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Human Male Mage Portrait HMW G

Portrait of a human mage

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.

Class Features Edit

  • May not wear any armor.
  • May only use the following weapons: dagger, quarterstaff, dart, sling.
  • May only become Proficient (one slot) in any weapon class.
  • May not place any slots in any fighting style.
  • May cast arcane spells.
  • Hit Die: d4
  • Prime Requisites For Dual-Classing: Intelligence

Specialist Mages (Class Kits) Edit

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.


Abjurer Edit

A Mage who specializes in protective magics.

Opposed School: Alteration, Illusion.


Conjurer Edit

A Mage who specializes in creating creatures and objects for assistance.

Opposed School: Invocation.


Diviner Edit

A wizard who specializes in detection and divining magics.

Opposed School: Conjuration/Summoning.


Enchanter Edit

A Mage who specializes in manipulating the minds of sentient beings.

Opposed School: Invocation/Evocation.


Illusionist Edit

A Mage who specializes in creating illusions to confuse and mislead.

Opposed School: Necromancy, Abjuration.


Invoker Edit

A Mage who specializes in manipulating raw and elemental energies.

Opposed School: Divination, Conjuration/Summoning.


Necromancer Edit

A Mage who specializes in magic dealing with death.

Opposed School: Illusion, Enchantment/Charm.


Transmuter Edit

A Mage who specializes in magic that alters physical reality.

Opposed School: Abjuration, Necromancy.


Wild Mage Edit

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.

Opposed School: None


Source:

  • Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic