The Mage strives to master magical energies, shaping and casting them as spells. To do so, they study strange tongues and obscure facts, devoting much of their time to magical research. A Mage must rely on knowledge and wit to survive. They are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are also different types of Mages. The generalist Mage studies all types of magic and learns a wide variety of spells. This broad range makes them well suited to the demands of adventuring.
Mages that specialize in a specific school of magic are allowed to memorize an additional spell of each level per day (once they are able to use spells of the appropriate level). They are prohibited from learning spells in opposition schools and cannot be combined in a multi-class character (though gnomish characters can multi-class as Illusionists). Human specialist wizards can dual-class if they wish.
Wild Mages are wizards who specialize in the study of wild magic, which is characterized by powerful and surges of unpredictable magic. They have access to spells protecting them from wild magic and bend it to their wills.
Every time a Wild Mage casts a spell, there is a 5% chance the spell explodes in a wild surge. A wild surge produces random magical effects. A percent chance is rolled to determine the effect; higher rolls are usually better than lower ones. A Wild Mage’s casting level also varies slightly whenever they cast a spell—anywhere between five levels lower or higher than the Wild Mage’s true level. A table at the end of this book describes the potential effects of a wild surge. There are three spells available exclusively to the Wild Mage: Nahal's Reckless Dweomer, Chaos Shield, and Improved Chaos Shield.