The Mage
Alignment: Any.
Hit
Die: d4.
The
wizard’s class skills (and the key ability for each skill) are Appraise (Int),
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy
(Cha), Knowledge (all skills, taken individually) (Int), Profession (
Skill
Points at 1st Level: (6 + Int
modifier) x4.
Skill
Points at Each Additional Level: 6 +
Int modifier.
|
Table: The Mage |
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––—— Spells per Day ——–— |
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|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special
|
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
Spell Points |
|
1st |
+0 |
+0 |
+0 |
+2 |
Familiar, Eldritch Fire 1d6
|
4 |
1 |
— |
— |
— |
— |
— |
6 |
|
2nd |
+1 |
+0 |
+0 |
+3 |
1st True Spell Knowledge,
Scribe Scroll |
5 |
2 |
— |
— |
— |
— |
— |
9 |
|
3rd |
+1 |
+1 |
+1 |
+3 |
Eldritch Fire 2d6 |
6 |
3 |
— |
— |
— |
— |
— |
12 |
|
4th |
+2 |
+1 |
+1 |
+4 |
2nd True Spell Knowledge |
7 |
4 |
1 |
— |
— |
— |
— |
20 |
|
5th |
+2 |
+1 |
+1 |
+4 |
Mastery
of Shaping |
8 |
5 |
2 |
— |
— |
— |
— |
29 |
|
6th |
+3 |
+2 |
+2 |
+5 |
Eldritch Fire 3d6 |
9 |
6 |
3 |
— |
— |
— |
— |
36 |
|
7th |
+3 |
+2 |
+2 |
+5 |
3rd True Spell Knowledge |
9 |
7 |
4 |
1 |
— |
— |
— |
51 |
|
8th |
+4 |
+2 |
+2 |
+6 |
Arcane Reach, Countering
Eldritch Fire |
9 |
8 |
5 |
2 |
— |
— |
— |
66 |
|
9th |
+4 |
+3 |
+3 |
+6 |
Eldritch Fire 4d6 |
9 |
9 |
6 |
3 |
— |
— |
— |
81 |
|
10th |
+5 |
+3 |
+3 |
+7 |
4th True Spell
Knowledge |
9 |
9 |
7 |
4 |
1 |
— |
— |
107 |
|
11th |
+5 |
+3 |
+3 |
+7 |
Arcane Blast, Potent Eldritch Fire |
9 |
9 |
8 |
5 |
2 |
— |
— |
133 |
|
12th |
+6/+1 |
+4 |
+4 |
+8 |
Eldritch Fire 5d6 |
9 |
9 |
9 |
6 |
3 |
— |
— |
159 |
|
13th |
+6/+1 |
+4 |
+4 |
+8 |
5th True Spell Knowledge |
9 |
9 |
9 |
7 |
4 |
1 |
— |
197 |
|
14th |
+7/+2 |
+4 |
+4 |
+9 |
Improved Arcane Reach |
9 |
9 |
9 |
8 |
5 |
3 |
— |
255 |
|
15th |
+7/+2 |
+5 |
+5 |
+9 |
Eldritch Fire 6d6 |
9 |
9 |
9 |
9 |
6 |
4 |
— |
294 |
|
16th |
+8/+3 |
+5 |
+5 |
+10 |
6th True Spell Knowledge |
9 |
9 |
9 |
9 |
7 |
5 |
1 |
350 |
|
17th |
+8/+3 |
+5 |
+5 |
+10 |
Mastery
of Counterspelling |
9 |
9 |
9 |
9 |
8 |
6 |
3 |
431 |
|
18th |
+9/+4 |
+6 |
+6 |
+11 |
Eldritch Fire 7d6 |
9 |
9 |
9 |
9 |
9 |
7 |
5 |
512 |
|
19th |
+9/+4 |
+6 |
+6 |
+11 |
7th True Spell Knowledge |
9 |
9 |
9 |
9 |
9 |
8 |
7 |
580 |
|
20th |
+10/+5 |
+6 |
+6 |
+12 |
Mastery
of Elements |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
648 |
|
Table: Mage Spells Known |
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|
|
———— Spells Known ———— |
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|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
|
1st |
3 |
11 |
— |
— |
— |
— |
— |
|
2nd |
3 |
2 |
— |
— |
— |
— |
— |
|
3rd |
3 |
2 |
— |
— |
— |
— |
— |
|
4th |
4 |
3 |
11 |
— |
— |
— |
— |
|
5th |
4 |
3 |
2 |
— |
— |
— |
— |
|
6th |
4 |
3 |
2 |
— |
— |
— |
— |
|
7th |
4 |
4 |
3 |
11 |
— |
— |
— |
|
8th |
5 |
4 |
3 |
2 |
— |
— |
— |
|
9th |
5 |
4 |
3 |
2 |
— |
— |
— |
|
10th |
5 |
4 |
4 |
3 |
11 |
— |
— |
|
11th |
5 |
5 |
4 |
3 |
2 |
— |
— |
|
12th |
5 |
5 |
4 |
3 |
2 |
— |
— |
|
13th |
6 |
5 |
4 |
4 |
3 |
11 |
— |
|
14th |
6 |
5 |
5 |
4 |
3 |
2 |
— |
|
15th |
6 |
5 |
5 |
4 |
3 |
2 |
— |
|
16th |
6 |
6 |
5 |
4 |
4 |
3 |
11 |
|
17th |
6 |
6 |
5 |
5 |
4 |
3 |
2 |
|
18th |
6 |
6 |
5 |
5 |
4 |
3 |
2 |
|
19th |
7 |
6 |
6 |
5 |
4 |
4 |
3 |
|
20th |
7 |
6 |
6 |
5 |
5 |
4 |
3 |
|
1 Provided the mage has a high enough Charisma score
to have a bonus spell of this level. |
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All of the following are class features
of the mage.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy
crossbow, light crossbow, and quarterstaff, but not with any type of armor or
shield. Armor of any type interferes with a mage’s movements, which can cause
her spells with somatic components to fail.
Spells: A mage casts arcane spells which are drawn from the
mage/sorcerer/ wizard spell list. A mage must choose and prepare his spells
ahead of time (see below).
To learn, prepare, or cast a spell, the mage must have
an Intelligence score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against a mage’s spell is 10 + the spell level + the
mage’s Intelligence modifier.
Like other spellcasters, a
mage can cast only a certain number of spells of each spell level per day. His
base daily spell allotment is given on Table: The Mage. In addition, he
receives bonus spells per day if he has a high Intelligence score.
A mage may comprehend any number of spells. He must
choose and prepare his spells ahead of time by getting a good night’s sleep and
spending 1 hour studying his spellbook. While
studying, the mage decides which spells to prepare.
A mage has a number spell which it actually
knows. The mage can “lose” any prepared
spell in order to cast any one of his
known spells of the same spell level or lower. The mage’s selection of spells is extremely
limited. A mage begins play knowing three 0-level spells of your choice. At
each new mage level, he gains one or more new spells, as indicated on Table:
Mage Spells Known. (Unlike spells per day, the number of spells a mage knows is
not affected by his Intelligence score; the numbers on Table: Mage Spells Known
are fixed.) These new spells can be common spells
chosen from the mage/sorcerer/wizard spell list, or they can be unusual spells
that the mage has gained some understanding of by study. The mage can’t use
this method of spell acquisition to learn spells at a faster rate, however. To
cast a known spell, the mage must have a Charisma score equal to at least 10 +
the spell level.
Upon reaching 4th level, and at every even-numbered
mage level after that (6th, 8th, and so on), a mage can choose to learn a new
spell in place of one he already knows. In effect, the mage “loses” the old
spell in exchange for the new one. The new spell’s level must be the same as
that of the spell being exchanged, and it must be at least two levels lower
than the highest-level mage spell the mage can cast. A mage may swap only a
single spell at any given level, and must choose whether or not to swap the
spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a mage need not prepare
his spells in advance. He can cast any spell he knows at any time, assuming he
has not yet used up his spells per day for that spell level. He does not have
to decide ahead of time which spells he’ll cast.
Bonus Languages:
A wizard may substitute Draconic for one of the bonus languages available to
the character because of his race.
Familiar: A
mage can obtain a familiar (see below). Doing so takes 24 hours and uses up
magical materials that cost 100 gp. A familiar is a
magical beast that resembles a small animal and is unusually tough and
intelligent. The creature serves as a companion and servant.
The mage chooses the kind of familiar he gets. As the
mage advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the mage, the
mage must attempt a DC 15 Fortitude saving throw.
Failure means he loses 200 experience points per mage level; success reduces
the loss to one-half that amount. However, a mage’s experience point total can
never go below 0 as the result of a familiar’s demise or dismissal. A slain or
dismissed familiar cannot be replaced for a year and day. A slain familiar can
be raised from the dead just as a character can be, and it does not lose a
level or a Constitution point when this happy event occurs.
A character with more than one class that grants a
familiar may have only one familiar at a time.
Eldritch Fire (sp):
By calling upon deep eldritch powers the mage posses, he may hurl a bolt of raw
magical fire. Eldritch fire is subject to spell penetration. You must make a ranged touch attack. The bolt has a range of 25ft+5ft/2
levels. Those struck by the bolt may
make a fortitude save to cut this damage in half. At level 11, those struck by the eldritch
fire are hit with such force that they are dazed for one round. Those who make a successful fortitude save
are stunned for one round. Eldritch fire
may be counter by any ray spell.
Scribe Scroll:
At 2nd level, a wizard gains Scribe Scroll as a bonus feat.
True Spell Knowledge (sp):
A mage chooses permanently prepare
one of his arcane spells known as a spell-like.
The mage’s caster level is equal to ½ his class level for this spell
like ability. The mage does not use any
components when casting the spell, although a spell that costs XP to cast still
does so and a spell with a costly material component instead costs his 10 times
that amount in XP. The mage may use this
spell-like ability a number of times per day equal to his charisma bonus minus
the level of the spell. If this would
allow him to use the spell 5 times per day or more he may use this spell like
Mastery of Shaping: The mage can alter area and effect spells that use one
of the following shapes: burst, cone, cylinder, emanation, or spread. The
alteration consists of creating spaces within the spell’s area or effect that
are not subject to the spell. The minimum dimension for these spaces is a
5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5
feet instead of 10 feet.
Countering Eldritch Fire: The mage may attempt to counter any ray spell with his
Eldritch Fire. To do this he must make a
ranged attack roll equal to or higher than that of the ray spell he is trying
to counter plus the level of the spell.
If he succeeds in the attack roll he then makes an opposed caster
check. If he succeeds the spell is
countered. The Mage does not need to
prepare an action to use this ability.
Using this ability is an immediate action.
Arcane Reach (Su): The mage can use spells with a range of touch on a
target up to 30 feet away. The mage must make a ranged touch attack. Arcane
reach increases to 60 feet at level 14.
Arcane Blast (Su): The mage gains the ability to change arcane spell
energy into Arcane Blast, manifesting it as a bolt of raw magical energy. The
bolt is a ranged touch attack with long range (400 feet + 40 feet/level of
mage) that deals 1d6 points of damage per two class levels of the mage plus 1d6
points of damage per level of the spell used to create the effect.
Mastery of Counterspelling: When the
mage counterspells a spell, it is turned back upon
the caster as if it were fully affected by a spell turning spell. If the
spell cannot be affected by spell turning, then it is merely counterspelled.
Mastery of Elements: The mage can alter an arcane spell when cast so that
it utilizes a different element from the one it normally uses. This ability can
only alter a spell with the acid, cold, fire, electricity, or sonic descriptor.
The spell’s casting time is unaffected. The caster decides whether to alter the
spell’s energy type and chooses the new energy type when he begins casting. The
mage may cause his Eldritch Fire to deal elemental energy acid, cold, fire,
electricity, or sonic.
FAMILIARS
A familiar is a normal animal that gains new powers
and becomes a magical beast when summoned to service by a mage, sorcerer, or
wizard. It retains the appearance, Hit Dice, base attack bonus, base save
bonuses, skills, and feats of the normal animal it once was, but it is treated
as a magical beast instead of an animal for the purpose of any effect that
depends on its type. Only a normal, unmodified animal may become a familiar. An
animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master
(a mage, sorcerer, or wizard), as given on the table below. These special
abilities apply only when the master and familiar are within 1 mile of each
other.
Levels of different classes that are entitled to
familiars stack for the purpose of determining any familiar abilities that
depend on the master’s level.
|
Familiar |
Special |
|
Bat |
Master gains a +3 bonus on Listen checks |
|
Cat |
Master gains a +3 bonus on Move Silently checks |
|
Hawk |
Master gains a +3 bonus on Spot checks in bright light |
|
Lizard |
Master gains a +3 bonus on Climb checks |
|
Owl |
Master gains a +3 bonus on Spot checks in shadows |
|
Rat |
Master gains a +2 bonus on Fortitude saves |
|
Raven1 |
Master gains a +3 bonus on Appraise checks |
|
Snake2 |
Master gains a +3 bonus on Bluff checks |
|
Toad |
Master gains +3 hit points |
|
Weasel |
Master gains a +2 bonus on Reflex saves |
|
1 A
raven familiar can speak one language of its master’s choice as a
supernatural ability. |
|
|
2 Tiny viper. |
|
Familiar Basics: Use
the basic statistics for a creature of the familiar’s kind, but make the following
changes:
Hit Dice: For
the purpose of effects related to number of Hit Dice, use the master’s
character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The
familiar has one-half the master’s total hit points (not including temporary
hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use
the master’s base attack bonus, as calculated from all his classes. Use the
familiar’s Dexterity or Strength modifier, whichever is greater, to get the
familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the
familiar’s kind.
Saving Throws: For
each saving throw, use either the familiar’s base save bonus (Fortitude +2,
Reflex +2, Will +0) or the master’s (as calculated from all his classes),
whichever is better. The familiar uses its own ability modifiers to saves, and
it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For
each skill in which either the master or the familiar has ranks, use either the
normal skill ranks for an animal of that type or the master’s skill ranks,
whichever are better. In either case, the familiar uses its own ability
modifiers. Regardless of a familiar’s total skill modifiers, some skills may
remain beyond the familiar’s ability to use.
Familiar Ability Descriptions: All familiars have special abilities (or impart
abilities to their masters) depending on the master’s combined level in classes
that grant familiars, as shown on the table below. The abilities given on the
table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing
natural armor bonus.
Int: The
familiar’s Intelligence score.
Alertness (Ex): While
a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a
Reflex saving throw for half damage, a familiar takes no damage if it makes a
successful saving throw and half damage even if the saving throw fails.
Share Spells: At
the master’s option, he may have any spell (but not any spell-like ability) he
casts on himself also affect his familiar. The familiar must be within 5 feet
at the time of casting to receive the benefit.
If the spell or effect has a duration other than
instantaneous, it stops affecting the familiar if it moves farther than 5 feet
away and will not affect the familiar again even if it returns to the master
before the duration expires. Additionally, the master may cast a spell with a
target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the
spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance
of up to 1 mile. The master cannot see through the familiar’s eyes, but they
can communicate empathically. Because of the limited nature of the link, only
general emotional content can be communicated.
Because of this empathic link, the master has the same
connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can
deliver touch spells for him. If the master and the familiar are in contact at
the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell
just as the master could. As usual, if the master casts another spell before
the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and
the master can communicate verbally as if they were using a common language.
Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can
communicate with animals of approximately the same kind as itself (including
dire varieties): bats with bats, rats with rodents, cats with felines, hawks
and owls and ravens with birds, lizards and snakes with reptiles, toads with
amphibians, weasels with similar creatures (weasels, minks, polecats, ermines,
skunks, wolverines, and badgers). Such communication is limited by the
intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s
level + 5. To affect the familiar with a spell, another spellcaster
must get a result on a caster level check (1d20 + caster level) that equals or
exceeds the familiar’s spell resistance.
Scry
on Familiar (Sp): If the master is
13th level or higher, he may scry on his familiar (as
if casting the scrying spell) once per
day.
|
Master Class Level |
Natural Armor Adj. |
Int |
Special |
|
1st–2nd |
+1 |
6 |
Alertness, improved evasion, share spells, empathic link |
|
3rd–4th |
+2 |
7 |
Deliver touch spells |
|
5th–6th |
+3 |
8 |
Speak with master |
|
7th–8th |
+4 |
9 |
Speak with animals of its kind |
|
9th–10th |
+5 |
10 |
— |
|
11th–12th |
+6 |
11 |
Spell resistance |
|
13th–14th |
+7 |
12 |
Scry
on familiar |
|
15th–16th |
+8 |
13 |
— |
|
17th–18th |
+9 |
14 |
— |
|
19th–20th |
+10 |
15 |
— |
Spellbooks: A wizard
must study his spellbook each day to prepare his
spells. He cannot prepare any spell not recorded in his spellbook,
except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook
containing all 0-level wizard spells (plus three 1st-level spells of your
choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your
choice. At each new wizard level, he gains two new spells of any spell level or
levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found
in other wizards’ spellbooks to his own.
ARCANE SPELLS
Mages do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they’ll
be clumsy in it), or they can gain training in the proper use of armor (with
the various Armor Proficiency feats—light, medium, and heavy—and the Shield
Proficiency feat), or they can multiclass to add a class that grants them armor
proficiency. Even if a mage is wearing armor with which he or he is proficient,
however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a mages
must make while casting any spell that has a somatic component (most do). The
armor and shield descriptions list the arcane spell failure chance for
different armors and shields.
By contrast, bards not only know how to wear light
armor effectively, but they can also ignore the arcane spell failure chance for
such armor. A bard wearing armor heavier than light or using any type of shield
incurs the normal arcane spell failure chance, even if he becomes proficient
with that armor.
If a spell doesn’t have a somatic component, an arcane
spellcaster can cast it with no problem while wearing
armor. Such spells can also be cast even if the caster’s hands are bound or if
he or he is grappling (although Concentration checks still apply normally).
Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level
higher than normal without the somatic component. This also provides a way to
cast a spell while wearing armor without risking arcane spell failure.