Article-At-A-Glance
- Arcane Order Warmages synergize powerful magic with versatility, adapting effectively in various scenarios.
- The build leverages Spellpool for expanded spell options to counter diverse challenges.
- Progression focuses on balancing raw power and strategic prowess through specific abilities.
- Equipment and roleplay elements are optimized for engaging and dynamic gameplay experiences.

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At level 1, the Warmage begins with the strength of Arcane Preparation, allowing for flexibility in choosing spells daily. Focused on evocation with boosted spell potency due to Spell Focus and Greater Spell Focus in Evocation, this character can deliver significant damage. The ‘Armored Mage’ ability allows for casting spells without interference from light armor.
Stat Block Level 1:
Unnamed Male: male, Human Warmage 1; CR 1; Medium humanoid (human); HD 1d8; hp 8; Init +0; Spd 30 ft.; AC 16, touch 10, flat-footed 16; Base Atk +0; Grp -1; Atk Spear +0 melee (1d8/x3) or Spear +0 ranged (1d8/x3); Full Atk Spear +0 melee (1d8/x3) or Spear +0 ranged (1d8/x3); SA Spells, Warmage’s Edge; SQ Armored Mage (Light); AL Neutral; SV Fort +2, Ref +0, Will +0; Str 8, Dex 10, Con 14, Int 15, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Knowledge (Arcana) +4, Spellcraft +4; Arcane Preparation, Heightened Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation).
Special Attacks and Qualities:
Warmage’s Edge – adds Charisma modifier to spell damage.
Possessions: Chainshirt, Spear, Shield.
This Warmage focuses on evocation magic. At level 5, with Cooperative Spell, you can boost your magic casting with allies. The Arcane Preparation feat allows preemptive spell readiness with metamagic enhancements. While still honing your warmage skills, you’re primed for evocations.
Stat Block Level 5:
Unnamed Character: male, human Warmage 5; CR 5; Medium humanoid (human); HD 5d6+10; hp 30; Init +0; Spd 30 ft.; AC 15, touch 10, flat-footed 15; Base Atk +2; Grp +1; Atk Spear (+2 melee, 1d8-1/x3) or Spell ranged; Full Atk Spear (+2 melee, 1d8-1/x3) or Spell ranged; SA Cooperative Spell, Evocation Spells+Major effect through Warmage’s Edge; SQ Armored Mage (Light), Advanced Learning, Warmage’s Edge; AL Neutral; SV Fort +4, Ref +1, Will +4; Str 8, Dex 10, Con 14, Int 15, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Knowledge (Arcana) +9, Spellcraft +9; Arcane Preparation, Heightened Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation), Cooperative Spell.
Special Attacks and Qualities:
Warmage’s Edge provides an extra bonus to damage with evocation spells; Armored Mage lets casting without arcane spell failure while in light armor.
Possessions: Chainshirt, Spear, Shield.
This Warmage of the Arcane Order[1] focuses on blasting and evocation, with expanded versatility from the spellpool allowing access to any wizard spell. At level 10, this character can prepare powerful spell combinations with metamagic and has bonuses to cast spells against spell-resistant foes. The combination of Warmage, Mage of the Arcane Order, and Wyrm Wizard levels provides increased adaptability and strength in casting spells.
Stat Block Level 10:
Unnamed Male: human, Warmage 5/Mage of the Arcane Order 5; CR 10; Medium humanoid (human); HD 5d6+10 plus 5d4+10; hp 50; Init +0; Spd 30 ft.; AC 16, touch 10, flat-footed 16; Base Atk +5; Grp +4; Atk +6 melee (1d8+1, spear) or +5 ranged; Full Atk +6 melee (1d8+1, spear) or +5 ranged; SA Spellcasting, Warmage’s Edge; SQ Armored Mage (light), Spellpool I & II; AL Neutral; SV Fort +6, Ref +4, Will +9; Str 8, Dex 10, Con 14, Int 15, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Knowledge (Arcana) 9, Spellcraft 9; Arcane Preparation, Heightened Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation), Cooperative Spell, Spell Penetration, Maximize Spell, Quicken Spell.
Special Attacks and Qualities:
Casts arcane spells drawn from the Warmage and the Arcane Order’s spell lists with enhanced evocation effectiveness, used for powerful offensive spells. Nearby allies can cooperate to heighten spell effects. Spellpool allows flexible access to broaden spells.
Possessions: Chain shirt, spear, shield.
At level 15, this character is highly versatile with spells. Combining the Warmage’s destructive power and the Mage of the Arcane Order’s Spellpool gives access to numerous wizard spells. The addition of Wyrm Wizard abilities enhances this versatility by granting unique spell options. With feats like Heightened Spell, Quicken Spell, and Still Spell, the character can adapt spells for different combat scenarios effectively.
Stat Block Level 15:
Unnamed Character: male, human Warmage 5/Mage of the Arcane Order 10; CR 15; Medium humanoid (human); HD 5d6 + 10d4 + 30; hp 72; Init +0; Spd 30 ft.; AC 16, touch 10, flat-footed 16; Base Atk +7; Grp +6; Atk +8 melee (1d8-1, spear) or +8 ranged; Full Atk +8 melee (1d8-1, spear) or +8 ranged; SA Warmage’s Edge, Knowledge of the Wyrm; SQ Armored Mage (Light), Spellpool II, Draconic Discovery (2nd); AL Any; SV Fort +9, Ref +4, Will +11; Str 8, Dex 10, Con 14, Int 15, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Knowledge (Arcana) 9, Spellcraft 9; Arcane Preparation, Heightened Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation), Cooperative Spell, Spell Penetration, Maximize Spell, Quicken Spell, Greater Spell Penetration, Still Spell.
Special Attacks and Qualities:
Warmage’s Edge adds Int bonus to damage for those spells. Spellpool allows borrowing wizard spells, enhancing utility. Draconic Discovery grants extra spell access.
Possessions: Chainshirt (+4 AC), Spear, Shield, assorted arcane focus items.
This Level 20 Warmage of the Arcane Order[1] is a versatile spellcaster, excelling in evocation and blasting thanks to metamagic feats like Heightened Spell and Quicken Spell. With access to the spellpool and potent spells learned as a Wyrm Wizard, this build casts a wide range of magic, often outstripping standard Warmage versatility. Specific attention is given to enhancing spellcasting with armor and manipulating spell effects for maximum impact.
Stat Block Level 20:
Unnamed: male, human Warmage 5/Mage of the Arcane Order 10/Wyrm Wizard 5; CR 20; Medium humanoid (human); HD 20d4+40; hp 90; Init +0; Spd 30 ft.; AC 16, touch 10, flat-footed 16; Base Atk +10; Grp +9; Atk +11 melee (spear, 1d8–1/x3) or +10 ranged; Full Atk +11 melee (spear, 1d8–1/x3) or +10 ranged; SA Spellcasting, spellpool; SQ Armored Mage, Warmage’s Edge, Knowledge of the Wyrm, Guild Member; AL LN; SV Fort +8, Ref +6, Will +14; Str 8, Dex 10, Con 14, Int 16, Wis 8, Cha 22.
Skills, Abilities, and Feats:
Knowledge (Arcana) 23, Spellcraft 23; Arcane Preparation, Heightened Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation), Cooperative Spell, Spell Penetration, Maximize Spell, Quicken Spell, Greater Spell Penetration, Still Spell, Energy Substitution, Obtain Familiar.
Special Attacks and Qualities:
Cast any wizard spell from the spellpool, prepare and metamagic enhance spells, gain bonuses to spell penetration.
Possessions: Chain shirt, spear, shield.
Milestones Of Character Development
- Levels 1-5: The character begins as a Warmage, focusing on Evocation spells with feats like Arcane Preparation and Heightened Spell. Armored Mage (Light) and Warmage’s Edge are foundational abilities. Learning the Cooperative Spell enhances teamwork in casting.
- Levels 6-10: Transitioning to Mage of the Arcane Order, the character gains access to the Spellpool, broadening their spellcasting flexibility. Important feats such as Spell Penetration and Quicken Spell are acquired to bypass magical defenses and enable faster spellcasting.
- Levels 11-15: As a Wyrm Wizard, the character gains unique spells through Spell Research. The feat Greater Spell Penetration boosts magical effectiveness, and the character starts exploring Draconic Discoveries, enhancing their magical repertoire diversely.
- Levels 16-20: Returning to Mage of the Arcane Order, the character leverages the highest levels of Spellpool access. The addition of Powers like Energy Substitution allows for adaptation to various combat scenarios, culminating in a powerful and versatile caster at the peak of their abilities.
Core Abilities & Features
The build combines raw magical might and strategic versatility, offering a powerful arsenal for any campaign. The Warmage starts strong, drawing upon Armored Mage (Light) and Warmage’s Edge to bolster spell casting even with armor, enhancing survivability right from the start.
As the build evolves, the entry into Mage of the Arcane Order transforms playstyle significantly. Access to the Spellpool provides the ability to cast spells normally outside the Warmage repertoire, boosting adaptability in various situations. This feature allows borrowing spells from the wizard’s list, making strategic foresight about the hunt for optimal spell combinations a key aspect of gameplay.
The transition to Wyrm Wizard introduces extra magical potency through Knowledge of the Wyrm, which lets players research and acquire powerful new spells. This crucial facet, paired with skills like Greater Spell Penetration and feats including Quicken Spell and Maximize Spell, elevates the character within the narrative. It ensures high-impact spellcasting, capable of turning the tide in the most difficult encounters.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Chainshirt, Spear, Shield | This basic setup offers minimal hindrance with Arcane Spell Failure. A Chainshirt provides good early-game AC. The spear and shield add utility and defense in melee situations. |
| L6-10 | +1 Mithral Chainshirt, Wand of Magic Missile | Upgrade to Mithral Chainshirt to reduce spell failure. The Wand aids in consistent offensive capabilities. |
| L11-15 | Cloak of Resistance +2, Rod of Maximize | The Cloak enhances saves, critical as threats scale. The Rod leverages powerful spells by enhancing your metamagic capabilities. |
| L16-20 | +3 Mithral Buckler, Tome of Leadership and Influence +1 | The Buckler maintains AC with minimal impact on casting. The Tome boosts Charisma for higher-level spellcasting and abilities. |
Combat Scenarios as an Arcane Order Warmage
- Dungeon Crawls:
- With tight spaces and limited visibility, leverage spells like Fireball or Lightning Bolt, using corridors to maximize area effects. The Arcane Preparation feat helps pre-cast essential power spells, readying for unexpected threats.
- Open Fields:
- Cast Maximize Spell on Scorching Ray to deal massive damage to distant enemies. Utilize Quicken Spell for rapid double-casting in open combat, maintaining pressure while the enemy is exposed.
- Ambushes:
- Prepare Silent Image to create distracting illusions, buying crucial moments. Use Heightened Spell on Color Spray for unexpected, impactful disruptions before the enemy mounts a full assault.
- Defensive Stands:
- Employ Energy Substitution with Wall of Fire to fit the environment’s vulnerabilities. Use Spellpool II to acquire defensive wizard spells like Arcane Lock to hold chokepoints or entrances.
- Urban Encounters:
- In city streets, control crowds with Cooperative Spell to bolster allies casting spells like Calm Emotions. Utilize Knowledge of the Wyrm to reflect on the location or uncover hidden weaknesses in enemy strategies.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Inattentive Flaw (-4 penalty on Listen checks) | Invest in items like the Earring of Focus (adds +2 to Listen checks) to offset penalties. |
| Murky Eyed Flaw (All ranged attacks into a melee have a 20% miss chance) | Utilize feats such as Precise Shot to negate miss chance when allies are engaged with enemies. |
| Low Strength (Str 8) | Focus on spells and abilities that don’t require physical strength, like refining spellcasting strategies. |
| Medium Armor Restrictions from Armored Mage: Light (limits dexterity and spell casting accuracy) | Equip a Mithral Chain Shirt to retain full dexterity bonus and reduce armor check penalties. |
| High Dependency on Charm (Cha 18) for spellcasting and leadership | Develop strategies to bolster Charm damage output, like equipping Cloak of Charisma (+2 to +6 enhancement to Charisma). |
| Limited skill selection (Knowledge (Arcana) and Spellcraft) | Leverage the versatile feat Jack of All Trades to act as if you had 1/2 rank in all skills. |
Roleplaying the Arcane Order
Embrace the Power of Ambition
Playing a Warmage of the Arcane Order[1] offers rich opportunities to embody a character driven by knowledge and power. Picture yourself as a battle-hardened mage, leveraging your impressive spellcasting abilities to command respect and instill fear. You hold sway over lesser wizards by virtue of your affiliation with the Arcane Order’s spellpool, which allows you to cast any wizard spell. Your character could view others as pawns in the chessboard of arcane power, with grand plans extending beyond immediate battles. This ambition can guide your character interactions, as you might negotiate with allies or manipulate foes to achieve your objectives.
Conflict and Redemption
Your character’s flaws of being Inattentive and Murky Eyed suggest a history of distractions and mistakes. This can lead to a compelling arc of redemption. Perhaps past adventures were marred by lapses in judgment, leading to an overwhelming desire to prove yourself. Roleplay these flaws by showing moments of introspection, caution, or even reckless overcompensation when faced with new challenges. Additionally, leverage your high Charisma to portray a compelling leader, someone who must learn to balance personal ambition with the loyalty and coordination required within a party setting.

FAQ
How does the Arcane Order improve a Warmage’s versatility?
The Arcane Order grants access to the Spellpool, allowing Warmages to borrow wizard spells. This significantly enhances their adaptability in varying situations, making them less reliant on their limited repertoire. By supplementing their spell list, Warmages gain strategic depth.
Why is entering the Mage of the Arcane Order crucial for a Warmage build?
Becoming a Mage of the Arcane Order allows access to the Spellpool. This opens up numerous spell options otherwise unavailable to traditional Warmages. It boosts the build’s flexibility and allows better preparation for diverse challenges.
Which spells are most effective for an Arcane Order Warmage in tight dungeon spaces?
In tight spaces, spells like Fireball and Lightning Bolt become highly effective. These spells maximize area effects by using confined corridors to their advantage. Such potent evocations ensure handling clustered enemy groups efficiently.
What is the role of Wyrm Wizard in this build?
Wyrm Wizard enhances spellcasting through Knowledge of the Wyrm, allowing unique spell acquisition. Paired with Greater Spell Penetration, the character can efficiently breach magical defenses. This phase diversifies spell options significantly.
How do you maximize a Arcane Order Warmage’s roleplaying potential?
Portray a character driven by knowledge and ambition, leveraging arcane power. This ambition fuels interactions, building narrative depth. Roleplay shortcomings like Inattentiveness for a potential redemption arc, making mistakes and learning from them.
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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 |
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