Mage
A wizard class.
Requirements
Advancement
Mage experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d4 |
| 2 | 2,500 | 2d4 |
| 3 | 5,000 | 3d4 |
| 4 | 10,000 | 4d4 |
| 5 | 20,000 | 5d4 |
| 6 | 40,000 | 6d4 |
| 7 | 60,000 | 7d4 |
| 8 | 90,000 | 8d4 |
| 9 | 135,000 | 9d4 |
| 10 | 250,000 | 10d4 |
| 11 | 375,000 | 10d4+1 |
| 12 | 750,000 | 10d4+2 |
| 13 | 1,125,000 | 10d4+3 |
| 14 | 1,500,000 | 10d4+4 |
| 15 | 1,875,000 | 10d4+5 |
| 16 | 2,250,000 | 10d4+6 |
| 17 | 2,625,000 | 10d4+7 |
| 18 | 3,000,000 | 10d4+8 |
| 19 | 3,375,000 | 10d4+9 |
| 20 | 3,750,000 | 10d4+10 |
Combat
Mage THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 19 |
| 5 | 19 |
| 6 | 19 |
| 7 | 18 |
| 8 | 18 |
| 9 | 18 |
| 10 | 17 |
| 11 | 17 |
| 12 | 17 |
| 13 | 16 |
| 14 | 16 |
| 15 | 16 |
| 16 | 15 |
| 17 | 15 |
| 18 | 15 |
| 19 | 14 |
| 20 | 14 |
Mage saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 14 | 11 | 13 | 15 | 12 |
| 2 | 14 | 11 | 13 | 15 | 12 |
| 3 | 14 | 11 | 13 | 15 | 12 |
| 4 | 14 | 11 | 13 | 15 | 12 |
| 5 | 14 | 11 | 13 | 15 | 12 |
| 6 | 13 | 9 | 11 | 13 | 10 |
| 7 | 13 | 9 | 11 | 13 | 10 |
| 8 | 13 | 9 | 11 | 13 | 10 |
| 9 | 13 | 9 | 11 | 13 | 10 |
| 10 | 13 | 9 | 11 | 13 | 10 |
| 11 | 11 | 7 | 9 | 11 | 8 |
| 12 | 11 | 7 | 9 | 11 | 8 |
| 13 | 11 | 7 | 9 | 11 | 8 |
| 14 | 11 | 7 | 9 | 11 | 8 |
| 15 | 11 | 7 | 9 | 11 | 8 |
| 16 | 10 | 5 | 7 | 9 | 6 |
| 17 | 10 | 5 | 7 | 9 | 6 |
| 18 | 10 | 5 | 7 | 9 | 6 |
| 19 | 10 | 5 | 7 | 9 | 6 |
| 20 | 10 | 5 | 7 | 9 | 6 |
Magic
Mage spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5 | 4 | 2 | 1 | — | — | — | — | — | — |
| 6 | 4 | 2 | 2 | — | — | — | — | — | — |
| 7 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
| 10 | 4 | 4 | 3 | 2 | 2 | — | — | — | — |
| 11 | 4 | 4 | 4 | 3 | 3 | — | — | — | — |
| 12 | 4 | 4 | 4 | 4 | 4 | 1 | — | — | — |
| 13 | 5 | 5 | 5 | 4 | 4 | 2 | — | — | — |
| 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | — | — |
| 15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | — | — |
| 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | — |
| 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | — |
| 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
| 19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
| 20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
Kits
Academician
A scholarly wizard devoted to research and knowledge — brilliant, but no warrior.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 .