Mage

1 1 1 1 1 1 1 1 1 1 Rating 3.20 (10 Votes)

The mage is a powerful arcane caster who can change his spell during the day.

Alignment: Any

Hit Die
: d6

Class Skills

Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier

LevelBase AttackFortRefWillSpecial AbilitiesMana Pool
1st +0 +0 +0 +2 Arcane School, Metamagic Affinity 2 2
2nd +1 +0 +0 +3 Acquire Familiar 3 3
3rd +1 +1 +1 +3 Arcane Knowledge 4
4th +2 +1 +1 +4 Bonus Feat 9
5th +2 +1 +1 +4 Mana Reserves 6 + Int mod 12
6th +3 +2 +2 +5 20
7th +3 +2 +2 +5 25
8th +4 +2 +2 +6 Bonus Feat, Arcane Knowledge 36
9th +4 +3 +3 +6 43
10th +5 +3 +3 +7 Mana Reserves 16 + Int mod 57
11th +5 +3 +3 +7 66
12th +6/+1 +4 +4 +8 Bonus Feat 83
13th +6/+1 +4 +4 +8 Arcane Knowledge 94
14th +7/+2 +4 +4 +9 114
15th +7/+2 +5 +5 +9 Mana Reserves 26 + Int mod 127
16th +8/+3 +5 +5 +10 Bonus Feat 150
17th +8/+3 +5 +5 +10 165
18th +9/+4 +6 +6 +11 Arcane Knowledge 190
19th +9/+4 +6 +6 +11 210
20th +10/+5 +6 +6 +12 Bonus Feat, Mana Reserves 36 + Int mod 230

 

Class Features

Weapon and Armor Proficiency: Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a mage’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 in the Pathfinder Core).

Spells: A mage casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Chapter 10. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a 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.

Unlike other spellcasters, a mage is only limited to the mana points (MP) available per day for his spells. The MP cost for any spell is equal to its spell level. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3 of the Pathfinder Core).

Mages must ready spells before they can cast them. This simply means choosing the spells they will be able to access when the time comes to cast them. In effect, the mage is mystically “boning up” on the spells he wants to be able to cast. Once a spell is readied, it does not become “unreadied," unless the mage readies a new set of spells that does not include this spell. This is true even when a character gains a new level and access to new spells—she does not change his readied spell selection until he readies the new spells.

To ready new spells from those available to the mage, he must spend a full hour in study and meditation, after which time he can change which spells he has readied. Most of the time, it is assumed that the character has access to some appropriate books or notes on spells and magic during this period. DMs should feel free to make the readying process take longer or become impossible if the character is away from her notes or if conditions are not at all conducive to concentration and study.

For example, Yareth the mage, at 2rd level, can ready six 0-level spells and 3 1st-level spells. He readies resistance, detect magic, read magic, mage hand, arcane mark, prestidigitation, jump, burning hands and magic missile. He can now cast any of these spells, in any combination; using the MP he has available, forevermore. Later, however, he realizes that detect secret doors would be more useful in an upcoming situation than jump, and he thinks he might need detect poison and light as well. So Yareth spends another hour readying spells, and now has resistance, detect magic,detect poison, mage hand, arcane mark, light, jump, burning hands and magic missile readied. When Yareth gains a level, he should ready spells again, taking another hour, to take advantage of the fact that he can now ready three 1st-level spells.

Upon reaching 3rd level, and at every odd-numbered mage level after that (5th, 7th, and so on), a mage gains access to the next level of spells.

Unlike a wizard or a cleric, a mage can spontaneously cast any spell he has readied at any time, assuming he has not yet used up his MP for the day.

 Spells Readied At One Time
Level1st2nd3rd4th5th6th7th8th9th
1st 3 - - - - - - - -
2nd 4 - - - - - - - -
3rd 5 - - - - - - - -
4th 6 3 - - - - - - -
5th 6 4 - - - - - - -
6th 6 5 3 - - - - - -
7th 6 6 4 - - - - - -
8th 6 6 5 3 - - - - -
9th 6 6 6 4 - - - - -
10th 6 6 6 5 3 - - - -
11th 6 6 6 6 4 - - - -
12th 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6


Mana Pool: Unlike other spell casters a mage is not limited to a certain number of spells per day per spell level, but by a number of mana points per day. A mage has a base mana pool that is at a set amount at each level. a mage can get more mana from having a high Intelligence score. Example, a mage with an Intelligence of 16 would get 6 additional MP, while a mage with an Intelligence of 22 would get 24 additional MP. Also a mage can get the feat Extra Mana Points to acquire more MP.

Arcane School: Like a wizard a mage chooses one school of mage to make his primary focus on and two opposing schools. Spells from a mage’s primary school cost one less MP, gain a +2 bonus to their save DC and a +2 bonus to spell resistance checks for that school. Spells form an opposing school cost one extra MP, the spells save DC’s decrease by 2 and spell resistance checks for those schools gain a -2.

Metamagic Affinity: A mage can cast spells with metamagic feats up to level 9 by using extra MP, going beyond the spell level a mage can normally cast cost double the spell level in MP.

Acquire Familiar: At 2nd level a mage can acquire a familiar; just as a wizard can using the arcane bond ability.

Arcane Knowledge: At 3rd level and ever fifth level after (8th, 13th and 18th) a mage may choose a Knowledge skill that he will be able to use his Knowledge Arcane for in place of the actual Knowledge skill, or he may choose his Knowledge Arcane or Spellcraft skill to give the chosen skill a permanent +5 to all skill checks made with the skill.

Bonus Feats: At 4th, 8th, 12th, 16th, and 20th level a mage gains a bonus feat at each such opportunity, he can choose a metamagic feat, an item creation feat, spell mastery, scribe scroll, improved familiar or any other arcane caster based feat. The mage must still meat all prerequisites a bonus feat including caster level minimums. These bonus feats are in addition to the feats a character of any class gets from advancing levels. The mage is not limited to metamagic feats, item creation feats, spell mastery, scribe scroll, improved familiar or any other arcane caster based feats when choosing those feats.

Mana Reserves: At 5th level a mage gains additional MP at the amount of 6+ Int mod + any extra if the mage has the Extra Mana Points Feat, this reserve becomes 16+ Int mod + any extra if the mage has the Extra Mana Points Feat at 10th level, 26+ Int mod + any extra if the mage has the Extra Mana Points Feat at 15th level, 36+ Int mod + any extra if the mage has the Extra Mana Points Feat at 20th level. This reserve can only be used for metamagic feats or if a mage’s main mana pool is empty.


Additional Ratings
Balance: 1 1 1 1 1 1 1 1 1 1 Rating 2.23 (22 Votes)
Utility: 1 1 1 1 1 1 1 1 1 1 Rating 3.80 (20 Votes)
Clarity: 1 1 1 1 1 1 1 1 1 1 Rating 1.85 (20 Votes)