Article-At-A-Glance
- These Warmage builds vary in strengths from spell variety to battlefield presence and versatility.
- Weaknesses include dependency on environment, equipment, and limited spell diversity.
- Each build offers unique tactical advantages but requires strategic planning and knowledge skills.
- The guide emphasizes selecting a build that matches the player’s style and campaign setting.

Strengths & Weaknesses
| Build Name | Strengths | Weaknesses |
|---|---|---|
| Desert Guardian[1] | Mastery of sand and desert magic enhances spell variety. Capable of limb regeneration and self-resurrection using a gourd of sand. Possesses oracular abilities to predict and evade attacks. Armored Mage allows effective combat in light armor, reducing spellcasting penalties. | Limited in melee combat due to lower physical stats. Flaws like Murky Eyed and Noncombatant hinder combat abilities. Depends heavily on desert environment and specific equipment for maximum efficiency. |
| Citadel Defender | Pure Warmage with strong evocation capabilities and access to Advanced Learning for extra damage spells. Able to wear heavy armor with Battle Caster, expanding defensive capabilities. Arcane Disciple adds utility and melee buffs, making it versatile in combat roles. | Lacks diversity in spell options, relying heavily on evocation. Lower physical ability scores and potential for limited movement. Heavy focus on offense may limit battlefield control and support options. |
| Pyromancer of the Silver Flame[2] | Transforms elemental spells into enhanced fire spells with a portion as holy damage, overcoming resistance. High charisma for effective spellcasting. Celestial Mystic offers extensive bless bonuses. Capable of secondary healing due to Saint template. | Focus on fire element makes combat predictable to enemies with fire resistance/immunity. Smaller variety of elemental tactics. Relies on acquired equipment, like mithral full plate, to maximize potential. |
| Rainbow Warsnake[3] | Unmatched versatility with ability to spontaneously cast Warmage and Cleric spells. High mobility with wings and battlefield presence due to Arcane Reach. Proficient in buffs, debuffs, healing, blasting. | Complexity in managing a large spell list and strategic planning required. Potential reliance on knowledge skills for maximum effectiveness. Balancing parameters like Spellcraft can be skill-intensive. |
| Warmage of the Arcane Order[4] | Highly versatile with access to wizard’s spellpool and ability to learn a vast array of spells. Wyrm Wizard abilities enhance potential with independent spell discovery (Spell Research). Combination of magic focus feats greatly improves potency of offensive spells. | Complex to play due to numerous spell options and metamagic decisions. Lower overall flexibility outside combat scenarios. Needs strategic pre-battle preparation to leverage metamagic and spellpool effectively. |

Desert Guardian
The Desert Guardian[1] combines Warmage, Sandshaper, and Divine Oracle classes to create a versatile spellcaster who can manipulate sand and utilize divination magic. This character excels in prediction and evasion, and can regenerate and resurrect using desert-themed abilities like Sand Shape.
- The Desert Guardian[1]’s major strength is its ability to predict and evade enemy attacks with prescient senses and divination enhancements, making it hard to surprise or overwhelm.
- A notable weakness is the reliance on the gourd of sand for vital abilities, and without it, some of the character’s most powerful spells are inaccessible.
- By merging with the sands using the Sandform ability, the Desert Guardian[1] can not only evade physical attacks but also surprise opponents by shifting terrain.
Citadel Defender
The Citadel-Defender Warmage is a formidable arcane powerhouse, utilizing heavy armor to stand firm in battle while unleashing devastating spells. It combines raw magical offense with resilience, seamlessly blending power and protection.
- Exceptional firepower from an arcane perspective, allowing for a barrage of destructive spells without sacrificing defense.
- Limited versatility in non-combat situations due to a focus on evocations and direct damage abilities.
- Use Arcane Disciple feats for access to high-defense spells, letting you hold the line as a tough spellcasting tank.


Pyromancer of the Silver Flame
The Pyromancer of the Silver Flame[2] can transform all elemental spells to intense fire attacks, integrating holy damage to bypass resistances. This Warmage-centric build ensures even fire-immune enemies face dire consequences due to its celestial enhancements.
- Converting fire damage into holy damage allows this build to penetrate most resistances, enhancing spell versatility.
- Overreliance on fire spells can leave it vulnerable against creatures with holy resistance or immunity.
- As a Silver Pyromancer, use the “Spellfire Wielder” to absorb and rechannel enemy spell attacks, adding a robust defensive layer.
Rainbow Warsnake
The Rainbow-Warsnake combines the spontaneous casting abilities of the Warmage class with access to all Cleric spells, creating a versatile powerhouse that excels in both offensive and support roles. The build’s unique feature of Rainbow Servant levels grants it unprecedented versatility, making it one of the most formidable combinations in D&D 3.5.
- The ability to cast both Warmage and Cleric spells spontaneously allows unprecedented flexibility in combat, enabling this character to adapt to almost any battlefield situation with ease.
- With a starting Strength and Dexterity of 10, the character may struggle in close combat situations without casting support spells, requiring careful tactical positioning to maximize effectiveness.
- Gaining the Archmage[5]’s Arcane Reach allows the Rainbow-Warsnake to deliver touch spells at a distance, making it possible to safely buff allies from afar or deal with enemies without closing in, which synergizes nicely with the ability to cast spontaneous Cleric spells.


Warmage of the Arcane Order
The Warmage of the Arcane Order[4] synergizes the explosive force of a warmage with the flexible spellcasting ability of a Mage of the Arcane Order, offering both raw power and great versatility. With access to a wide array of spells from the spellpool and the ability to learn unique spells via Wyrm Wizard, it stands as a formidable caster.
- The major strength of the Warmage of the Arcane Order[4] is its exceptional versatility, as it can cast any wizard spell from the spellpool, enhancing its spell list and offering extensive tactical options.
- The major weakness is its relatively low Dexterity score and the armor check penalty, which makes avoiding physical threats like area attacks or traps problematic.
- A neat trick is stacking metamagic feats onto regularly prepared spells and using the spellpool for situational spell needs, maximizing both surprise factor and efficiency in challenging encounters.
FAQ
What makes the Desert Guardian[1] Warmage an optimal choice for desert campaigns?
The Desert Guardian[1] thrives in arid environments, mastering sand and desert magic. It excels in self-sustainability, with abilities like limb regeneration and self-resurrection. However, its dependency on the desert is its weakness outside such terrains. To maximize efficiency, staying within desert settings is crucial.
How does the Citadel Defender Warmage fare in frontline combat?
The Citadel Defender is robust for frontline combat with heavy armor capabilities. It wields evocation spells and gains versatility with Arcane Disciple buffs. Yet, its spell variety is limited, needing a team to cover its weaknesses. Optimal performance depends on balancing offense with occasional defensive tactics.
Does the Pyromancer of the Silver Flame[2] struggle against fire-resistant foes?
The Pyromancer indeed faces challenges against enemies immune to fire. Transforming fire spells into holy damage partially counters this, bypassing some resistances. Adversaries with high fire resistance require strategic adaptation. Using varied spells, while relying on enhancements can shift tricky encounters.
Why is spell management crucial for the Rainbow Warsnake[3]?
The Rainbow Warsnake[3] capitalizes on versatility but demands meticulous spell list oversight. Juggling Warmage and Cleric spells can be complicated. Effective play requires strategic planning and knowledge of spells. Choosing the right spell combo enhances both battlefield control and team support.
How flexible is the Warmage of the Arcane Order[4] in non-combat scenarios?
The Warmage of the Arcane Order[4] excels in magic versatility in combat. Outside of combat, its flexibility diminishes without careful spell preparation. Its wizard spell pool access compensates somewhat, offering utility options. Proper planning and strategic metamagic application are vital before battles.
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Desert Guardian
As the head guard made his way into the courtyard, he watched young warmages practice orb spells on dummies treated to resist elements. He smiled. Despite the warmage college dedication to warfare type magic, the place was strangely peaceful. He walked toward the teacher, who was a member of the Council. A man from the desert, he was said to not only have mastered the warmage techniques, but to have mixed it with desert magic and to have oracular abilities.
“You want the council to convene, don’t you.”
“Reading my thoughts,” The man smiled.
“I don’t need to use divination magic to see your concerned face my friend, and if the head guard is concerned about something, it means it’s something the council should convene on.”
“…Yes, finally replied the head guard.“
The other man was sitting on a large gourd full of sand.
“I’ll get them for you, but you’ll need to convince the Regent to convene too, since he represent the Arcane Order, and as much as the man annoys me, he is the highest standing member here as long as the headmistress is away.”
The head guard let out a desperate sigh.
“I know, the man pisses me off too. I’ll go get him.”
Race
Human
Class
Warmage 5/Sandshaper 10/Divine Oracle 5
Ability Scores
Str 10/Dex 10/Con 14/Int 16/Wis 10/Cha 16
Skills
Knowledge(Nature) 4, Knowledge(Religion) 8, Survival 4
Equipment
Chainshirt, a Shield, a Spear, a gourd full of sand.
Flaws
Murky Eyed, Noncombatant
Goal
You are still mainly a blaster, but with Desert Magic, you add a large variety of spells to your repertoire, and as long as you have your gourd of sand, you can regenerate limbs and even resurrect yourself if buried. You can shape sands and even turn into sand yourself. And with your Oracle abilities, you can predict opponents and evade the worst area effect spells/abilities
| Level | Class | HD | Feat | Special |
| 1 | Warmage | 8 | Improved Initiative, Skill Focus(Knowled ge Religion), Able Learner, Cosmopolitan (Knowledge-Rel igion) | Armored Mage(Light), Warmage’s Edge |
| 2 | Warmage | 1d6+2 | – | – |
| 3 | Warmage | 1d6+2 | Touchstone | Advanced Learning |
| 4 | Warmage | 1d6+2 | – | +1 Cha |
| 5 | Warmage | 1d6+2 | – | – |
| 6 | Sand Shaper | 1d6+2 | Knowledge Devotion | Desert Insight, Dust Magic, Sand Shape |
| 7 | Divine Oracle | 1d6+2 | – | Oracle Domain, Scry Bonus |
| 8 | Divine Oracle | 1d6+2 | – | Prescient Sense, Trap Sense +1, +1 Cha |
| 9 | Divine Oracle | 1d6+2 | Obtain Familiar | Divination Enhancement |
| 10 | Divine Oracle | 1d6+2 | – | Uncanny Dodge |
| 11 | Divine Oracle | 1d6+2 | – | Trap Sense +2 |
| 12 | Sand Shaper | 1d6+2 | Medium Armor Proficiency | Sandform, +1 Cha |
| 13 | Sand Shaper | 1d6+2 | – | Sand Stride |
| 14 | Sand Shaper | 1d6+2 | – | Improved Sand Shape |
| 15 | Sand Shaper | 1d6+2 | Battle Caster | Improved Dust Magic 3/Day |
| 16 | Sand Shaper | 1d6+2 | – | +1 Cha |
| 17 | Sand Shaper | 1d6+2 | – | Desert Slumper, Improved Dust Magic 4/Day |
| 18 | Sand Shaper | 1d6+20 | Improved Toughness | – |
| 19 | Sand Shaper | 1d6+3 | – | Greater Dust Magic 5/Day |
| 20 | Sand Shaper | 1d6+3 | – | Desert Shroud, +1 Cha |
Pyromancer of the Silver Flame
As the council crumbled under the verbal assaults of the old man, the doors opened. Behind them revealed a young red haired woman, barefoot, in mithral full plate, her spear and shield radiant as the sun. As she entered, the whole room became silent, the old man in utter shock as the rest of the council.
The council had beaming smiles on their faces as rose and bowed to their headmistress. She was the Living Saint nicknamed the Silver Pyromancer, for her flames were said to be from the heavens themselves, capable of roasting a fire elemental, or a red dragon.
“I understand that the dark army made it’s way into the forest, is that exact head guard? She said, in a soft voice, yet subtly crackling with raw power.”
“That is correct my lady.”
“Then we will move to intercept.”
She turned disapproving eyes towards the Regent.
“Afterall, she continued, the forests are under our jurisdiction, not the City. This is our lands and they are trespassing. To arms men.”
Screams of joy resounded in the council chambers, as their beloved leader once again proved why she deserved the title of Headmistress of the Warmage Citadel.
Race
Saint Human
Class
Warmage 5/Elemental Savant 1/Cleric 1/Silver Pyromancer 3/Celestial Mystic 10 (2 LA Buyback)
Ability Scores
Str 8/Dex 10/Con 16/Int 14/Wis 12/Cha 22
Skills
Knowledge(Arcana) 8, Knowledge(Religion) 6, Knowledge(The Planes) 4, Spellcraft 6
Equipment
As usual, Chainshirt(eventually mithril full plate), a spear, shield, and a longbow this time.
Flaws
Inattentive, Murked Eyes
Goal
Blasters usually encounter the problem of Energy Resistance/Immunity. Which is why they usually diversify their spells into the different elements to make sure to be able to attack anything.
You double down on fire, and make it work. All your elemental spells that deal damage become fire spells and half your fire damage is changed into holy damage, making even immune enemies burn. Add to that your Celestial Mystic blessings of the seven heavens, your Spellfire to absorb spells targeting you and as a Saint being a decent secondary healer and you are possibly the strongest blaster build in the game.
| Level | Class | HD | Feat | Special |
| 1 | Warmage | 8 | Nymph’s Kiss, Servant of the Heavens, Spellfire Wielder, Arcane Preparation | Armored Mage(Light), Warmage’s Edge |
| 2 | Warmage | 1d6+2 | – | – |
| 3 | Warmage | 1d6+2 | Sacred Vow | Advanced |
| Learning | ||||
| 4 | Warmage | 1d6+2 | – | +1 Cha |
| 5 | Warmage | 1d6+2 | – | – |
| 6 | Cleric(Sainthoo d) | 1d8+8 | Vow of Abstinence | Aura of Law, Aura of Good, Domains: Fire, Good, Saint Template |
| 7 | Silver Pyromancer | 1d6+3 | – | Pyromancer, Purge Undead, Bow Proficiency |
| 8 | Silver Pyromancer | 1d6+3 | – | Sacred Flame, +1 Cha |
| 9 | Silver Pyromancer | 1d6+3 | Energy Substitution | Smiting Spell 1/Day |
| 10 | Elemental Savant | 1d4+3 | – | Elemental Speciality, Fire Resistance 5 |
| 11 | Celestial Mystic | 1d4+3 | – | Blessing of the Silver Heaven |
| 12 | Celestial Mystic | 1d4+3 | Spell Penetration | Celestial Spells, +1 Cha |
| 13 | Celestial Mystic | 1d4+3 | – | Blessing of the Golden Heaven |
| 14 | Celestial Mystic | 1d4+3 | – | – |
| 15 | Celestial Mystic | 1d4+3 | Greater Spell Penetration | Blessing of the Pearly Heaven |
| 16 | Celestial Mystic | 1d4+3 | – | +1 Cha |
| 17 | Celestial Mystic | 1d4+3 | – | Blessing of the Crystal Heaven |
| 18 | Celestial Mystic | 1d4+3 | Improved Initiative | Blessing of the Platinum Heaven |
| 19 | Celestial Mystic | 1d4+3 | – | Blessing of the Glittering Heaven |
| 20 | Celestial Mystic | 1d4+3 | – | Blessing of the Illuminated Heaven, +1 Cha |
Rainbow Warsnake
The council debate was heated, as per usual. After the head guard made his report, the regent from the Arcane Order was quick to dismiss his interventionism as foolish and erratic behavior. Not many on the council were willing to throw their weight against him and the Arcane Order, even if the head guard was right, so it came to the Sandmage and the Warsnake to defend the head guard.
The Warsnake, a man of great stature with rainbow feathered wings, a real arcane prodigy, was becoming especially venomous toward the old man.
“Your cowardice has no limits, does your Order’s shame have no limits? Innocent lives are at stake here!”
The old man let out a vicious whistle, not unlike that of a viper.
“My Order is your order too, I AM a Warmage, it just so happens that I also represent the Arcane Order young man, an order mind you, who is financing half the research you do. The warsnake sat, knowing full well that the old man was not making idle threats.”
Race
Human
Class
Warmage 6/Rainbow Servant 10/Archmage 4
Atributes
Str 10/Dex 10/Con 14/Int 12/Wis 10/Cha 18
Skills
Knowledge(Arcana) 15, Spellcraft 15
Equipment
You know the drill. Spear, Shield, Chainshirt.
Goal
You can cast all your warmage spells and all cleric spells. Spontaneously. Bam, you wanted versatility? Here’s versatility. Buffs, heals, debuffs, blasting, wings to fly away from danger, and arcane reach to buff your allies from away. Yeah, hard to do better here, it’s one of the most broken combos in 3.5
| Level | Class | HD | Feat | Special |
| 1 | Warmage | 8 | Spell Focus(Evocatio n), Spellfire Wielder | Armored Mage(Light), Warmage’s Edge |
| 2 | Warmage | 1d6+2 | – | – |
| 3 | Warmage | 1d6+2 | Skill Focus (Spellcraft) | Advanced Learning |
| 4 | Warmage | 1d6+2 | – | +1 Cha |
| 5 | Warmage | 1d6+2 | – | – |
| 6 | Warmage | 1d6+2 | Obtain Familiar | Advanced Learning |
| 7 | Rainbow Servant | 1d4+2 | – | Extra Domain(Good), Detect Evil |
| 8 | Rainbow Servant | 1d4+2 | – | +1 Cha |
| 9 | Rainbow Servant | 1d4+2 | Medium Armor Proficiency | – |
| 10 | Rainbow Servant | 1d4+2 | – | Extra Domain(Air), Grow Wings |
| 11 | Rainbow Servant | 1d4+2 | – | – |
| 12 | Rainbow Servant | 1d4+2 | Battle Caster | +1 Cha |
| 13 | Rainbow Servant | 1d4+2 | – | Extra Domain(Law), Detect Chaos |
| 14 | Rainbow Servant | 1d4+2 | – | – |
| 15 | Rainbow Servant | 1d4+2 | Spell Focus(Conjurati on) | – |
| 16 | Rainbow Servant | 1d4+2 | – | Cleric Spell Access, Detect Thoughts, +1 Cha |
| 17 | Archmage | 1d4+2 | – | Arcane Fire |
| 18 | Archmage | 1d4+2 | Improved Familiar | Arcane Reach |
| 19 | Archmage | 1d4+2 | – | Mastery of Shaping |
| 20 | Archmage | 1d4+2 | – | Mastery of Elements, +1 Cha |
Warmage of the Arcane Order
The grumpy old man left the citadel’s library. The head guard had summoned him for the council. He already knew why as he had scryed on the army earlier.
Caressing his goatee, he thought about using his weight to veto the head guard’s plans to intervene and destroy the army as a punishment for interrupting his research.
The Arcane Order was unaffiliated with the warmage college, but their power was such that as the correspondent between the two orders, unless the headmistress herself ruled a decision, he could make the entire council bend to his will.
He rubbed his hands together. And it just so happened that their foolish headmistress was away on a pilgrimage.
He would make the head guard pay.
Race
Human
Class
Warmage 5/Mage of the Arcane Order 10/Wyrm Mage 5
Ability Scores
Str 8/Dex 10/Con 14/Int 15/Wis 8/Cha 18
Skills
Knowledge(Arcana) 9, Spellcraft 9
Equipment
A Chainshirt, a Spear and a Shield.
Flaws
Inattentive, Murky Eyed
Goal
While you are still a blaster and evocation specialist, as a member of the arcane order you can call upon the spellpool to cast any wizard spell and as a Wyrm Wizard you can learn any one spell meaning you are leagues more versatile that a regular member of your class and with the ability to prepare spells, you can preemptively prepare your best spells with metamagic on.
| Level | Class | HD | Feat | Special |
| 1 | Warmage | 8 | Arcane Preparation, Heightened Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation) | Armored Mage(Light), Warmage’s Edge |
| 2 | Warmage | 1d6+2 | – | – |
| 3 | Warmage | 1d6+2 | Cooperative Spell | Advanced Learning |
| 4 | Warmage | 1d6+2 | – | +1 Int |
| 5 | Warmage | 1d6+2 | – | – |
| 6 | Mage of the Arcane Order | 1d4+2 | Spell Penetration | Guild Member, Spellpool I |
| 7 | Mage of the Arcane Order | 1d4+2 | Maximize Spell | – |
| 8 | Mage of the Arcane Order | 1d4+2 | – | Bonus Language, +1 Cha |
| 9 | Mage of the Arcane Order | 1d4+2 | Quicken Spell | Spellpool II |
| 10 | Mage of the Arcane Order | 1d4+2 | – | New Spell |
| 11 | Wyrm Wizard | 1d4+2 | – | Knowledge of the Wyrm |
| 12 | Wyrm Wizard | 1d4+2 | Greater Spell Penetration | Spell Research, +1 Spell |
| 13 | Wyrm Wizard | 1d4+2 | – | Draconic Discover (2nd) |
| 14 | Wyrm Wizard | 1d4+2 | – | Spell Research |
| 15 | Wyrm Wizard | 1d4+2 | Still Spell | Knowledge of the Wyrm |
| 16 | Mage of the Arcane Order | 1d4+2 | – | Bonus Language, +1 Cha |
| 17 | Mage of the Arcane Order | 1d4+2 | – | Spellpool III |
| 18 | Mage of the Arcane Order | 1d4+2 | Obtain Familiar | New Spell |
| 19 | Mage of the Arcane Order | 1d4+2 | Energy Substitution | – |
| 20 | Mage of the Arcane Order | 1d4+2 | – | Regent, +1 Cha |
The Archmage
As both leads would go, they reunited rapidly back at the Academy, for it turns out that the real target was none other than the Headmaster himself. They hurried themselves, but their guard dropped a little.
“The Headmaster is not only one of the rare Archmages out there, but he also is an Abjurer to top it up,” said the older brother in a way to calm the rest of his group. Yet something was wrong. He knew it. All this strategy and false flags. He had encountered such a clever killer only once in the past.
His concerns did not go unnoticed. The girl in the white coat put a hand on his shoulder.
“You have my sister and I now. I know something is gnawing at you, but this time, you have us to cover your backs.”
The two brothers smiled, and they proceeded up the tower, only to find the door leading into the headmaster’s quarters wide opened…
Race
Human
Classes
Wizard 5/Master Specialist 1/Geometer 2/Wild Mage 1/Initiate of the Sevenfold Veil 7/Archmage 4
Ability Scores
Str 8/Dex 14/Con 14/Int 18/Wis 10/Cha 10
Skills
Decipher Script 9, Disable Device 4, Knowledge (Arcana) 15, Knowledge(Nature) 4, Knowledge (The Planes) 4, Search 4, Spellcraft 15, Use Magic Devices 4
Feats
1-Magical Aptitude
Human 1-Metamagic School Focus(Abjuration)
Wizard Bonus 1-Scribe Scroll
3-Spell Focus(Abjuration)
Master Specialist Bonus 5-Skill Focus(Spellcraft)
6-Practiced Spellcaster
9-Greater Spell Focus(Abjuration)
Bonus Wizard 9-Extend Spell
12-Spell Focus(Enchantment)
15-Quicken Spell
18-Improved Counterspell
Most of our feats serve as Prerequisites fulfilling. Then again, the ability to reduce the level adjustment of Extend Spell to zero a few times per day via Metamagic School Focus is nothing to sneeze at, and Improved Counterspell fits in just well with being an Abjurer.
Practiced Spellcaster however is of note. As a Wild Mage, we get a permanent -3 penalty to our Caster Level in exchange to be able to roll 1d6 and add that amount to our Caster Level each time we cast a spell. With Practiced Spellcaster, we outright cancel that penalty, meaning we get a straight +1d6 to our caster level at all time which is ridiculously good, and all that starting level 6(meaning at level 6 we can possibly cast spells with a caster level of 12. Hello 10d6 Fireball four levels early).
Special Abilities
Specialist School(Abjuration)
Forbidden Schools(Conjuration, Necromancy)
Familiar(Toad)
High Arcana 17-Spell Power
High Arcana 18-Mastery of Counterspelling
High Arcana 19-Arcane Reach
High Arcana 20-Spell-Like Ability(Dispel Magic-9th Level)
We specialize in Abjuration, making us what amounts to an expert anti-spellcasters wizard. Having to choose Conjuration as one of the Forbidden Spells hurts my soul to no end, but Contingency alone for an Abjurer Specialist is too good to pick Evocation. If that doesn’t bother you, absolutely do switch up those.
Our High Arcana gives us another +1 to Caster Level on top of our Wild Mage’s Wild Magic, meaning a +2 to +7 to CL of all our Spells, the ability to cast touch spells at a 30ft. range, sending counterspelled spells back at sender and the Spell-Like Ability to Dispel Magic 6/day which is really good considering our Caster Level.
Equipment
Early on, you will be relying on a good old Light Crossbow for support and your obvious Spellbook and Component Pouch. Later on, adding a Rod of Absorption to your arsenal can only do great things to further emphasize your anti wizardry. Otherwise, standard stuff for high level wizards you would normally look for(Robe of the Archmagi, Magic Staffs, Wands etc).
Final Thoughts on the Build
So, our Caster Level is 21-27 at any time we cast a spell at a minimum(namely, before spells shenanigans). We are a master of the Abjuration School, meaning protection and countering other spellcasters is our specialty. Yet we remain quite effective against most other situations too. And for those who complain that there are no offensive spells in Abjuration: Maw of Chaos? Dispel Magic? Explosive Runes Bombs? Energy Vulnerability+Fireball? Also, we still have Evocation (Because a Contingency->Wall of Force is always a good panic button. Or Contingency->Prismatic Wall/Sphere for extra hilarity).
Finally, as an Initiate of the Sevenfold Veils, we get access to various Wards and Veils which, if used correctly, can be used to become what amounts to immune to almost everything, get total control over the battlefield and completely and utterly disrupt the enemy movements while dealing them significant damage and debuffs (Initiate of the Sevenfold Veil is largely considered one of the best prestige classes in the game and frankly? As contrarian as I like to be, I have to admit it is up there powerscale-wise). And all of that is just the Wardings, don’t get me started on its other features like Kaleidoscopic Doom turning your Dispels into downright lethal events once per day or the fact that dispelling your Abjuration becomes near impossible with Unimpeachable Abjuration…
We finish up as Archmage rounding up our few weaknesses and adding more versatility to our spellcasting and counterspelling, turning us into one of the best anti-batman wizard possible. Whether that makes us the Joker is entirely up to your interpretation of course ~
Level Table
|
Level |
Class |
HD |
Feats |
Special Abilities |
|---|---|---|---|---|
|
1 |
Wizard |
9 |
Magical Aptitude, Metamagic School Focus(Abjuration, Scribe Scroll |
School Focus(Abjuration), Forbidden School(Conjuration, Necromancy), Familiar |
|
2 |
Wizard |
1d4+2 |
- |
- |
|
3 |
Wizard |
1d4+2 |
Spell Focus(Abjuration) |
- |
|
4 |
Wizard |
1d4+2 |
- |
+1 Int |
|
5 |
Master Specialist |
1d4+2 |
Skill Focus(Spellcraft) |
- |
|
6 |
Wild Mage |
1d4+2 |
Practiced Spellcaster |
Wild Magic |
|
7 |
Geometer |
1d4+2 |
- |
Glyph of Warding, Spellglyph |
|
8 |
Geometer |
1d4+2 |
- |
Book of Geometry, +1 Int |
|
9 |
Wizard |
1d4+2 |
Greater Spell Focus(Abjuration), Extend Spell |
- |
|
10 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 1/Day, Unimpeachable Abjuration, Red Veil |
|
11 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Unanswerable Strike +2, Orange Veil |
|
12 |
Initiate of the Sevenfold Veil |
1d4+2 |
Spell Focus(Enchantment) |
Warding 2/Day, Yellow Veil, +1 Int |
|
13 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Reactivating Warding, Green Veil |
|
14 |
Initiate of the Sevenfold Veil |
1d4+2 |
- |
Warding 3/Day, Blue Veil |
|
15 |
Initiate of the Sevenfold Veil |
1d4+2 |
Quicken Spell |
Unanswerable Strike +4, Double Warding, Indigo Veil |
|
16 |
Initiate of the Sevenfold Veil |
1d4+2 |
– |
Kaleidoscopic Doom, Violet Veil, Warding 4/Day, +1 Int |
|
17 |
Archmage |
1d4+2 |
- |
Spell Power |
|
18 |
Archmage |
1d4+2 |
Improved Counterspell |
Mastery of Counterspelling |
|
19 |
Archmage |
1d4+2 |
- |
Arcane Reach |
|
20 |
Archmage |
1d4+2 |
- |
Spell-Like Ability(Dispel Magic 6/Day), +1 Int |
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