| Prime Requisite: | INT |
| Requirements: | STR 9, CON 9 |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
War wizards are unusual wizards who combine mastery of arcane magic with skill at arms. They are found at the front lines of adventuring parties and mercenary companies. Sometimes, war wizards form small, secretive enclaves that preserve and pass on their arcane and martial arts.
War wizards advance in attack throws by two points every four levels of experience, and in saving throws by two points every six levels. At first level, war wizards hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight using all kinds of swords, daggers, spears, polearms, and missile weapons, and can fight wielding a weapon two-handed. War wizards may not wear armor heavier than leather, and may not use shields. War wizards can use magic items usable by mages.
War wizards may learn and cast arcane spells as a mage of half their class level (rounded up). Starting at 9th level (War-Wizard), they can engage in magic research, researching spells, scribing magical scrolls, and brewing potions. War wizards may cast spells while wearing any armor they are proficient in.
War wizards can perform arcane strikes. On a successful melee attack, a war wizard can expend a daily spell slot to increase damage by 1d6 per level of the spell slot.
At 9th level (War-Wizard), a war wizard may build an academy, often a great tower. He will then attract 1d6 apprentices of 1st – 3rd level plus 2d6 normal men seeking to become war wizards. Their Intelligence scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. While in the war wizard's service, apprentices must be provided food and lodging, but need not be paid wages. If the war wizard builds a dungeon beneath or near his academy, monsters will start to arrive to dwell within, followed by adventurers seeking to fight them.
War Wizard Proficiency List: Alertness, Ambushing, Armor Training, Battle Magic, Blind Fighting, Collegiate Wizardry, Combat Reflexes, Combat Trickery (disarm, sunder), Command, Elementalism, Elven Bloodline, Familiar, Fighting Style, Illusion Resistance, Leadership, Loremastery, Martial Training, Military Strategy, Mystic Aura, Precise Shooting, Quiet Magic, Sensing Power, Skirmishing, Swashbuckling, Unflappable Casting, Wakefulness, Weapon Focus
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | Caster Level | 1 | 2 | 3 | 4 |
| 0 | Blade-Arcanist | 1 | 1d6 | 1 | 1 | — | — | — |
| 2,250 | Sword-Seer | 2 | 2d6 | 1 | 1 | — | — | — |
| 4,500 | Theurgist-Militant | 3 | 3d6 | 2 | 2 | — | — | — |
| 9,000 | Martial Magician | 4 | 4d6 | 2 | 2 | — | — | — |
| 18,000 | War-Thaumaturge | 5 | 5d6 | 3 | 2 | 1 | — | — |
| 36,000 | Sword-Enchanter | 6 | 6d6 | 3 | 2 | 1 | — | — |
| 70,000 | Blade-Sorcerer | 7 | 7d6 | 4 | 2 | 2 | — | — |
| 140,000 | Battle-Mage | 8 | 8d6 | 4 | 2 | 2 | — | — |
| 290,000 | War-Wizard | 9 | 9d6 | 5 | 2 | 2 | 1 | — |
| 440,000 | War-Wizard, 10th level | 10 | 9d6+1* | 5 | 2 | 2 | 1 | — |
| 590,000 | War-Wizard, 11th level | 11 | 9d6+2* | 6 | 2 | 2 | 2 | — |
| 750,000 | War-Wizard, 12th level | 12 | 9d6+3* | 6 | 2 | 2 | 2 | — |
| 890,000 | War-Wizard, 13th level | 13 | 9d6+4* | 7 | 3 | 2 | 2 | 1 |
| 1,040,000 | Grand War-Wizard | 14 | 9d6+5* | 7 | 3 | 2 | 2 | 1 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells | Attack Throw |
|---|---|---|---|---|---|---|
| 1–2 | 13+ | 13+ | 15+ | 11+ | 12+ | 10+ |
| 3 | 13+ | 13+ | 15+ | 11+ | 12+ | 9+ |
| 4 | 12+ | 12+ | 14+ | 10+ | 11+ | 9+ |
| 5–6 | 12+ | 12+ | 14+ | 10+ | 11+ | 8+ |
| 7–8 | 11+ | 11+ | 13+ | 9+ | 10+ | 7+ |
| 9 | 11+ | 11+ | 13+ | 9+ | 10+ | 6+ |
| 10 | 10+ | 10+ | 12+ | 8+ | 9+ | 6+ |
| 11–12 | 10+ | 10+ | 12+ | 8+ | 9+ | 5+ |
| 13–14 | 9+ | 9+ | 11+ | 7+ | 8+ | 4+ |