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Mage Class Guide: Skills & Abilities

Mage (good)

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0% found this document useful (0 votes)
20 views1 page

Mage Class Guide: Skills & Abilities

Mage (good)

Uploaded by

ffarris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mage By Gavin

Norman
Mage Armour
A mage’s connection with deep magic
Requirements: None grants them a +2 bonus to Armour Class.
Prime requisite: INT and WIS
Hit Dice: 1d6 Mage Skills
Maximum level: 14 Mages can use the following skills on tar-
Armour: None gets within 30', with the chance of success
Weapons: Dagger, short sword, sta , shown opposite:
sword ▶ Detect magic (DM): Requires 1 turn
Languages: Alignment, Common of concentration on an object. Failed
Mages are adventurers who study the checks may be re-attempted, if the mage is
secrets of deep magic, making them willing to spend the additional time.
powerful allies. ▶ Open/close (OC): Magically opens or
Prime requisites: A mage with at least 13 pushes closed an unlocked door, portal,
INT and WIS gains a 5% bonus to XP. A lid, etc. and holds it open/closed for 1
mage with an INT of at least 16 and a WIS round per level of the mage. May only be
of at least 13 receives a 10% XP bonus. attempted once per portal.
▶ Rally/fear (RF): Rally counters mag-
Arcane Magic ical fear e ects. Fear forces enemies to
make a morale check. is skill may be
Mages cannot memorize spells, but can used once per turn.
cast arcane spells from scrolls. See Magic
▶ Read magic (RM): Allows the mage
in Old-School Essentials for full details
to decipher magical scripts and runes.
on arcane magic.
Failed attempts cannot be retried until
Magical research: A mage of any level the mage gains a level.
may spend time and money on magi-
▶ Suggestion (SU): On a successful
cal research. is allows them to scribe
check, the mage’s words take on a super-
scrolls of arcane spells (see Scribing
natural potency. Up to one HD of persons
Scrolls) or to research other magical
(see Persons in Old-School Essentials)
e ects. From 9th level, a mage may also
per level of the mage must save versus
create magic items of other kinds.
spells or follow the mage’s suggestion
Using magic items: Mages are able to for 1 round per level of the mage. (If the
cast spells from arcane scrolls and use any suggestion would endanger a subject, that
items that may only be used by arcane subject automatically saves). A erwards,
spell casters (e.g. magic wands). subjects realise they have been tricked.
is skill may be used once per turn.
Combat
Mages can use staves and one-handed Mage’s Staff
blades, but cannot wear armour.
Invulnerable monsters: In the hands of a
mage, a normal sta can harm creatures
Healing that are immune to mundane attacks.
Once per day, a mage may spend 1 turn
Light: Once per day, the mage may cause
to heal an ally. is either cures 1hp per
their sta to radiate light in a 30’ radius
level or allows another save against a neg-
for 1 turn per level.
ative e ect (e.g. a curse or poison).
18

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