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Class: Mage
Mage. Mages strive to be masters of magical energies, shaping and casting them as spells. They devote much of their time to magical research, studying strange tongues and learning obscure facts.

Mages rely on knowledge and wit to survive. They are rarely seen adventuring without a the support of a retinue of Fighters and men-at-arms. Because there are different types (or schools) of magic, there are also different types of Mages. The standard Mage studies all types of magic and learns a wide variety of spells. Their breadth of knowledge and skill make these Mages well-suited to the demands of adventuring.

Hit Dice: d4

Ability for Dual-Classing: Intelligence

Features:
  • Weapons and Armor. The Mage may not wear armor of any kind (including shields and helmets), but may wear robes and use ioun stones. The Mage's weapons are limited to the following: Dagger, Quarterstaff, Dart, and Sling.

  • Proficiency. The Mage may achieve, but not exceed, Proficiency in any weapon they can use. They may not achieve Proficiency in any fighting style.

  • Spellcasting. The Mage begins at 1st level with the ability to memorize and cast level 1 spells, and eventually learns to cast up to level 9 spells. The Mage must learn spells from scrolls found in the world, but begin with a small selection of spells chosen during character creation.


Kits

Abjurer. This Mage specializes in abjuration magic, spells that protect against or prevent attacks and other effects from occurring. Abjuration also includes spells that dispel or absorb other spells, such as Dispel Magic.

Features:
  • Two Weapon Style. The Blade may achieve Mastery in Two Weapon Style.

  • Abjuration Specialty. The Abjurer has a +15% chance to learn any spell of the Abjuration school. The Abjurer has a -15% penalty to their chance to learn any spell from a school other than Abjuration. The Abjurer also receives a +2 bonus on Saving Throws to resist Abjuration spells, and targets of the Abjurer's Abjuration spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Abjurer gains one additional spell slot for each spell level, which can be used to memorize any spell the Abjurer knows from that level.

  • Prohibited School. The Abjurer may not learn or cast any spells from the Alteration school.

Conjurer. This Mage specializes in conjuration magic, casting spells that summon creatures or create weapons and effects out of thin air. Conjuration also includes spells that transport a creature from one place to another, like Teleportation Field.

Features:
  • Conjuration Specialty. The Conjurer has a +15% chance to learn any spell of the Conjuration school. The Conjurer has a -15% penalty to their chance to learn any spell from a school other than Conjuration. The Conjurer also receives a +2 bonus on Saving Throws to resist Conjuration spells, and targets of the Conjurer's Conjuration spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Conjurer gains one additional spell slot for each spell level, which can be used to memorize any spell the Conjurer knows from that level.

  • Prohibited School. The Conjurer may not learn or cast any spells from the Divination school.

Diviner. This Mage specializes in divination magic, casting spells that reveal information about the world or specific creatures objects. Spells that dispel illusory effects, such as True Sight, are also part of the divination school.

Features:
  • Divination Specialty. The Diviner has a +15% chance to learn any spell of the Divination school. The Diviner has a -15% penalty to their chance to learn any spell from a school other than Divination. In addition, the Diviner receives a +2 bonus on Saving Throws to resist spells of the Divination school, and targets of the Diviner's Divination spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Diviner gains one additional spell slot for each spell level, which can be used to memorize any spell the Diviner knows from that level.

  • Prohibited School. The Diviner may not learn or cast any spells from the Conjuration school.

Enchanter. This Mage specializes in enchantment magic, spells that alter the mental state of other creatures. Enchantment also includes spells that take control of a creature's actions, such as Dominate Monster.

Features:
  • Enchantment Specialty. The Enchanter has a +15% chance to learn any spell of the Enchantment school. The Enchanter has a -15% penalty to their chance to learn any spell from a school other than Enchantment. The Enchanter also receives a +2 bonus on Saving Throws to resist Enchantment spells, and targets of the Enchanter's Enchantment spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Enchanter gains one additional spell slot for each spell level, which can be used to memorize any spell the Enchanter knows from that level.

  • Prohibited School. The Enchanter may not learn or cast any spells from the Conjuration school.

Illusionist. This Mage specializes in illusion magic, casting spells that obscure or conceal parts of reality. Illusion also includes spells that create fabricated images, such as Mirror Image.

Features:
  • Illusion Specialty. The Illusionist has a +15% chance to learn any spell of the Illusion school. The Illusionist has a -15% penalty to their chance to learn any spell from a school other than Illusion. The Illusionist also receives a +2 bonus on Saving Throws to resist Illusion spells, and targets of the Illusionist's Illusion spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Illusionist gains one additional spell slot for each spell level, which can be used to memorize any spell the Illusionist knows from that level.

  • Prohibited School. The Illusionist may not learn or cast any spells from the Necromancy school.

Invoker. This Mage specializes in Invocation and Evocation magic, casting spells that manipulate the energies of the world in creative or destructive ways. This school of magic includes many spells that directly deal damage, such as Magic Missile or Fireball.

Features:
  • Evocation Specialty. The Invoker has a +15% chance to learn any spell of the Evocation school. The Invoker has a -15% penalty to their chance to learn any spell from a school other than Evocation. The Invoker also receives a +2 bonus on Saving Throws to resist Evocation spells, and targets of the Invoker's Evocation spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Invoker gains one additional spell slot for each spell level, which can be used to memorize any spell the Invoker knows from that level.

  • Prohibited School. The Invoker may not learn or cast any spells from the Enchantment or Conjuration schools.

Necromancer. This Mage specializes in necromancy magic, casting spells that manipulate the balance between life and death. Although necromancy can be used to mend injuries, most Necromancers are specifically devoted to spells that kill their enemies and raise undead servants.

Features:
  • Necromancy Specialty. The Necromancer has a +15% chance to learn any spell of the Necromancy school. The Necromancer has a -15% penalty to their chance to learn any spell from a school other than Necromancy. The Necromancer also receives a +2 bonus on Saving Throws to resist Necromancy spells, and targets of the Necromancer's Necromancy spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Necromancer gains one additional spell slot for each spell level, which can be used to memorize any spell the Necromancer knows from that level.

  • Prohibited School. The Necromancer may not learn or cast any spells from the Illusion school.

Transmuter. This Mage specializes in alteration magic, casting spells that alter the physical reality of the world. Alteration also includes spells that create magic items, such as Enchanted Weapon.

Features:
  • Alteration Specialty. The Transmuter has a +15% chance to learn any spell of the Alteration school. The Transmuter has a -15% penalty to their chance to learn any spell from a school other than Alteration. The Transmuter also receives a +2 bonus on Saving Throws to resist Alteration spells, and targets of the Transmuter's Alteration spells receive a -2 penalty on their Saving Throws to resist them.

  • Bonus Spells. The Transmuter gains one additional spell slot for each spell level, which can be used to memorize any spell the Transmuter knows from that level.

  • Prohibited School. The Transmuter may not learn or cast any spells from the Abjuration school.

Wild Mage (EE). Wild Mages have dedicated their lives to the study and manipulation of wild magic, bending it to their wills and embracing the consequences of taming such unpredictable energies. Wild Mages know that wild magic can turn the tide of a battle (for good or ill), and take what precautions they can.

Features:
  • Wild Magic. A Wild Mage's casting level varies slightly whenever they cast a spell -- anywhere between five levels lower and five levels higher than the Wild Mage's true level.

  • Bonus Spells. The Wild Mage gains one additional spell slot of each spell level they can cast, which they can use to memorize any spell they know of that level. Wild Spells. The Wild Mage starts with the following three spells already in their spellbook: Nahal's Reckless Dweomer, Chaos Shield, and Improved Chaos Shield.

  • Wild Surge. Every time a Wild Mage casts a spell, there is a 5% chance that it will explode in a wild surge. The surge's effects are completely random, as shown on the table below.
Roll Effect
01Repulsion field centered on caster
02 Wild color changes upon the caster
03 Squirrels appear around the caster
04 The caster becomes itchy
05 The caster glows
06 Fireball centered on the caster
07 The caster's sex is changed
08 The caster's color changes
09 Everyone in the area changes direction
10 Explosion centered on the caster
11 Entangle spell centered on the caster
12 Slow spell centered on the caster
13 Target polymorphed into a wolf
14 Caster held (as per the Hold Person spell)
15 Caster hasted (as per the Haste spell)
16 Caster changed into a squirrel
17 80% of party gold destroyed
18 Target weakened
19 Sunfire spell centered on caster
20 Movement rate lowered on target
21 Fireball spell centered on caster
22 Caster held (as per the Hold Person spell)
23 Fear spell centered on target
24 Roll twice more; both effects apply
25 Entire area explored
26 Globe of Invulnerability centered on target
27 Silence 15-Foot Radius centered on caster
28 Caster dizzy
29 Target invisible
30 Pretty sparkles! No other effect
31 Caster is spell's target
32 Caster becomes invisible
33 Color Spray from caster
34 Birds appear around the caster
35 Fireball centered on caster; no damage
36 Gems created on caster
37 Combat music starts
38 Goodberries created on caster
39 Fireball flies toward target
40 Charges drained in area effect around target
41 Random treasure created on caster
42 Caster is combat ready (+2 THAC0 and damage)
43 Teleport field centered on caster
44 Teleport field centered on target
45 Creatures in an area centered on target have the hiccups
46 All doors opened in area of effect. If there are no doors, roll twice and use both effects
47 Caster polymorphed into a wolf
48 Change spell's target randomly
49 Caster recuperates as if rested
50 Monsters summoned near target
51 Start snowing if outside; if inside, roll twice and use both effects
52 Loud noise; target must save or be stunned
53 Target's Hit Points doubled
54 Summon demon to attack target
55 Spell fired but with squealing noise
56 Spell goes off but duration is halved
57 Strange visual effect; spell fizzles
58 Projectile speed halved
59 All weapons in the area glow
60 No Saving Throw allowed against the spell's normal effect
61 Target is held as per the Hold Person spell
62 Detect Magic spell centered on target
63 Roll four more times; use all effects
64 Slow spell centered on target
65 Instead of the chosen spell, a different random spell of the same level is cast
66 Lightning Bolt spell cast at target
67 Target strengthened
68 Heal spell centered on target
69 Entangle target
70 Caster weakened
71 Fireball spell centered on target
72 Flesh to Stone spell on target
73 Spell takes effect as normal, and caster is recuperated as if rested
74 Heal spell centered on caster
75 Target dizzy
76 Sunfire spell centered on target (caster unaffected)
77 Target held
78 Target blinded
79 Target charmed
80 Gems created on target
81 Target's movement rate doubled
82 Random treasure created on target
83 Target polymorphed into squirrel
84 Silence 15-Foot Radius centered on target
85 Target's sex changed
86 Fake explosion (no damage) centered on target
87 Cow falls from sky, lands on target
88 Target dizzy
89 Spell has 60-foot radius at target
90 Stinking Cloud centered on target
91 Target is itchy
92 Caster's Hit Points doubled
93 Target held
94 Target hasted (as per the Haste spell)
95 80% of target's gold is destroyed
96 Spell cast at double effectiveness
97 Spell cast, -4 to target's Saving Throw
98 Target's color changed
99 Spell cast at double level
100 Spell cast normally