Player's Handbook

Mage

A wizard class.

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Requirements

Ability minimumsIntelligence 9
Prime requisitesIntelligence
AlignmentAny
Level limitsCentaur 12, Fremlin 10, Minotaur 8, Mongrelman 10, Ogre Mage 8, Voadkyn 8, Saurial, Bladeback 9, Saurial, Finhead 9, Saurial, Flyer 9Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Mage experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d4
22,5002d4
35,0003d4
410,0004d4
520,0005d4
640,0006d4
760,0007d4
890,0008d4
9135,0009d4
10250,00010d4
11375,00010d4+1
12750,00010d4+2
131,125,00010d4+3
141,500,00010d4+4
151,875,00010d4+5
162,250,00010d4+6
172,625,00010d4+7
183,000,00010d4+8
193,375,00010d4+9
203,750,00010d4+10

Combat

Weaponsdagger, staff, dart, knife, sling
Armournone
SpecializationMay not specialize in a weapon.
Combat

Mage THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
419
519
619
718
818
918
1017
1117
1217
1316
1416
1516
1615
1715
1815
1914
2014
Saving throws

Mage saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11411131512
21411131512
31411131512
41411131512
51411131512
6139111310
7139111310
8139111310
9139111310
10139111310
111179118
121179118
131179118
141179118
151179118
16105796
17105796
18105796
19105796
20105796

Magic

CastsWizard spells
Spells

Mage spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123456789
11
22
321
432
5421
6422
74321
84332
943321
1044322
1144433
12444441
13555442
145554421
155555521
1655555321
1755555332
18555553321
19555553331
20555554332

Kits

Academician

A scholarly wizard devoted to research and knowledge — brilliant, but no warrior.

Ability minimumsIntelligence 13, Wisdom 11
Bonus proficienciesReading/Writing
Weapons requiredDagger, Dart, Knife, or Sling
Preferred schoolsAlteration, Illusion, Invocation/Evocation

Benefits

  • +3 reaction bonus from any NPC who knows his scholarly reputation, is a correspondent, or is an intellectual/author/researcher/teacher/journalist/scholar.
  • Bonus to all checks AND checks (age/-scaled, Table 5).

Hindrances

  • Poor fighter: -1 to hit on his FIRST blow against any opponent in (removed on subsequent blows vs the same foe; resets when he attacks a new opponent).
  • A know-it-all who freely offers unsolicited opinions.

Amazon Sorceress

A warrior-mage of a matriarchal warrior culture, combining sorcery and the spear.

Sexfemale (setting-dependent)
Bonus proficienciesRiding (Land-Based)
Weapons recommendedspear, bow
Preferred schoolsConjuration/Summoning, Invocation/Evocation
Barred schoolsNecromancy
Starting money(1d4+1) x 10 gp — normal

Benefits

  • Underestimated by males who've never faced Amazons: +3 to hit and +3 on her FIRST blow only, the first time such a male opponent encounters her. Does not apply to opponents 5th or higher, or from cultures used to Amazons.

Hindrances

  • -3 reaction from of male-dominated societies (fades once they come to know and respect her).

Anagakok

A wizard-shaman of a harsh-climate tribe who finds plenty in the barren wild and blesses his people.

Bonus proficienciesSurvival (native environment)
Weapons recommendedspear, native weapons
Preferred schoolsAbjuration, Alteration, Enchantment/Charm, Invocation/Evocation
Barred schoolsIllusion, Necromancy

Benefits

  • Find food in even the most barren environment: each day, enough to feed himself plus a number of people equal to his .
  • Cast a special 'good fortune' on himself + others once per week: lasts a number of equal to his level, and all opponents suffer -1 to hit those affected.

Hindrances

  • Strange appearance (leathery skin or coarse all-over hair): -2 reaction from all unfamiliar with Anagakok culture.
  • Suffers penalties when exposed to environments radically different from his harsh homeland.

Militant Wizard

A war-wizard who trades arcane breadth for weapons training and battlefield endurance.

Bonus proficienciesEndurance (Warrior)
Weapons requiredone bonus military weapon (free)
Preferred schoolsAbjuration, Invocation/Evocation
Barred schoolsEnchantment/Charm, Illusion

Benefits

  • Free bonus Weapon (does not use any wizard proficiency slot), chosen from the 's weapon list.
  • Can take certain Warrior nonweapon at reduced slot cost (Mountaineering/Running/Set Snares at 1 slot).

Hindrances

  • Limited spell access: are barred from extra oppositional schools (Table 6); a Militant mage takes one DM-chosen limit — no 8th/9th- spells, OR learns spells as if Int were 2 lower.

Mystic

An introspective wizard-ascetic whose daily meditation unlocks mind-over-body powers.

Weapons recommendedstaff, dagger
Preferred schoolsConjuration/Summoning, Enchantment/Charm, Alteration, Greater Divination
Starting money(1d4+1) x 5 gp — meager

Benefits

  • Choose ONE at creation (never changes). (1) Feign Death 1/week (as the 3rd- wizard spell, on himself, up to 24 hours, wake anytime; concentrate 1 , no components).
  • (2) Spirit Form 1/week: become a flying ghostly cloud (MV 24, MC B), pass through tiny cracks, unlimited distance same-plane, invulnerable to all attacks (dispel magic returns him); body stays comatose and damageable; up to 24 hours; concentrate 1 .
  • (3) Levitate Self 1/week: rise 10 yds/, hover/descend at will, carry normal max weight, lasts 1 hour, and NO attack penalty with missile weapons while levitating; concentrate 1 round; ends when he touches ground.

Hindrances

  • Must meditate 2 consecutive hours/day at a fixed time chosen at creation (never changeable). If he misses, can't perform, or is interrupted >1 minute total, the NEXT day he casts only as many spells as a wizard ONE LOWER than his actual level.

Patrician

An aristocratic wizard of wealth and breeding — refined, connected, and insufferably particular.

Bonus proficienciesEtiquette, Heraldry, Riding (Land-Based)
Weapons requiredDagger, or Knife
Preferred schoolsConjuration/Summoning, Alteration, Invocation/Evocation
Barred schoolsNecromancy
Starting moneyincreased (noble wealth) — per Wealth Options

Benefits

  • +3 reaction from nobles of his own culture, +2 from nobles of other cultures.
  • Can demand free shelter from any fellow noble of his own culture, for himself + 2 persons per .
  • Begins with more starting money than other wizards.

Hindrances

  • Accepts nothing but the best: pays 10% to 100% MORE than the Player's Handbook listed price on every purchase (DM sets the markup per item/locale).

Peasant Wizard

A humble wizard of stock who champions the masses and forsakes wealth.

Bonus proficienciesa rural/general proficiency
Weapons recommendedsling, staff, club

Benefits

  • In his homeland, always given free food and shelter by fellow commoners (extends to companions he vouches for).
  • +2 reaction from peasants in ANY culture.

Hindrances

  • Vow of poverty: aside from weapons, may own only ONE item worth up to 15 gp; all other possessions must be worth 10 gp or less (total wealth strictly capped).

Savage Wizard

A tribal wizard of talisman-and-totem shamanic magic from a primitive culture.

Bonus proficienciesSurvival, Animal Lore (tribal)
Weapons recommendedspear, club, sling
Preferred schoolsConjuration/Summoning, Invocation/Evocation
Barred schoolsAbjuration, Enchantment/Charm
Starting money(1d4+1) x 5 gp — meager

Benefits

  • Choose ONE at creation (never changes). (1) Protective Talisman 1/week: an herb pouch worn on a cord giving the wearer protection from evil (as the 1st- spell) for a full day; takes 1 hour to make; dispel magic cancels it.
  • (2) Replicant 1/week: craft a 6-inch clay figure of a chosen victim (must contain a lock of the victim's hair, etc.) for voodoo-style sympathetic magic per the source.

Hindrances

  • Strange appearance and manners: -2 reaction from all not of his own tribe.

Witch

A wizard who draws her craft from extraplanar patrons — gaining witch-powers by , but feared and hunted by the superstitious.

Bonus proficienciesHerbalism, Spellcraft (occult set)
Weapons recommendeddagger, staff

Benefits

  • Begins knowing detect magic and read magic for free (in addition to normal spells).
  • Gains natural once-per-week powers as she (don't count against spells known/used): L3 secure familiar (find familiar without the gp cost); L5 brew calmative (sleep-coated weapon, no effect >8 HD, allowed); L7 brew poison ( L contact poison, one weapon); L9 beguile (as charm person/monster, vs <=8th level / <=8 HD, NO save); L11 brew flying ointment (as fly); L13 witch's curse (as bestow curse, automatic, no save, 1d8 effect table).

Hindrances

  • No experience bonus for high ; cannot be multi-classed or dual-classed.
  • -3 reaction normally (unless NPC is open-minded or has Int OR Wis 13+); -5 from uneducated/superstitious or those with both Int and Wis under 10.
  • Risks a hostile mob if she lingers in a superstitious community: ~20% chance of a 4d6 mob after a day, +20% and +2d6 each additional day.

Wu Jen

An eastern mystic-wizard bound by escalating personal taboos, able to unleash a spell at maximum power.

Bonus proficienciesCalligraphy/Reading-Writing (eastern set)
Weapons recommendedeastern weapons
Preferred schoolsConjuration/Summoning, Alteration, Invocation/Evocation

Benefits

  • From 4th , once per day he can cast any ONE spell that is 3+ levels lower than his level at MAXIMUM effect (max range, duration, and effect). E.g. a 4th-level Wu Jen maximizes a 1st-level spell.

Hindrances

  • Bound by personal taboos: 1 at 1st , +1 every 5 levels (6th, 11th, ...). Violating a taboo causes the DM-chosen penalty — lose levels, lose spells, illness, or even death.

Spellfilcher

A guild-sworn magical burglar.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationMage/Thief
AlsoSuggested : aquatic, , grey, high. PHBR8 prints this as advice, not a restriction — any elf may take this .
Weapons recommendedsmall or concealable weapons
Starting money(2d4+1) x 10 gp

Benefits

  • An innate sense for magical traps.
  • DISARMS a magical trap — she does not remove it — for 1d4 , +1 round per 3 . A window to burgle through, not a solution.

Hindrances

  • Sworn to her guild: missions on demand, and the guildmaster's permission before she may adventure.
  • Once identified, non-elf mages distrust her on sight.
  • Hunted by the wizards she has robbed, and by thieves' guilds that want her secret.

Bladesinger

The elven war-dancer: one weapon, one song, one purpose.

Ability minimumsStrength 13, Dexterity 15, Constitution 13, Intelligence 15
RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationFighter/Mage
AlsoSecondary skill: Hunter, Trader/Barterer or Trapper/Furrier. Suggested : grey, high. PHBR8 prints this as advice, not a restriction — any elf may take this .
Bonus proficienciesBlind-fighting, Dancing
Weapons recommendedsingle-weapon style, two-handed weapon style
Proficiencies recommendedEtiquette, Juggling, Singing, Tumbling, Weaponsmithing
ArmourElven chain or studded leather at most. Anything heavier costs at least -2 while . No shields, no two-handed weapons, no two-weapon style.
Starting money3d6 x 10 gp — She must buy her chosen weapon; whatever is left returns to the guild, and upgrading the weapon is a standing duty.

Benefits

  • +1 to hit AND +1 with her chosen weapon, stacking with the racial +1 for swords. This is a hard cap: no further training raises it.
  • Offsets special-maneuver penalties by +1 per 4 . It cancels penalties and is never a bonus on an unpenalized roll.
  • Casting while fencing: her AC improves by her divided by 2, plus 1, rounded down — against only, not rear attacks and not missiles. She may cast one-handed somatic spells at +2 to casting time; a hit still loses the spell as normal.
  • From 3rd she may teach the , for a steep price.

Hindrances

  • Sworn to advance elvendom and to aid any endangered elf at any cost. Wariness of illusions is allowed.
  • One weapon, forever. She loses the racial +1 with bows, and every other weapon is at -1 to hit even when she is proficient — nonproficiency penalties stack on top if the slot is unspent.
  • No weapon-group specialization.

War Wizard

A military strategist who happens to be a mage.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationFighter/Mage
AlsoSecondary skill: Scribe or Tactician. Any elf may take the .
Bonus proficienciesSpellcraft, Engineering OR Survival (choose one)
Weapons requiredLong Bow, Long Sword
Weapons recommendedShort Bow, Short Sword, weapon style specialization
Proficiencies recommendedBlind-fighting, Heraldry, Land-based Riding, Languages, Set Snares, Weather Sense

Benefits

  • Battle plan: if she has surveyed and mapped the field and briefed everyone, her whole side gains +1 to attack for that battle — for each participant who passes a modified check. A participant who fails gains nothing and risks spoiling a neighbour's bonus.
  • +1 to hit with her weapon of choice, cumulative.
  • A large-scale offensive or defensive 'spell of choice' every 4 , mediated by the DM.

Collector

An archaeologist who burgles, or a burglar who publishes.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationMage/Thief
AlsoSecondary skill: any; Artist, Jeweler or Historian suit her. Suggested : aquatic, grey, high. PHBR8 prints this as advice, not a restriction — any elf may take this .
Bonus proficienciesAncient History, Engineering
Weapons recommendedShort Bow, Dagger, Short Sword, Whip, small weapons
Proficiencies recommendedAppraising, Artistic Ability, Gem Cutting, Jumping, Modern Languages, Musical Instrument, Rope Use, Stonemasonry, Tightrope Walking
Starting money3d8 x 10 gp — Half of it goes on burglary and excavation tools.

Benefits

  • Item lore: a 5% chance per 2 to place an item's history, purpose and . Each attempt takes 4d3 days, and a research facility may raise the chance at the DM's option.
  • Locate-research: a week or more in the books narrows a relic to a general search area.
  • Rumour-mongering: 10d100 gp spent, plus and checks, buys a lead.
  • +10% to Find/Remove Traps.
  • Luck: once a day she may add or subtract 1 from any roll, declared in advance.

Hindrances

  • She lectures, and people react at -2.
  • Never knowingly uses a charged item.
  • Never willingly destroys a magic item or permits its destruction. Life or death is the one exception, and it costs her a week at -2 on and attacks from the depression that follows.
  • Five items destroyed or allowed to be destroyed over a lifetime loses her the .

Infiltrator

A master scout who has worn too many other faces.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Class combinationFighter/Mage/Thief
AlsoSecondary skill: any. Suggested : , high, sylvan. PHBR8 prints this as advice, not a restriction — any elf may take this .
Bonus proficienciesDisguise (+1 use bonus), Forgery (+1 use bonus), Information Gathering (+1 use bonus), Observation (+1 use bonus), Tightrope Walking (+1 use bonus)
Proficiencies recommendedAncient History, Etiquette, Modern Languages, Reading Lips
Starting money(2d6+2) x 10 gp

Benefits

  • Passes as a tall dwarf or a short human at only -4, improving by +1 per 4 of her most XP-expensive . The improvement applies to the bonus only.
  • +10% to two thief skills, picked once and for good.

Hindrances

  • Identity erosion: her racial to sleep and charm drops 10% per , to a floor of 30% — which she reaches at 7th.
  • Out of role she is beset by self-doubt about who she actually is.

Undead Slayer

One species of undead, and a life spent ending it.

RacesElf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
AlsoSecondary skill: any. Suggested : all.
Weapons requiredone Medium bludgeoning weapon her class may use
Weapons recommendeda piercing or slashing backup weapon
Starting moneyclass standard — She must first buy two vials of holy water and a silver mirror, and half her funds are best spent on undead-hunting gear.

Benefits

  • Against her chosen undead species, prepared: +2 to hit and +2 .
  • Traces a lair from signs and rumours to a general area, and hunts from there.

Hindrances

  • Never declines a chance to destroy undead. Not a suicide charge, but the ultimate self-sacrifice is accepted.
  • Sentient undead outrank mindless ones as targets.
  • Cannot tolerate a sentient undead even when it is friendly or , and will plot against a good lich.

Hedge Wizard

A village magician of modest range and steady, practical use.

Ability minimumsIntelligence 9
RacesAarakocra, Alaghi, Beastman, Bugbear, Bullywug, Centaur, Firbolg, Voadkyn, Fremlin, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Lizard Man, Minotaur, Mongrelman, Ogre, Half-Ogre, Ogre Mage, Orc, Half-Orc, Pixie, Satyr, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead, Swanmay, Wemic
AlsoAny , gender or .
Bonus proficienciesHerbalism
WeaponsStandard wizard weapons.
Proficiencies requiredReading/Writing
Proficiencies recommendedAgriculture (gardening), Cooking, Fire-building, Fortune Telling, Observation, Healing, Languages (ancient), Local History, Spellcraft, Disguise
ProficienciesHerbalism is a free bonus .
Starting money(1d4+1) x 10 gp

Benefits

  • Brews a poison antidote in up to a day (materials permitting); potency lasts 3 days per wizard ; 25% success plus 5% per level.
  • At 7th : brews magical potions (formulas researched per the ; ingredients still required).

Hindrances

  • Restricted to the schools of abjuration, conjuration, divination and enchantment/charm, plus ONE of illusion/phantasm or necromancy. Cannot learn spells of a forbidden .

Humanoid Scholar

A collector and keeper of what the tribe knows, and how it came to know it.

Ability minimumsWisdom 11
RacesCentaur, Fremlin, Minotaur, Mongrelman, Ogre Mage, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead
AlsoAny gender or .
Bonus proficienciesReading/Writing (common)
WeaponsAny wizard weapon.
Proficiencies requiredAncient History or Local History
Proficiencies recommendedHeraldry, Language (modern), Looting (knowledge only), Poetry, Reading/Writing, Ancient History, Languages (ancient), Local History, Religion, Spellcraft
Proficiencies barredBlind-fighting, Close-quarter Fighting, Running, Wild Fighting
ProficienciesReading/Writing () is a free bonus , plus TWO further free choices from the recommended lists.
Starting money(1d4+1) x 10 gp

Hindrances

  • Every initial but one must relate to the pursuit of knowledge.

Outlaw Mage

A wizard who kept practicing after the tribe or the town said to stop.

Ability minimumsDexterity 9
RacesCentaur, Fremlin, Voadkyn, Minotaur, Mongrelman, Ogre Mage, Saurial, Bladeback, Saurial, Finhead, Saurial, Flyer, Saurial, Hornhead
AlsoNon-good . Either gender.
Bonus proficienciesHiding
WeaponsAny wizard weapon.
Proficiencies requiredReading/Writing (common)
Proficiencies recommendedActing, Begging, Danger Sense, Fast-talking, Looting, Riding (land-based), Languages (modern), Reading/Writing, Spellcraft, Appraising, Disguise, Gaming, Reading Lips, Tightrope Walking, Ventriloquism
Proficiencies barredBlind-fighting, Close-quarter Fighting, Natural Fighting, Wild Fighting
ProficienciesHiding is a free bonus . The four barred entries are NEVER learnable.
Starting money(1d4+1) x 10 gp

Benefits

  • Takes rogue-group without the usual extra-slot cost.
  • Thieves' cant is available as a language selection.

Shinobi Mage

The clan's wizard: a mage who answers to a clan lord and whose magic is a clan asset.

Ability minimumsIntelligence 12
RacesHuman, Half-elf
AlsoWizards only. Secondary skill: Scribe.
Weapons recommendedninja-to (2 slots)
Proficiencies requiredwz-reading-writing

Benefits

  • Silently, Detect Noise and Read Languages at a base of 10% each, plus 10 discretionary points per .
  • May take the at a cost of 2 weapon , and may learn the () spells.
  • No more than half a clan is -. A clan member of any other class MUST take their — it is not an optional choice within the clan.

Hindrances

  • Reads PHB Table 4 — maximum spell , chance to learn, and maximum spells per level — at -2.
  • , when gained, are always Mages, Shinobi Illusionists or Spirit Warriors.
  • Full clan obligation, identical to a 's: assignments are not optional, and the clan's interest outranks every other .

Notes

  • Casts from a spellbook; no specialization.
  • Scribe scrolls and brew potions from 9th .