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Iron Mage



Iron mages are warriors first and foremost, but they use magic to supplement their attacks and bolster defenses. Though individual specialties might vary, any iron mage is a stalwart ally in battle. 

Hit Die / BAB: d10 / Full 

Good Saves: Fortitude, Will 

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str) 

Skill Ranks per Level: 2 + Int modifier 

Spell progression as Paladin/Ranger. 

1st: Arcane initiate, prestidigitation, school focus, witching 1 

2nd: School power, warding 1 

3rd: Arcane mark, Craft Magic Arms and Armor 

4th: Arcane conversion, read magic, weapon component 

5th: Warding 2, witching 2 

6th: Spell fluency 

7th: School power 

8th: Warding 3 

9th: Spell fluency 

10th: Witching 3 

11th: School power, warding 4 

12th: Spell fluency 

13th: Greater warding 

14th: Warding 5 

15th: Spell fluency, witching 4 

16th: Greater witching 

17th: Warding 6 

18th: Spell fluency 

19th: School power 

20th: Warding 7, witching 5 

Weapon and Armor Proficiency: Iron mages are proficient with all simple and martial weapons and with light and medium armor and shields (except tower shields). An iron mage does not incur the normal arcane spell failure chance from wearing light or medium armor, or from wearing a shield. Like any other arcane spellcaster, an iron mage wearing heavy armor incurs a chance ofspell failure if the spell in question has a somatic component. A multiclass iron mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. 

Arcane Initiate: Though they pursue highly specialized techniques which slow their mastery of spellcasting, iron mages study the same craft as wizards. An iron mage draws his spells from the sorcerer/wizard list and is considered to have full access to that list, granting him the ability to use spell completion and spell trigger items containing sorcerer/wizard spells of any level. Through focused study, an iron mage learns a number of spells by rote, treating them as spell-like abilities. Unlike most spell-like abilities, all such abilities granted by the iron mage class require the spell's normal components, and the iron mage suffers a chance of failure if he attempts to use these abilities in heavy armor. 

Prestidigitation (Sp): An iron mage with an Intelligence score of at least 10 can use prestidigitation, the neophyte wizard's practice spell, at will. 

School Focus: Every iron mage selects a primary school of arcane magic from which he draws the majority of his power. This choice is made at 1st level, and cannot be changed. He may choose Abjuration, Evocation, Necromancy or Transmutation, and his choice determines the effects of his witching and warding abilities. At 2nd, 7th, 11th and 19th levels the iron mage gains additional powers from his school of focus. When casting a spell from his school of focus, the iron mage gains a +3 bonus to his caster level (see spells, below) and also gains the benefits of the Spell Focus and Greater Spell Focus feats, adding +2 to the DC of saving throws against such spells. These benefits also apply to spell-like abilities granted as iron mage school powers, but do not apply to spells or spell-like abilities not gained from the iron mage class. 

Witching (Su): An iron mage imbues his weapons with magic, as if using the 

Arcane Strike feat. The damage bonus granted by this ability is equal to his 

witching rank, initially 1 and increasing by 1 every 5 iron mage levels. He does 

not need to spend the swift action required by Arcane Strike, instead gaining 

the benefit on every attack he makes. 

In addition to this passive effect, the iron mage can further increase the 

potency of his attacks certain number of times each day, causing his weapons 

to gain a special enhancement determined by his school of focus. This is a free 

action, and the effect persists for one round. At 1st level an iron mage can 

activate his witching for a number of rounds per day equal to 4 + his 

Intelligence modifier. At each level after 1st, he can activate his witching for 2 

additional rounds per day. The total number of rounds of witching per day are 

renewed after resting for 8 hours, although these hours do not need to be 

consecutive. 

Whether they arise from one iron mage or several, witching effects with a 

duration are treated as multiple applications of the same spell for the purpose 

of determining how and whether they stack. 

Warding (Su): A 2nd level iron mage learns to weave magic into potent 

defenses. As long as he is conscious, he gains the rank 1 warding benefit from 

his school of focus. At 5th level and every 3 levels thereafter, his warding 

improves by one rank. The iron mage may suppress or resume his warding as a 

free action.



Arcane Mark (Sp): A 3rd level iron mage with an Intelligence score of at least 

10 can use arcane mark at will. 

Craft Magic Arms and Armor: Iron mages gain Craft Magic Arms and Armor 

as a bonus feat at 3rd level, ignoring the normal caster level prerequisite. For 

the purpose of satisfying prerequisites when crafting enhancement bonuses to 

armor and weapons, iron mage level can be used in place of caster level. 

Arcane conversion (Su): As a free action, an iron mage can sacrifice a 

memorized spell to activate his witching, adding the sacrificed spell's level to 

his witching rank for one round. Using this ability does not count against the 

iron mage's normal rounds per day of witching. The sacrificed spell is expended 

as if it had been cast. 

Read magic (Sp): At 4th level, an iron mage with an Intelligence score of at 

least 10 can use read magic at will. 

Spells: Beginning at 4th level, an iron mage gains the ability to cast a small 

number of arcane spells which are drawn from the sorcerer/wizard spell list. An 

iron mage must choose and prepare his spells in advance. 

To learn, prepare or cast a spell, the iron mage must have an Intelligence score 

equal to at least 10 + the spell level. The Difficulty Class for a saving throw 

against an iron mage's spell is 10 + the spell level + the iron mage's 

Intelligence modifier. 

Like other spellcasters, an iron mage can cast only a certain number of spells of 

each spell level per day. His base daily spell allotment is given on (see Table: 

Paladin). In addition, he receives bonus spells per day if he has a high 

Intelligence score. When (see Table: Paladin) indicates that the iron mage gets 

0 spells per day of a given spell level, he gains only the bonus spells he would 

be entitled to based on his Intelligence score for that spell level. 

An iron mage may know any number of spells. He must choose and prepare his 

spells ahead of time by getting 8 hours of sleep and spending 1 hour studying 

his spellbook. While studying, the iron mage decides which spells to prepare. 

Through 3rd level, an iron mage has no caster level. At 4th level and higher, his 

caster level is equal to his iron mage level – 3. The +3 bonus to caster level 

granted by the iron mage's school focus effectively makes his caster level equal 

to his class level for spells of that school. 

Spellbooks: An iron mage must study his spellbook each day to prepare his 

spells. He cannot prepare any spell not recorded in his spellbook. A character 

with levels in both iron mage and wizard can use a single spellbook, and does 

not need to keep track of which class a recorded spell belongs to. 

Upon gaining 4th level the iron mage obtains a spellbook containing one 1st 

level spell from his focus school, and an additional number of 1st level spells 

equal to his Intelligence bonus, which can be of any school. At each new iron 

mage level, he gains one new spell of any spell level that he can cast (based on 

his new iron mage level) for his spellbook. At any time, an iron mage can also 

add spells found in other spellbooks to his own. 

Weapon Component: The iron mage carefully refines his martial techniques in 

tandem with spellcasting, working them into a single cohesive discipline. When 

wielding a melee weapon with which he is proficient, he gains the benefit of the 

Eschew Materials feat and can use the weapon in place of any non-costly focus



component. Additionally, he can perform somatic components using the weapon 

as if it were a free hand. 

Spell fluency: To more effectively utilize them in combat, an iron mage 

practices certain spells until casting them is second nature. At 6th level, he 

chooses one spell he knows. From that point on, he can prepare this spell 

without referring to a spellbook and does not provoke attacks of opportunity 

when casting it. When cast, this spell is treated as one level higher for all 

purposes. Finally, if he prepares it with metamagic other than Heighten Spell, 

the iron mage subtracts 1 from the final level of the spell slot required to cast 

the modified spell. (This benefit does not apply to metamagic which doesn't 

increase the spell's effective level.) He gains this benefit again at 9th, 12th, 

15th and 18th levels. 

Greater Warding (Su): A 13th level iron mage gains an additional benefit 

from his warding, as dictated by his school of focus. He may suppress or 

resume this effect as a free action. 

Greater Witching (Su): At 16th level, if an iron mage activates his witching 

and uses the standard attack action, he performs a greater witching which 

causes additional effects depending on his school of focus. 

Schools 

Abjuration 

Your specialize in hindering the enemy's offense, both magical and physical. 

Witching: Creatures damaged by your attacks suffer a penalty equal to your 

witching rank to attack rolls, weapon damage rolls, CMB, and the DC of any 

saving throws caused by their spells or abilities. This penalty lasts for one 

round. Additionally, your weapons count as all alignments for the purpose of 

overcoming damage reduction. 

Greater Witching: A creature damaged by your attack finds itself pacified for 

one round. When so affected, it treats all other creatures as if they were 

protected by the sanctuary spell. The Will saving throw DC to overcome this 

protection is equal to 12 + 1/2 your iron mage level + your Intelligence 

modifier. 

Warding: You gain a deflection bonus to AC equal to your warding rank. 

Greater Warding: You gain spell resistance equal to your iron mage level + 

12. 

School powers: 

- Dampening Field (Su): At 2nd level, as a swift action, you can emanate a 10- 

foot-radius zone of protective magic that lasts for 1 round. Choose acid, cold, 

electricity, fire or sonic; all creatures in the area gain resist energy 5 against 

that energy type. For every 2 additional iron mage levels you gain, the amount 

resisted increases by 5. Using this ability counts as using 1 round of witching. 

- Unfettered (Su): Beginning at 7th level, as a swift action, you can touch a 

creature to bestow the benefits of the freedom of movement spell for a number 

of rounds equal to 1/2 your iron mage level. You can use this ability once per 

day for every 4 iron mage levels you possess. 

- Greater Dispel Magic (Sp): You can use greater dispel magic as a spell-like 

ability once per day at 11th level, so long as you have an Intelligence score of 

at least 16. You can use this ability twice per day at 15th level, and three times 

per day at 19th level. 

- Prismatic Sphere (Sp): You can use prismatic sphere as a spell-like ability 

once per day at 19th level, so long as you have an Intelligence score of at least 

19. 

Evocation



Yours is the magic of raw energy and destruction, but also of controlled force. 

Witching: Your weapons deal an extra 1d4 force damage per witching rank, 

and are considered to have the ghost touch enhancement. 

Greater Witching: A wave of force follows your weapon, brutally impacting 

against any creature struck. This attack gains double your normal bonus 

damage from witching and Arcane Strike and grants you a free bull rush against 

the target with a circumstance bonus equal to your witching rank. If your bull 

rush is successful the target flies away from you and falls prone. Unlike a 

normal bull rush, you cannot follow your target. The target moves the full 

distance indicated by your bull rush result unless an obstacle prevents it, in 

which case it falls in the nearest square adjacent to that obstacle, and both 

your target and the obstacle take 1d6 points of damage. 

Warding: A floating disk of force grants you a shield bonus to AC equal to your 

warding rank. This force shield also blocks all damage from magic missiles. 

Greater Warding: Whenever you take damage from a physical attack, the 

impact triggers a burst of force which streaks back to the attacker, dealing 

damage equal to your warding rank. Any effect which absorbs or prevents 

damage from magic missile also affects your greater warding. 

School powers: 

- Force Bolt (Su): At 2nd level, as a swift action, you can unleash a force bolt 

that automatically strikes a foe within 120 feet. The force bolt deals damage 

equal to 1/2 your iron mage level. Any effect which absorbs or prevents 

damage from magic missile also affects the force bolt. Using this ability counts 

as using 1 round of witching. 

- Spell channeling (Su): Beginning at 7th level, as a move action, you can 

imbue a weapon you are wielding with any evocation spell you have prepared 

which does not have a costly material or focus component. The spell is 

expended as if cast. The next successful attack made with that weapon delivers 

the spell's effects to the creature struck, allowing no saving throw or spell 

resistance. Regardless of the spell's normal targets or area of effect, only the 

creature or object struck is affected. If there is no meaningful way for the spell 

to affect the target, it is harmlessly discharged. If a successful attack is not 

made with that weapon within a number of rounds equal to 1/2 your iron mage 

level, the imbued spell is lost. You can use this ability once per day for every 4 

iron mage levels you possess. 

- Forceful Hand (Sp): You can use forceful hand as a spell-like ability once per 

day at 11th level, so long as you have an Intelligence score of at least 16. You 

can use this ability twice per day at 15th level, and three times per day at 19th 

level. 

- Meteor Swarm (Sp): You can use meteor swarm as a spell-like ability once 

per day at 19th level, so long as you have an Intelligence score of at least 19. 

Necromancy 

You weave dire curses to confound your foes, and fortify your own body with 

negative energy. 

Witching: Creatures damaged by your attacks suffer a penalty equal to your 

witching rank to AC, CMD and saving throws. This penalty takes effect 

immediately after your current turn ends, and lasts for one round. Additionally, 

your weapons count as piercing, slashing and bludgeoning for the purpose of 

overcoming damage reduction. 

Greater Witching: A creature damaged by your attack suffers a severe curse 

of unluck for one round. Any time the creature makes an ability check, attack 

roll, saving throw, or skill check, it must roll twice and take the worse result. 

Warding: You gain DR X/—, where X is your warding rank. 

Greater Warding: You radiate a frightful aura of necromantic energy.



Opponents within 30 feet must succeed on a Will saving throw with DC equal to 

12 + 1/2 your iron mage level + your Intelligence modifier, or become shaken 

for a number of rounds equal to your warding rank. Creatures whose hit dice 

total no more than 1/2 your iron mage level are always shaken by your aura, 

and become frightened on a failed save. A creature which successfully saves 

against your fear aura automatically succeeds any further saving throws against 

it for 24 hours. 

School powers: 

- Stifling Touch (Su): At 2nd level, as a swift action, you can attempt a melee 

touch attack which causes the target to become fatigued for a number of 

rounds equal to 1/2 your iron mage level. Using this ability counts as using 1 

round of witching. 

- False Flesh (Su): Beginning at 7th level, as an immediate action, you can gain 

temporary hit points equal to twice your iron mage level. This ability can be 

activated in time to absorb the damage from an incoming attack or spell. These 

temporary hit points vanish at the beginning of your next turn. You can use this 

ability once per day for every 4 iron mage levels you possess. 

- Eyebite (Sp): You can use eyebite as a spell-like ability once per day at 11th 

level, so long as you have an Intelligence score of at least 16. You can use this 

ability twice per day at 15th level, and three times per day at 19th level. 

- Energy Drain (Sp): You can use energy drain as a spell-like ability once per 

day at 19th level, so long as you have an Intelligence score of at least 19. 

Transmutation 

Your subtle art manipulates time and matter, providing tactical advantages. 

Witching: Creatures damaged by your attacks suffer a penalty to all of its 

movement speeds equal to 10 feet per witching rank you possess. This penalty 

lasts for one round, and cannot reduce a creature's movement to less than 5 

feet. Additionally, you gain a bonus to attack rolls equal to your witching rank, 

and your weapons overcome any damage reduction which would be overcome 

by special materials (such as cold iron, silver or adamantine). 

Greater Witching: A creature damaged by your attack becomes slowed for 

one round (as the slow spell). Your witching effect can reduce this creature's 

speed to 0. 

Warding: You gain an enhancement bonus to natural armor equal to your 

warding rank. 

Greater Warding: Your natural reach increases by 5 feet and you cannot be 

flanked. 

School powers: 

- Expedience (Su): At 2nd level, as a swift action, you can increase all of your 

movement speeds by 5 feet per 2 iron mage levels you possess. This 

adjustment is treated as an enhancement bonus, and lasts for 1 round. Using 

this ability counts as using 1 round of witching. 

- Distortion (Su): Beginning at 7th level, as a move action, you can change the 

size of yourself or one creature within 30 feet of you, increasing or decreasing 

it by one size category. This effect lasts for a number of rounds equal to 1/2 

your iron mage level. An unwilling creature is entitled to a Fortitude saving 

throw, DC = 12 + 1/2 your iron mage level + your Intelligence modifier. Except 

as noted above, this ability is equivalent to enlarge person or reduce person and 

does not stack with similar effects. You can use this ability once per day for 

every 4 iron mage levels you possess. 

- Disintegrate (Sp): You can use disintegrate as a spell-like ability once per day 

at 11th level, so long as you have an Intelligence score of at least 16. You can 

use this ability twice per day at 15th level, and three times per day at 19th 

level. 

- Etherealness (Sp): You can use etherealness as a spell-like ability once per 

- Etherealness (Sp): You can use etherealness as a spell-like ability once per 

day at 19th level, so long as you have an Intelligence score of at least 19.









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