Mage

Sorceress. Summoner. Wizard. Enchantress. Mage.

There are many different names for those who bend the very fabric of space and time, but, no matter what they are called, they are brilliant, they are creative, and they are extremely dangerous. Spells live within their grimoires, and do their bidding when called upon, so be very, very careful when dealing with a mage.

Mages follow one of the three Magical Paths.

Mages of the Right-Hand Path are healers and protectors. They start the game with the following spells: Read Magic, Wizard's Oath, Cure Light Wounds, and two randomly-rolled Level One spells.

Mages of the Crooked Path are tricksters and illusionists. They start the game with the following spells: Read Magic, Wizard's Oath, Charm Person, and two randomly-rolled Level One spells.

Mages of the Left-Hand Path are destroyers and summoners of horrors from other dimensions. They start the game with the following spells: Read Magic, Wizard's Oath, Summon, and two randomly-rolled Level One spells.

Abilities -

Mages have an Attack Bonus of +1.

Hit Die: d4

Damage Die: d4

When you level up: Re-roll all hit dice to determine if you gain any HP. Roll for two new random spells at the highest level you can cast (you can choose to roll on a lower-level spell list if you want to). Record your new Saving Throw numbers from the chart below.

At level 4, increase your damage die to d6. At level 8, increase your damage die to d8.

Mage

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