Mage

Core class — see Classes for the full list.

Prime Requisite:INT
Requirements:None
Hit Dice:1d4
Maximum Level:14

Sometimes called wizards, sorcerers, or magicians, mages study arcane secrets and cast spells. While early in their career mages have only limited power, experienced mages are able to cast a great number of powerful spells. In the Sairan Empire, a mage might be a wizard steeped in the lore of the Tower of Knowledge, a sinister sorcerer of Corth or Atur, or a hedge wizard with strange charms and hodge-podge traditions.

Mage Level Progression / Mage Spell Progression

ExperienceTitleLevelHit Dice123456
0Arcanist11d41-----
2,500Seer22d42-----
5,000Theurgist33d421----
10,000Magician44d422----
20,000Thaumaturge55d4221---
40,000Enchanter66d4222---
80,000Sorcerer77d43221--
160,000Mage88d43322--
310,000Wizard99d433321-
460,000Wizard, 10th Level109d4 + 1*33332-
610,000Wizard, 11th Level119d4 + 2*433321
760,000Wizard, 12th Level129d4 + 3*443332
910,000Wizard, 13th Level139d4 + 4*444332
1,060,000Archmage149d4 + 5*444433
Mage Saving Throws
LevelParalysisDeathBlastImplementSpellsAttack Bonus
1-313+13+15+11+12++0
4-612+12+14+10+11++1
7-911+11+13+9+10++2
10-1210+10+12+8+9++3
13-149+9+11+7+8++4

Combat Characteristics

Because of their devotion to arcane study, mages receive limited combat training. They are quite vulnerable to physical danger, and in an adventuring group they should be protected.

Combat Proficiencies: Mages have weapon proficiency with clubs, daggers, darts, and staffs. They have no armor proficiency. They have fighting style proficiency with the two-handed weapon style (allowing them to use a staff with both hands), but not with the dual weapon or weapon and shield styles.

Combat Progression: Mages advance in attack throws and saving throws by only two points every six levels. They cannot cleave, regardless of their level.

Starting Class Powers

Arcane Magic: Mages can learn and cast powerful arcane spells. The number and levels of spells the mage can cast in a single day are listed on the Mage Spell Progression table. A mage’s spell selection is limited to the spells in his repertoire. A mage’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intellect bonus. For instance, a 3rd level mage, is able to cast 2 1st level spells and 1 2nd level spell per day. If he has 16 INT (+2 modifier) he can have up to 4 1st level and 3 2nd level spells in his repertoire (but the number of spells he can cast each day is unaffected). More information on casting spells and individual spell descriptions can be found in the Spells document.

Collegiate Wizardry: The mage has received arcane instruction as an apprentice to a mage, pupil at a magical academy, or member of an arcane organization. He can begin play as a member of a wizard’s guild or similar order (Judge’s discretion). He can automatically identify arcane symbols, spell signatures, trappings, and grimoires of his own order or tradition, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions might be harder to recognize. (This class power is the equivalent of one rank of Collegiate Wizardry proficiency).

Additional Class Powers

When they advance in level, mages gain the following additional class powers:

Minor Magical Research (5th): The mage can research spells, scribe magical scrolls, and brew potions. Rules for magic research can be found in Campaigns.

Major Magical Research (9th): The mage can create more powerful magic items such as weapons, rings, and staffs.

Sanctum (9th): By acquiring a sanctum (often a great tower) worth at least 15,000gp, the mage can attract followers to his service. 1d6 apprentices of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the mage already has a sanctum, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research (see Magical Research). If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the mage on an adventure, the apprentices must be paid wages as henchmen.) If the mage builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them. Additional rules for mages’ sanctums are detailed in Campaigns.

Supreme Magical Research (11th): The mage can learn and cast ritual arcane spells of great power (7th, 8th, and 9th level), craft magical constructs, and create magical crossbreeds. If chaotic, the mage can create necromantic servants and become undead.

Class Proficiencies

Proficiency Progression: At 1st level, mages gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 6th and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.

Mage Proficiency List: Alchemy, Battle Magic, Beast Friendship, Black Lore of Mabar, Bright Lore of Irian, Counterspelling, Elementalism, Elven Bloodline, Engineering, Expanded Repertoire, Experimenting, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mastery of Conjuration & Summoning, Mastery of Enchantments & Illusions, Mystic Aura, Prestidigitation, Quiet Magic, Sensing Power, Soothsaying, Transmogrification, Unflappable Casting

Mage Templates

3d6TemplateProficienciesStarting Equipment
3 – 4Hedge WizardMastery of Enchantments & Illusions Healing SurvivalMusty old spellbook with beguile humanoid and auditory illusion*, ***gnarled oaken staff, simple robe, leather shoes, medicine bag, 1 lb comfrey, waterskin, 1 week’s iron rations, 1gp, 8sp, (enc. 3 st)
5 – 6NecromancerBlack Lore of Mabar Alchemy HealingIron-bound snakeskin spellbook with unliving puppet and faithful companion, curved sacrificial dagger, grey robes, leather belt, leather gloves, high boots, backpack, belt pouch, quill and ink, 2 weeks’ iron rations, 19gp (enc. 2 2/6 st)
7 – 8OccultistMastery of Conjuration & Summoning Knowledge (occult) TheologyRolled papyrus spellbook with conjure cacodemon spawn and summon manes, wavy-bladed dagger, black and gold robes, polished iron skullcap, embossed belt, low boots, backpack, quill and ink, waterskin, 2 weeks’ iron rations, 56gp (enc. 3 1/6 st)
9 – 10ElementalistElementalism (fire)* Naturalism AlchemyWood-paneled spellbook with fan of flames and blinding flash, gnarled oaken quarterstaff, 5 darts, four-colored cassock with hood, embossed belt, low boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 60gp (enc. 3 1/6 st)
11 – 12ClassicistLoremastery Knowledge (history) Military StrategyWell-kept spellbook with mage missile and illumination, rune-etched staff, blue mage’s cassock, embossed belt, low boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 82gp (enc. 3 st)
13 – 14WarmageBattle Magic Military Strategy Siege EngineeringAcademy-issue spellbook with earth’s excrescence and slicing blow, iron-shod staff, officer’s dagger, argent baton, red armiger’s tunic and pants, high boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 74gp (enc. 3 2/6 st)
15 – 16PolymathExpanded Repertoire Naturalism LanguageEnameled spellbook with infuriate humanoid, discern magic, and one spell of character’s choice; smooth-worn staff, argent baton, blue robe with crescents, leather belt, low boots, backpack, ornamental crystal ball (20gp value), quill and ink, waterskin, 1 week’s iron rations, 82gp (enc. 3 2/6 st)
17 – 18Noble MagistBright Lore of Irian Diplomacy LeadershipBronze-framed spellbook with slumber and counterspell, quarterstaff tipped with glass gemstone (45gp value), argent baton, white mage’s cassock, extravagant hat, leather belt, leather gloves, high boots, backpack, quill and ink, medium riding horse, riding saddle and tack, leather saddlebag, 2 weeks’ iron rations, 16gp, 5sp (enc. 2 st with rations on horse)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus spell. The bonus proficiency and bonus spell that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second spell. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional spells your character knows.

The Polymath can select one 1st level starting spell from the Arcane List for his expanded repertoire. The Elementalist can choose to replace the fire spells with one of three alternative spell selections available, one for each element:

Air: thunderclap, weave smoke

Earth: earth’s excrescence, sling stone

Water: desiccate, slickness

Spells

Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.