The mage strives to be a master of magical energies, shaping them and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research. A mage must rely on knowledge and wit to survive. Mages are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of mages. The generalist mage studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring. Special Abilities: Spell Casting.

Restrictions: cannot wear armor, can only wield daggers, staffs, darts, and slings.


Mages that specialize in a specific school of magic are allowed to memorize an extra spell of each level (once they are able to use spells of the appropriate level). They are prohibited from learning spells in their opposition schools, and cannot be combined in a multi-class character (though gnomish characters can become Fighter/Illusionists). Human specialist mages can dual class if they wish. See Table 4 on pg 139 for opposition schools. Abjurer: A mage who specializes in protective magics. Conjurer: A mage who specializes in creating creatures and objects to assist him. Diviner: A mage who specializes in detection and divining magics. Enchanter: A mage who specializes in manipulating the minds of sentient beings. Illusionist: A mage who specializes in creating illusions to confuse and mislead. Invoker: A mage who specializes in Invocation/Evocation magic. Necromancer: A mage who specializes in magic dealing with death. Transmuter: A mage who specializes in magic that alters physical reality.

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