Mage
Mages are versatile wizards, sometimes called generalists, which practice all schools of magic. Mages are not restricted by school, but gain no special benefits like a specialist.
Class Group. Wizard
Ability Score Requirements. Intelligence 9
Race. Human, Elf, Half-Elf
Prime Requisite. Mages with a Intelligence score of 16+ gain an additional 10% bonus experience.
Alignment. Any
Hit Dice (levels 1-10): 1d4 + HP Adjustment per level
Hit Dice (levels 11+): +1 HP per level
1 Standard Spell Book
Start with (1d4 + 1) x 10 gp to purchase starting equipment with.
Armor: Cannot wear armor & cast spells at the same time.
Weapons: Allowed to use: Dagger, Staff, Darts, Knives, and Slings
Starts at level 1 with 4 NWP slots
Gains a NWP every multiple of 3 levels (3, 6, 9, 12, etc.)
Can choose a NWP at normal cost in the General and Wizard categories.
Can choose a NWP at +1 additional cost from any other category.
Starts are level 1 with 1 WP slots
-5 Penalty to hit with weapons without proficiency.
Cost is 1 WP slot per weapon
Gains a WP slot every multiple of 6 levels (6, 12, 18, etc.)
Can also spend WP on Fighting Styles.
Can use Language Slots for Additional WP and NWPs.
Attack of opportunity: Can make one attack of opportunity plus one per five levels.
Fighting Styles: Single Weapon, Two-handed Weapon, Unarmed, Missile/Thrown WeaponsThe learn spells roll can be found by looking up the Intelligence Ability Score table in the PHB.
Starting SpellsAll first level mages start with read magic and detect magic. They then gain additional spells based on the table below:
The remaining spells based off the characters Intelligence can be chosen by the player without making a Learn Spells Roll or may be randomly determined based off the table below:
Learning New SpellsCan only learn spells of a level for which you have spell slots for.
Can learn a spell from another's spell book with a learn spells roll.
Gain 1 spell when leveling up without making a learn spells roll.
The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.
Casting Spells - Wizards cannot cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.Specialist wizards may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school.
The wizard may only cast spells which they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorize it again.
A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse their mind for an additional spell.
Wizards may cast spells directly from their spell books like a scroll, but the spell is erased from the spell book. There is a 1% chance per spell level that the spells surrounding the spell that was cast also get erased from the spell book.
Memorizing SpellsA wizard must spend 1 turn per spell level memorizing a spell.
A wizard may memorize spells from someone else's spell book provided they have successfully roll a Learn Spell Roll.
Optional Starting Spells Generation
Players may wish to roll on this table a number of times based on the number of starting spells they receive in order to determine starting spells. This method can be faster than searching over all the Wizard spells.
Starting HP: 1d4 HP
Starting funds: (1d4 +1) x 10 gp
At 1st level the spell book contains read magic and detect magic alongside additional spells based off the character's intelligence (see table below)
4 NWP slots
1 WP slots
Can use Language Slots from Intelligence for NWP and WP slots.
Roll 1d4 HP (unless level 11 or higher, then add 1 HP instead)
Check Mage Character Saving Throws table to see if your saving throws change.
1 WP slot gained at level 6, 12, 18
1 NWP slot gained at level 3, 6, 9, 12, 15, 18
Check table to see what current spell slots are available and if THAC0 updates
Cho0se 1 spell to learn (+1 spell of specialization if specialist wizard)
Class Group. Wizard
Ability Score Requirements. Intelligence 9
Race. Human, Elf, Half-Elf
Prime Requisite. Mages with a Intelligence score of 16+ gain an additional 10% bonus experience.
Alignment. Any
Class Features
Hit Points
Starting Equipment
Equipment
Proficiencies
Non-Weapon Proficiencies
Weapon Proficiencies
Fighting Styles: Single Weapon, Two-handed Weapon, Unarmed, Missile/Thrown Weapons
Spell Book
Learn Spells RollStarting Spells
Learning New Spells
Casting Spells - Wizards cannot cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
Memorizing Spells
Optional Starting Spells Generation
Players may wish to roll on this table a number of times based on the number of starting spells they receive in order to determine starting spells. This method can be faster than searching over all the Wizard spells.
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