

Pure Talent x 2, Arcane Missile 1d4, Mage's Intuition, Scribe Scroll, SpellbookĬlass Skills (4 + Int modifier per level, ×4 at 1st level)Īlchemy ( Int), Appraise ( Int), Concentration ( Con), Craft ( Int), Decipher Script ( Int), Knowledge (all skills, taken individually) ( Int), Profession ( Wis), Spellcraft ( Int), Use Magic Device ( Cha).Īll of the following are class features of the Mage. Mages tend to not care for these thoughts, and therefore typically choose to be completely neutral. There is simply a giant grey area of perspective and abstract thought. An elf or a dwarf will do in a pinch, however.Īlignment: Mages do not necessarily believe in "good" or "evil". Races: Humans and gnomes like this class because it requires a certain aloofness that more serious, or less arcane-inclined races do not naturally have. Otherwise a high Constitution and Dexterity are good so the Mage won't be struck down right off the bat.

Wisdom will also help increase a Mages' Arcane Missile damage. The spells they gain are the spells that they're able to manipulate relentlessly.Ībilities: Intelligence is the most important ability to a Mage. Mages are able to deal high damage with their spells for less than their Wizard or Sorcerer counterparts. "Are these really the only way that I can cast these spells?" Outside of the university, through curiosity and experimentation, they gain a pure disposition for manipulating spells on the spot. As they learned more about the rudimentary basics of spell casting, a question began to resonate through their mind. A Mage is a normal spell caster that has an inordinate amount of pure talent.
