to the restrictions of Chain Spell). At 8th level the Empower Spell metamagic is applied to all (Healing) spells, at 12th level all (Healing) and Abjuration spells are Heightened to the highest castable White Mage spell level, and at 16th level all (Healing) spells are Maximized.
Metamagic effects applied via this ability do not cause the spells to require a higher-level slot nor do they increase the casting time.
Practical Effects of Brilliance
Brilliance(Uncapped Modifiers): Whenever an applicable spell you have cast lets you add your Caster Level to dice roll, you may ignore caps imposed upon the upper-limit of the bonus you may derive. (I.E. cure light wounds allows you to add your Caster Level, but the highest modifier you can attain is +5. A 7th-level White Mage would add +7, instead of +5, because of this ability.)
Brilliance(Reach): Your applicable range Touch spells can affect targets up to 30’ (6 squares) away. This nominally requires a ranged touch attack, but since this is typically for healing, your targets will normally choose to let themselves be hit. This ability otherwise functions as Reach Spell.
Brilliance(Chain): Your single-target healing spells affect a number of additional targets equal to your Wisdom modifier. Each of these targets must be within 30’ (6 squares) of the original target. This ability is otherwise governed by the effects of Chain Spell.
Brilliance(Empower): Your healing spells automatically heal an additional 50% of what is rolled.
Brilliance(Heighten): Your healing spells are automatically considered to be cast of the highest spell level you can cast for the purposes of determining Difficulty Class to resist them or bypassing effects like glove of invulnerability. They do not consume more spell points than they otherwise would.
Brilliance(Maximize): All of your healing spells heal the maximum amount of damage possible, thus negating the necessity of rolling the amount healed.
Turn Undead (Su): The White Mage can turn undead as a Cleric of her class level. If she gains turning or rebuking from more than one class, the levels stack.
Equilibrium (Ex): At 2nd level, the White Mage’s body is accustomed to way more positive energy than most people can handle. She is treated as native to the Positive Energy Plane in addition to whatever planes where she is already a native. She is unaffected by any harmful effect due to positive energy (including spells such as bolt of glory or exploding due to being on a Major Positive-Dominant plane). However, she also does not gain temporary hit points from the Major Positive-Dominant trait. At 7th level, the White Mage equilibriates just as well with surrounding negative energy and is under a continuous death ward effect.
Planar Immunity (Ex): A White Mage’s physiology starts off fairly normal, but it slowly shuts down and discards systems that are redundant due to her overwhelming lifeforce. At 2nd level, a White Mage no longer needs to sleep and gains immunity to sleep effects. At 5th level, this immunity extends to paralysis and fear, and at 9th level she is immune to disease and poison and also no longer needs to eat or drink.
Advanced Learning: At 3rd level and every two levels thereafter, the White Mage may permanently add one spell to her spell list. This spell must be of a level she can already cast, and must be from either the Abjuration school, the (Healing) subschool, or have the [Light] descriptor. Only spells from the Cleric or Wizard spell lists may be learned in this way.
Instant Ward (Su): At 3rd level, the White Mage may grant any ally within 30 ft. a +5 bonus to AC and saves for one round as an immediate action.
Inner Fire: At 3rd level a White Mage learns to channel healing power into herself without the normal gestures and words. Any spell which removes or suppresses a harmful status effect on herself may be activated by the White Mage as though it were both Silent and Stilled, and may be used even while unconscious (but not actually dead). Any spell used in this way only affects the White Mage and does not provoke attacks of opportunity. Spells cast under this ability require the expenditure of any XP or material components as normal; such components must be in the White Mage’s possession. The metamagic effects of this ability don’t increase the spell slot required nor the casting time.
Practical Effect of Inner Fire
Whenever a White Mage attempts cast a spell to clear a status condition from itself, the spell is cast as if it were affected by both the Silent Spell and Still Spell SRD metamagic feats. This ability can be used even when the White Mage between -1hp and -9hp.
Mettle (Ex): At 4th level, the White Mage gains Mettle. If an effect offers a Fortitude or Will save that allows for partial negation of the effect upon a successful save, a successful save results in the complete negation of the effect. This functions materially identically to a rogue’s Evasion class ability.
Status Check (Sp): At 4th level, the White Mage gains a supernatural intuition about how her allies are faring. She may cast status at will as a swift action spell-like ability.
Lifesense (Su): At 5th level, the White Mage is familiar enough with the flow of positive energy that she can see it in other beings, even when her other senses fail. She gains blindsense out to 40 ft. to detect living or undead creatures, and knows how healthy they are as with deathwatch. At 10th level, this ability is equivalent to blindsight. At 15th level, this sense extends out to 120 ft.
Friggin’ Lasers: At 6th level, any [Light] spells the White Mage casts gain a +2 bonus to caster level.
False Divinity: A White Mage’s magic is similar to many sources of divine power, close enough to mimic true divinity. At 6th level her White Mage spellcasting counts as both arcane and divine for the purposes of taking prestige classes. She does not gain more than one White Mage caster level from any given level of a prestige class using this ability; a White Mage 6/Mystic Theurge 5 would only cast as an 11th-level White Mage. You probably shouldn’t try to do that.
Flashes of Light: At 7th level, the White Mage can channel her positive energy even more quickly; she may cast (Healing), [Light], and Abjuration spell as a swift action once per encounter, as though they had the Quicken Spell SRD metamagic applied. In addition, all [Light] spells she casts are also Empowered, as if the Empower Spell SRD metamagic feat were applied. (This means all spells with the [Light] descriptor deal an additional 50% damage.)
In Brightest Day (Su): At 7th level, the White Mage emits a constant radiance equivalent to a daylight effect which may be suppressed or resumed as a swift action. She gains the Sun domain, giving greater turning 1/day and adding Sun domain spells to her spell list. If she has already added the Sun domain’s spells from some other selectable source, such as Attune Domain or Arcane Disciple, she may select a different valid domain for that source. If she already has the Sun domain from a non-selectable source, she instead gains another domain’s spells as if she had taken Attune Domain (this does not count against the total of 3 Attuned Domains/Spheres).
Pew Pew: At 8th level, the White Mage’s ability to siphon raw light energy has become natural and almost effortless; she can cast any [Light] or Cure spell as an attack action. She may, however, only cast one spell per turn in this manner.
In Darkest Night (Su): At 8th level, the White Mage’s death ward effect extends to all allies within 30 feet. This may be suppressed or resumed as a swift action.
Improved Mettle (Ex): At 11th level, the White Mage gains Improved Mettle. This functions as Mettle, except that if the White Mage fails on a Will partial or Fortitude partial saving throw, she still only takes the partial effect.
Ascension (Ex): At 12th level the White Mage ascends to supernatural power and becomes immune to petrification. She gains the Outsider type, the Native or Extraplanar subtype as appropriate for her home plane, and her previous type as an Augmented subtype.
Planar Aura (Su): At 12th level, the White Mage may radiate the Minor Positive-Dominant trait out to 60 feet. This ability can be used a number of times per day equal to the White Mage’s Wisdom modifier and lasts a number of rounds equal to one-half the White Mage’s class level. This ability can be activated and deactivated as a move action. At 15th level, this may be increased to the Major Positive-Dominant trait, and the White Mage can freely switch between Major and Minor as a move action.
Reraise (Sp): A 13th level White Mage gains the ability to cast a contingent true resurrection on a target creature, which is triggered by their death. This effect lasts for a number of minutes equal to the White Mage’s Wisdom modifier. When she first gains this ability, the White Mage may cast it 3/day, which increases to 5/day at 16th level and becomes usable at-will at 19th level. The White Mage may not have more such effects active at a time than they may cast per day, and no more than one active on any given creature, although they are dismissible as normal for contingency. These do not count against the “You can use only one contingency spell at a time” restriction of the contingency spell.
Planar Bubble (Su): At 14th level the White Mage gains the ability to create even more conduits to the Positive Energy Plane. As a swift action, she can create a Planar Breach to the Positive Energy Plane as with precipitate breach.
Instant Brilliance: At 17th level, the White Mage may cast any of its specialized spells as an Immediate Action. This applies to spells which are affected by Brilliance, and only spells affected by Brilliance.
Still Alive (Ex): A White Mage of 18th level is so full of life that they’re alive for a while even after they die. For 1 minute per character level after they die, the White Mage may still use any of their abilities so long as it doesn’t require actual movement to perform. This includes (but is not necessarily limited to) their spell-like abilities, and spells which are usable via Inner Fire. Note that for the purposes of Inner Fire, being dead is a harmful status effect, and it is fully expected that White Mages at this point are capable of coming back from the dead without that even being a big deal.
Aspect of the Wolverine (Ex): At 20th level, the White Mage has forged a planar conduit with the Positive Energy Plane and is constantly infused by it. She gains Regeneration 10, which is bypassed only by epic weaponry.
0th-level: Cure minor wounds^, dancing lights^^, detect magic, disrupt undead, flare, light, mending, purify food and drink, resistance, virtue
1st-level: Avoid planar effects, bless water, cure light wounds^, deathwatch, delay disease^, endure elements, faerie fire, greater dispel magic, lesser vigor^, produce flame, protection from chaos/evil/good/law, remove fear, shield of faith
2nd-level: Aid, calm emotions, close wounds^, continual flame, cure moderate wounds^, delay poison^, gentle repose, lesser restoration^, make whole, protection from negative energy, rainbow beam^^, remove paralysis^, resist energy, shield other
3rd-level: Attune form, create food and water, cure serious wounds^, daylight^^, Leomund’s tiny hut, magic circle against chaos/evil/good/law, neutralize poison^, protection from energy, remove blindness/deafness^, remove disease^, searing light^^, spark of life, vigor^
4th-level: Astral hospice, blistering radiance^^, cure critical wounds^, death ward, delay death^, freedom of movement, good hope, planar tolerance, mass resist energy, mass shield of faith, Otiluke’s resilient sphere, restoration^, revenance, spell immunity, stoneskin
5th-level: Break enchantment, greater vigor^, life’s grace^, lucent lance^^, mass cure light wounds^, plane shift (willing targets only), raise dead^+, revivify^, spell resistance, undeath to death, wall of force
6th-level: Animate objects, bolt of glory^, contingency, energy immunity, globe of invulnerability, heal^, heroes’ feast, mass cure moderate wounds, ray of light^^, revive outsider^, stone to flesh^, word of recall
7th-level: Fortunate fate^, greater restoration^, mass cure serious wounds^, mass restoration^, mass spell resistance, spell turning, radiant assault^^, regenerate^, resurrection^, sunbeam^^
8th-level: Greater spell immunity, mass cure critical wounds^, mass death ward, mind blank, protection from spells, sunburst^^, Otiluke’s telekinetic sphere
9th-level: Astral projection, freedom, mass heal^, true resurrection, unbinding
^ = Healing spell affected by Brilliance.
^^ = [Light] descriptor spell.
^+ = Unaffected by Brilliance (Chain).