Sacred and Forbidden: War Mage Spells Once Thought Lost to History

By admin

War mages are powerful spellcasters who specialize in combat magic and are skilled in wielding mystical swords. **Their spells are designed to deal damage, control the battlefield, and protect themselves and their allies.** One of the most iconic spells used by war mages is the Fireball spell. This spell creates a massive ball of fire that can be launched at enemies, causing devastating damage to anyone caught in its explosion. The fireball is often used to clear out groups of enemies or weaken powerful foes before engaging in close combat. Another common spell used by war mages is the Lightning Bolt spell.


And then, I would suggest changing the class abilities for generalist wizards and magic domain clerics to:

Instead, I believe that the description for this special ability should clearly state that it can only wield a one-handed weapon of the caster s size or smaller. Gaining 27 ranks in Major Elemental Circle and 24 ranks of Elemental Lore, Air will drop a war mage s 5 second attack RT to 1 second, rather than 2 seconds, effectively doubling his or her attack speed.

War mage spells and mystical swords

Another common spell used by war mages is the Lightning Bolt spell. This spell summons a bolt of lightning from the sky, which targets a single enemy and deals a massive amount of damage. The lightning bolt is known for its ability to quickly take down powerful and heavily armored foes, making it a favorite among war mages.

Mage Hand - Dueling Swords For Everyone

The concept of allowing wizards to duke it out with floating swords at a distance is very cool, and removes the idea of wizards being reduced to crossbows at 60 paces. However, the ability as written has two issues --- first, it’s limited to only generalist wizards and clerics with the magic domain, and second, the way it is written, it is too powerful at 1st level, allowing floating greatswords and Intelligence bonuses to damage.

So, what I recommend is changing Mage Hand to the following:

Mage Hand
Transmutation, Level: Brd 0, Sor/Wiz 0, Components: V, S, Casting Time: 1 standard action, Range: Close (25 ft. + 5 ft./2 levels), Target: One nonmagical, unattended object weighing up to 5 lb., Duration: Concentration
Saving Throw: None, Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a distance.

As a free action, you may draw a weapon from your person.

As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

If you choose to, concentrating as a standard action, you may use mage hand to make a single strike per round with a melee weapon of up to 5 lb, using your caster level as your attack bonus, and dealing regular weapon damage. You may attack with a weapon on the round that mage hand is cast.

And then, I would suggest changing the class abilities for generalist wizards and magic domain clerics to:

1st Level -- Hand of the Apprentice (Su): As a standard action, you may use mage hand as a spell-like ability at will. Unlike the normal mage hand spell, you may use it to wield a magical weapon of up to 5 lb.

Weight is an issue, but they are not getting the casting stat x1.5 like meleers are with strength. It needs to be restricted to melee weapons only, but great sword + casting stat isn't a problem in our game at all. Even if it is a little powerful at 1st, it quickly successes usefulness in later levels as early as 5th from our personal playtest experience.

I don't think that there should be a weight limitation for Hand Of The Apprentice. Instead, I believe that the description for this special ability should clearly state that it can only wield a one-handed weapon of the caster's size or smaller. That way, you don't have Wizards using Hand Of The Apprentice to hack people to death with Large Greatswords salvaged from (or given to them by) Fire Giants or the like.

Yeah, I ran into a bit of a dilemma with this as well. One of my players busted out his mage hand while invisible, had an artificer infuse the blade with Wraithstrike and was adding his Int to hit and damage on a touch attack that did not break his invisibility.

Any thoughts on this, I had initially said that the strike would break invisibility, but it seems the hand attacks independently. Most vexing.

Necroblivion wrote:

Yeah, I ran into a bit of a dilemma with this as well. One of my players busted out his mage hand while invisible, had an artificer infuse the blade with Wraithstrike and was adding his Int to hit and damage on a touch attack that did not break his invisibility.

Any thoughts on this, I had initially said that the strike would break invisibility, but it seems the hand attacks independently. Most vexing.

The wizard must control it, and he's attacking. He loses invis.

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Dave Young 992 wrote:
The wizard must control it, and he's attacking. He loses invis.

Actually, you wouldn't. The Mage Hand isn't being directed like a normal spell - you're basically controlling a summoned monster and giving it a sword to hack people up with. Just as summoning a monster and having them attack while Invisible doesn't break Invisibility, neither does sending your Mage Hand out to cut someone a second smile.

Dave Young 992 wrote:

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Seems like a pretty good opening move for an Eldritch Knight. Cast Invisibility on yourself and send out your Mage Hand with the magical Large Greatsword to chop a few people up before you move in to strike.

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Sueki Suezo wrote:

Seems like a pretty good opening move for an Eldritch Knight. Cast Invisibility on yourself and send out your Mage Hand with the magical Large Greatsword to chop a few people up before you move in to strike.

I can see a couples of problems with that image.

1) Mage hand has a weight limitation of 5 lbs, a Greatsword is 8 lbs.

2) Even if the mage is enlarged, once the weapon leaves his person, it returns to normal size

Pathfinder Lost Omens, Rulebook Subscriber Dave Young 992 wrote:

The wizard must control it, and he's attacking. He loses invis.

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Agreed - loses invis. He's making the attack rolls himself, using his intelligence to hit and damage. If the weapon is ignored, it returns to the caster. Practically the definition of making an attack.

Also Great swords wouldn't be that rare for human wizards/clerics - free martial weapon proficiency can go a long ways.

Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I must be missing something.

How can mage hand be used to wield a greatsword?

Not only is it more than the weight limitation of the spell, but it requires two hands.

From my reading, mage hand provides for a single hand and a weight restriction of 5 lbs.

Mistwalker wrote:

I must be missing something.

How can mage hand be used to wield a greatsword?

Not only is it more than the weight limitation of the spell, but it requires two hands.

From my reading, mage hand provides for a single hand and a weight restriction of 5 lbs.

Not only that, if 5 lbs of pressure is all you can apply, that's not going to deal a threatening wound. Even if you go with "moving the sword toward the target" concept, you're still limited to 15 ft. per round, or 2 1/2 feet per seconds (assuming a 6 seconds round). That's not a very high velocity.

I see a huge difference between moving a 5 lbs object 15 ft. per rounds and "swinging" that object in an efficient blow. You'd have a better chance of raising a 5 lbs hammer 15 ft. above your enemy's head and let it drop.

Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games Jan 7, 2009, 03:47 pm
Sueki Suezo wrote: Dave Young 992 wrote:
The wizard must control it, and he's attacking. He loses invis.

Actually, you wouldn't. The Mage Hand isn't being directed like a normal spell - you're basically controlling a summoned monster and giving it a sword to hack people up with. Just as summoning a monster and having them attack while Invisible doesn't break Invisibility, neither does sending your Mage Hand out to cut someone a second smile.

It may be like a summoned monster, but it's not a summoned monster. Summoned creatures, even if under your complete control (as with SM spells) still have their own will, and more to relevant to the point are listed as a specific exemption from invisibility. Directing other creatures to attack (whether they be party members, animated skeletons, trained attack dogs, or summoned monsters) doesn't break invis. Neither does activating traps or attacking unattended objects.

Any form of attack on a creature or an attended object, however, does. You could argue that firing a bow is not directly attacking someone, since it's the arrow flying away from you as an unattended object that is doing the work. You are controlling the weapon and directing it to attack a creature. That's an attack, whether you're pulling a bowstring or using telekinesis or using MH/HotA.

If the distinction you're trying to draw is based on whether you have to concentrate to direct the attack or if the weapon attacks "independently," the better comparison is to spiritual weapon, which also attacks on its own without the need to concentrate on it, but you have to first direct it to attack. It's not an ally or a minion, it's a magical effect generated by you being directed by you to attack a creature. which would break invis.

Dave Young 992 wrote:

The ability also dictates that the wizard must be proficient with the weapon, so great swords would be rare.

Seems like a pretty good opening move for an Eldritch Knight. Cast Invisibility on yourself and send out your Mage Hand with the magical Large Greatsword to chop a few people up before you move in to strike.

I agree, that would be a good move. It's a little wonky, though, and I think it would be a reasonable limitation to restrict it to weapons sized for the caster.

Anyway, it is just ONE hand and the limit is only 5 lbs, so maybe it's a problem that's already been solved - can't use big two-handed weapons if they're too heavy and you only have one hand!

War mage spells and mystical swords

In addition to offensive spells, war mages also have access to various protective spells to shield themselves and their allies. The Mage Armor spell creates an invisible protective barrier around the caster, increasing their resistance to physical attacks. This spell allows war mages to engage in combat without worrying too much about their physical vulnerabilities. War mages also rely on their mystical swords to enhance their combat abilities. These swords are often imbued with magical properties and can deal additional damage or have special effects. **The swords are an extension of the war mage's magical abilities and provide them with a versatile and deadly weapon to use in battle.** Overall, war mage spells and mystical swords are powerful tools that allow these spellcasters to excel in combat situations. **With their offensive spells, defensive spells, and mystical swords, war mages are formidable opponents on the battlefield.**.

Reviews for "The Mystical Origins of Enchanted Swords: A History of War Mage Weapons"

1. Emma - 2 stars
I was really looking forward to reading "War Mage Spells and Mystical Swords" based on all the hype and positive reviews, but I was thoroughly disappointed. The book lacked depth in its characters and the plot felt predictable and unimaginative. Additionally, I found the writing style to be dull and lacking any sort of nuance or creativity. Overall, I couldn't connect with the story and it left me feeling unsatisfied.
2. Andrew - 3 stars
"War Mage Spells and Mystical Swords" had potential, but it fell short in several areas. While the magical concept was intriguing, the execution felt rushed and underdeveloped. The pacing of the story was inconsistent, with moments of slow build-up followed by hurried resolutions. Furthermore, the dialogue was often stilted and unnatural, making it difficult to fully engage with the characters. While it had its moments, I can't help but feel that this book could have been so much more with better editing and refinement.
3. Sophie - 2 stars
I struggled to get through "War Mage Spells and Mystical Swords". The writing was overly descriptive and the author seemed more concerned with showcasing their vocabulary than creating an engaging story. The characters lacked depth and their motivations were unclear, leading to a lack of investment in their journey. The magic system, while interesting in theory, was poorly explained and left me confused. Overall, I was disappointed and would not recommend this book to others.

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