Mage, Variant (3.5e Class)

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The Mage is the living incarnation of mysticism in mortal form. Frequently charismatic, intelligent, and wise, the Mage's bond with magic is uncommonly powerful.

Making a Mage[edit]

Abilities: The majority of the Mage's power come from within himself. As such Charisma is the primary attribute, and determines the maximum spell level and bonus spells per day. A high Intelligence ability will help with developing skill ranks and learning new spells.

Starting Gold: 3d6x10.

Starting Age: Simple.

Table: The Sorcerer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Armored Mage 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 Eschew materials 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 Silent spellcasting 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 Arcane Power 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 Still Spellcasting 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 Blessing of Boccob 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Armored Mage 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Increased Spellcasting 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Magic For Capacities 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Magic Immunity 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int),Profession (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Mage:

Weapon and Armor Proficiency: The Mage is proficient with all simple weapons. The Mage is proficient with light armor but not shields.

Spells: A Mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she intuitively knows without preparing it ahead of time, the way a wizard or a cleric can. To learn or cast a spontaneous spell, a Mage must have a Charisma score equal to at least 10 + the spell level.

Like other spellcasters, a Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mage. In addition, he receives bonus spells per day if he has a high Charisma score. He does not receive bonus spells per day based on a high Intelligence score.

A Mage’s selection of spells, however is unlimited. A sorcerer begins play knowing all level 0 spells and three level 1 spells of his choice. For each point of Intelligence bonus the Mage has, he knows one additional 1st-level spell of your choice. At each new Mage level, he gains two new spells of any spell level or levels that he can cast (based on his new Mage level). At any time a Mage sees a spell he may learn it by making a spellcraft check, and may learn from spellbooks as if he were a wizard.

Armored Mage: When wearing light armor the Mage ignores spell failure chance. At 13th level the Mage gains Armor Proficiency(Medium) and can wear medium armor to the same effect.

Eschew Materials: At 3rd level the Mage taps into his inner self to cast magic. He may cast any spell that has a material component costing 1 gp or less without needing that component. If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Silent Spellcasting: At 5th level the Mage is adept enough in casting magic that he does not need to speak when doing so. The Mage ignores verbal components on spells of one standard action or less. Spells with a full round action or more require verbal components, even if the time is reduced to a standard action.

Arcane Power (Ex): At 7th level the Mage adds his intelligence modifier to his spell DC.

Still spell (Ex): At 9th level the Mage is adept enough in casting magic that he does not need to move when doing so. The Mage ignores somatic components on spells of one standard action or less. Spells with a full round action or more require somatic components, even if the time is reduced to a standard action.

Blessing of Boccob (Su): Upon gaining 11th level the Mage is blessed by Boccob and infused with magic. This changes the Mage in the following ways.

  • DR 5/magic
  • Spell Resistance HD + 5
  • At will - Detect Magic, Read Magic, Mage Hand, Identify.
  • Choose one spell from each spell level the Mage knows. These spells are considered spell-like abilities, however metamagic feats still apply as if they were spells as normal. Every time the Mage gains a new spell level, apply this effect to one new spell of that level. Additionally, every time he levels up the Mage may change what spells he has chosen and pick a new spell for each level if he so chooses. Spell like abilities ignore arcane spell failure chance from armor and require no components.

Increased Spellcasting: At 15th level the Mage increases his spellcasting abilities by expanding his spells per day by 1 for every spell level he knows a spell of.

Magic For Capacities (Ex): At 17th level the Mage can pull from power to grant power. As a swift action he may refresh a single spell level by expending spell slots of lesser levels. For the spell level he wished to regain a use per day, the Mage may expend a total number of spell levels equal to or greater than his intended spell slot. For example a Mage who wants to regain a use of a 9th level spell slot may expend his use of an 8th and 1st level spell, or from his 2nd, 3rd and 4th level slot, or even two 5th level spells. These spells slots count as used when using Magic For Capacities.

Magic Immunity (Su): At 19th level the Mage's knowledge and power is great enough to suppress the magic around him at will. An aura of power if faintly visible around him and appears to make him more noticeable. This aura counts as a Globe of Invulnerability with a caster level equal to the Mage's Hit Dice. He may suppress this ability as a full round action and is suppressed as long as he wishes. Reactivating this power is also a full round action.



Epic Mage[edit]

Table: The Epic

Hit Die: d

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Mage Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Mage[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Mages in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Mage Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Mages in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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