Mage 2

Class GroupWizard
Ability Score RequirementsIntelligence 9
Prime RequisiteIntelligence
Races Allowed
Alignments AllowedAll
 
The MageSpellSlotsperSpellLevel
LevelXP NeededHit Dice (d4)THAC0/BAB123456789
10120/+01
22,500220/+02
35,000320/+021
410,000419/+132
520,000519/+1421
640,000619/+1422
760,000718/+24321
890,000818/+24332
9135,000918/+243321
10250,0001017/+344322
11375,00010+117/+344433
12750,00010+217/+3444441
131,125,00010+316/+4555442
141,500,00010+416/+45554421
151,875,00010+516/+45555521
162,250,00010+615/+555555321
172,625,00010+715/+555555332
183,000,00010+815/+5555553321
193,375,00010+914/+6555553331
203,750,00010+1014/+6555554332

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d4 + HP Adjustment per level
Hit Dice (Levels 10+): +1 HP per level

Starting Equipment

Start with a spellbook and (1d4+1) x 10 gp to purchase starting equipment with. Can keep left over money.
Using the Alternate Starting Wealth house rule, the mage can instead begin play with a spellbook and 30 gp or the following pre-selected equipment:

Combat Proficiency

  • Cannot wear armor and cast spells at the same time.
  • Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.

Proficiencies

Non-Weapon Proficiencies

  • Starts with 4 Non-Weapon Proficiencies.
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18).
  • Can choose a Non-Weapon Proficiency at normal cost in the General and Wizard categories.[/l]i
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at Level 1 with 1 Weapon Proficiency Slot
    • -5 Penalty to hit with weapons without proficiency.
  • Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18).

Spellbook

Learn Spells Roll

The learn spell roll can be found by looking up the Intelligence Ability Score table.

Starting Spells

There are multiple rules for how to obtain your starting spells, and your GM will choose which option you will be using.
Guaranteed Versatility
  • At 1st-level the spell book contains 4 spells.
    • 1 of the starting spells must be read magic
    • The mage then gains one offensive, one defensive, and one other spell.
    • The mage need not make a Learn Spells roll for any of these spells as they are assumed to have learned them over the course of their long apprenticeship.
Fast Learner
  • At 1st-level the spell book contains 3d4 1st-level spells.
    • 2 of the starting spells must be read magic and detect magic.
    • The rest of the starting spells can be chosen from universal magic spells (1st-level spells only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells.
    • The GM may assign you spells instead to start with.
Spells of Choice
  • At 1st-level, the mage chooses 1st-level spells they wish to gain and must roll learn spells checks for each spell, stopping when all 1st-level spells have been exhausted or when the mage has learned their maximum number of spells.
    • No spells are guaranteed using this method, and there is a chance that the mage starts with 0 spells, having to resort to finding spells through other means and fighting with weapons until that point.

Casting Spells

  • A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
  • The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes 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 his mind for another spell.

Saving Throws

Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
1-51411131512
6-10139111310
11-151179118
16-20105796
21+83574
1Excluding polymorph wand attacks.
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

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