Wizard - Mage Description: Mages are wizards who do not follow the dedicated and specialized magical studies that characterize other wizard classes. They follow wherever their interests lead them, and by and large they see magic as a tool to use rather than an art form to be placed upon a pedestal and 'reserved for special occasions'. Mages study not only true magic but also a variety of pseudomystical skills and arcane lore of various sorts, as well as ancient historical and archaeological information. Often disdained by other wizards as charlatans, dabblers, dilettantes, and second-rate "magicians", Mages include training in prestidigitation, mesmerism, fortune telling, and showy sleight of hand tricks as part of their arsenal. Such mundane tricks are often amplified with real magical skill that is highly refined in some ways, but though it includes broad-based study does not entail the dedicated focus and expertise of other wizards. The arts of the Mage blur the line between true magic and stage magic, and even a trained observer will have a difficult time determining when a Magician is putting on a show and when he or she is invoking real magic. Requirements: Mages use the Wizard advancement table and have four-sided hit dice. Mages use a Wizard's THAC0 and saving throw tables. Mages begin with 1 weapon and 4 non-weapon proficiencies, and they gain one weapon and two non-weapon slots every six levels of experience. Magicians may be of any alignment and may be humans, aasimar, elves, half-elves, or tieflings. A Mage must have scores of at least 9 in Intelligence, Dexterity, and Charisma. Weapon Proficiencies: Bow (short, short composite), crossbow (hand, light), dart, firearm (blunderbuss, caviler), knife (any), sling (any), staff, sword (short, rapier, sabre), whip Magical Philosophy: Mages really have no magical philosophy as such, save that they enjoy the study of magic and have a degree of talent for it. They are pragmatic in their magic use, being willing to tap into power sources of all types and to dabble in almost any magical theory or skill. They do not restrict themselves from learning in particular areas due to professional distaste, though obviously individual Mages will have moral or ethical compulsions about the use of magic in certain situations or to cause certain effects. Such compunctions are most often evident in the areas of Necromancy and (to a lesser extent) Conjuration. Though they are willing and able to do almost anything through the use of magic, Mages do highly prize knowledge, especially regarding the theory and practice of magic in general, and their greatest talents lie in these areas. Thus, Mages have a Primary FOS in the Realm of Lore (and Universal Magic). Unlike other mages, they are able to learn and cast any spell (but see Special Hindrances below). Special Benefits: As noted above, Mages enjoy the ability to learn and cast any wizard spell, and each time they advance a level, they can also attempt to relearn a spell that they had previously failed to understand. Any bonus spells a Mage gains due to high Intelligence can be drawn from any Realm of Magic. In addition to this universal spell-casting ability, Mages gain the following special abilities: Arcane Lore: Mages are sensitive and knowledgeable about magical and pseudomagical matters. They are highly skilled in the study of fields within and related to the practice of magic, gaining a +1 bonus to all Wizard non-weapon proficiencies. In addition, they gain the Rogue abilities to Detect Illusion, Detect Magic, and Read Languages at base levels with all appropriate modifiers. A Mage receives no discretionary points, but each ability improves by 5 for every level of experience. Mages are also very cautious and thoughtful in approaching magical situations, especially in the context of exploring ruins and uncovering lost lore, and they gain a +1 bonus to saving throws vs. divinations, illusions, magical runes and symbols, curses of all types, and all sorts of magical traps. Fortune Telling: Mages are highly skilled in all forms of magical and mundane divination and have a limited ability to foresee the future. If a Mage possess a miscellaneous magical item with divination powers (e.g., crystal ball, medallion of ESP), they can use its power, combined with their own powers of divination, to predict the future in a manner similar to an augury spell once per day per five levels of experience (rounding up). In addition, even if such a magical item is not at hand, the Mage may attempt an augury-type divination by making use of a non-magical crystal ball, deck of cards, or similar divinatory instrument. This may be done only once per day, and it requires 1d10 rounds to complete. At 9th level, he or she can also attempt to contact other plane once per week, as his or her arcane researches enable him or her to learn the names and means of communion with extraplanar powers. In addition to the above powers, Mages of 5th level or above can use any divinatory magical item, regardless of normal class restrictions. Improvisational Magic: Because of their wide-ranging skill in a variety of magical disciplines, Mages often 'blur the lines' of magical practice. They are particularly fond of using 'Metamagic' spells (i.e., spells that alter other spells, such as extension, far reaching, and dilation). In fact, they have an ability to improvise with their spellcasting, altering it with great fluidity by applying subtle magical alterations to spells in the process of casting them. They can likewise dispel magic, use a cantrip, or perform any other spell of Universal Magic through the use of Improvisational Magic. For every level of experience, a Mage gains one 'level' of Improvisational Magic ability. A Mage can cast any Universal Magic spell he or she knows with this ability, and each has a 'cost' of one 'level' per level of the spell. Example: A 5th level Mage would have five 'levels' of Improvisational Magic available and could use them to cast read magic, cantrip, and dispel magic (two 1st and one 3rd level spell, for a total of 5 spell levels). Using Improvisational Magic does not require spellcasting as such, being created by an act of will and sometimes a gesture or phrase on the part of the Mage. It does, however, require concentration and can be disrupted by suffering damage during a round. The time required to perform Improvisational Magic is the same as if the spell in question was being cast normally. Note that it is possible to cast a normal spell and use Improvisational Magic in the same round, but only when using this ability to create a 'Metamagic' spell to modify the spell being cast normally (e.g., casting a magic missile spell from memory, and using Improvisational Magic to boost its range with a far reaching I spell). If this is done, the casting time for the two effects should be added together; if the Mage is struck during this 'combined casting time', both effects will be disrupted. Stage Magic: Mages are very talented at performing all forms of magical and pseudomagical trickery, gaining a +1 bonus to their Prestidigitation and Somatic Concealment proficiencies for every three levels of experience (rounding up). In addition, a Mage is so skilled at concealing his or her spellcasting that a successful Somatic Concealment check can completely disguise all evidence of spellcasting, to the extent that only a creature with Observation proficiency or similar vigilance will notice his or her spellcasting. Alternatively, a Mage can attempt to disguise true spellcasting as simple sleight of hand or a stage trick, causing it to appear as "obvious fakery" to all observers by making a successful Prestidigitation check. Highly suspicious or exceptionally vigilant creatures (including those with the Observation proficiency) may attempt a save vs. spell to see through the deception, but otherwise a successful check enables a Mage to use his or her subtle arts of distraction and manual dexterity to disguise all traces of spell use. Detect magic or a similar spell will of course reveal the use of magical energy by a Mage. Mages can also act convincingly as though preparing to cast a powerful destructive spell by simply using a mix of dramatic and threatening arcane phrases and gestures, tossing 'mystical powders' about, and using other such grandiose theatrics. After one round of such paramystical gesticulation, which can be directed at up to one target per level of the Mage with at least Low (5) Intelligence, all 'intended victims' must make a successful morale check or flee in terror for 2d4 rounds, unless immune or resistant to fear. Finally, in the process of learning their stage magic and sleight of hand, Mages learn a smattering of roguish skills for use in performances and all manner of adventuring tasks. They gain the Pick Pockets and Escape Bonds thieving skills at base levels with all appropriate modifiers but with no discretionary points, adding 5 to their chance of success each time they advance a level. Special Hindrances: A Mage's greatest hindrance is that he or she is, as noted above, a dabbler in the arts of magic. As a result, when attempting to learn a new spell a Mage uses his or her normal Intelligence-based Chance to Know Spell only for spells from the Realms of Lore and Universal Magic. When attempting to learn any other spell, a Mage has only a 10% chance per level of experience, divided by the level of the spell (rounding down) to successfully understand it. Example: A 5th level Mage attempting to learn hold undead (a 3rd level spell) would have a base chance of 50% (5th level x 10%), divided by 3 (the level of the spell), for a net chance of 16% (16 2/3, rounded down). Regardless of a Mage's level, the final chance to learn any spell can never exceed his or her Intelligence-based Chance to Know Spell. In addition to this penalty to learn spells outside of the Realms of Lore and Universal Magic, these spells take effect at only half the Mage's true level (rounding up) due to his or her relative lack of expertise in their use. Besides their relative lack of skill in learning and casting most types of spells, Mages have great difficulty researching spells or magical items due to their lack of formal training in such areas. Spell research should be treated as if the desired spell was one level higher than the actual level (unless it is a spell of Lore or Universal Magic), and any magical research (including researching the formula for enchanting a magical item) always takes 50% longer than normal. Bonus Proficiencies: Prestidigitation, Somatic Concealment Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: Acting, Alchemy, Astrology, Bookbinding, Calligraphy, Crowd Working, Dancing, Disguise, Divining, Hypnosis, Jest, Juggling, Language (any), Numeracy, Numerology, Papermaking, Poetry, Seamstress/Tailor, Tumbling, Ventriloquism, Voice Mimicry ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >