Mages use spells which lead to different effects on creatures and objects. Their magic can be used for offensive ends, inflicting damage and status effects on the user. It can be used for supportive goals, increasing the armor rating of the mage or for allies, and can be used to summon creatures. Most of their magic can't be used to restore health, for that you need clerics, druids, or Shaman, however, they are able to remove curses from allies.
Their mastery of the magical art comes at the price of not being skilled in martial combat, they cannot wear heavy equipment such as shields, headgear and body armor, they are only able to wear magical robes. For that reason mages aren't usually found on the front line of large battles. They also have a limited amount selection of weapons, which are staffs, daggers, slings and darts. Unlike Specialist Mages, mages can learn any spell from the eight schools of magic. Mages are free to choose any alignment they like.
In order for mages to cast a spell, first they need to successfully scribe a mage spell scroll into their spell book (scroll lost in process regardless of success or failure), in which they must prepare the spell by putting it into an empty spell slot, then they have to rest to get the spell ready.
Ability scores tableEdit
|Character Ability Score||Minimum Score^^|
During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for humans, other Races have modified ability scores.
^ Prime Requisites for Dual-classing.
^^ Applies only to standard Mage and the Wild Mage class kit. The Specialist Mage class kits have varying minimum ability scores.
- Enhanced Edition note: Intelligence score determines up to which levels of spells the character can learn, counting in both natural scores and item altering values.
Mage Spellbook Edit
Class kits Edit
Specialist Mage Edit
Specialist Mages are mages who specialize in one of the magic schools, they gain one extra spellslot for each spell level, apply additional -2 saving throws penalty to victims against spells of their school but comes at the cost of not being able to cast spell from opposing schools.
Wild Mage Edit
High-level class abilitiesEdit
Mages can access to level 10 spells, which are added to the level 9 wizard spellbook after they have been chosen. These spells are:
- Dragon's Breath
- Energy Blades
- Improved Alacrity
- Summon Planetar (Good and Neutral Alignment, only one can be picked, picking Summon Planetar makes Summon Dark Planetar unavailable)
- Summon Dark Planetar (Evil and Neutral Alignment, only one can be picked, picking Summon Dark Planetar makes Summon Planetar unavailable)
- The option to spend three high-level class ability points to gain a level 6, 7 and level 8 spellslots.
Spell slots progressionEdit
Spell lvl /
Total # of
Table for experience, hitpoints and weapon proficiencyEdit
|Level||Experience required||Hit Dice||Weapon Proficiency||THAC0||Saving ThrowsD/W/P/B/S||No. of HLA|
- Sorcerers have their own spell progression table and gain new spell levels at a slower rate than mages, gaining access to new spell levels one level after a mage would - this trend continues until level 12, at which point sorcerers learn new spell levels at the same rate as mages. Sorcerers also have no intelligence requirement for learning spells of level 4 or above.