

Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection. They might spend months learning a new sword- fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Role: Red mages spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. While red mages do not belong to an organization, they tend to wear distinctive garb and share mannerisms and signals, allowing them to recognize each other and work together on short notice. Red magic is an ancient arcane tradition that blends offensive spells, curative magic, and melee combat. These skilled individuals are known as red mages. But there are a rare few who wish to do everything at once. Others wish to become more skillful, learning new skills and becoming better at the skills they already have. Some wish to become better magicians, learning new spells or having better control over powers they already have. Some wish to become great warriors, forging their names in battle and increasing their martial prowess. Some people want to heal and help others, whether by magical or non- magical means. ***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.Everyone wants to do something. **Excluding those that cause petrification or polymorph. Saving Throws Table 60: Character Saving Throws They can, however, cast a spell just to cleanse his mind for another spell.

The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again. The wizard can only cast spells that they have memorized.Specialist wizards may memorize one additional spell per spell level, provided the spell selected belongs to the specialist's school.They must memorize these spells into appropriate spell slots ahead of time. A wizard cannot just cast any spell they have learned.The maximum number of spells you can learn per level can be found out by looking up the Intelligence Ability Score table.Can learn a spell from another's spell book with a learn spells roll.Can only learn spells of a level for which you have spell slots.The DM may assign you spells instead to start with.Or make learn spells rolls for non-universal magic spells. The rest of the starting spells can be chosen from universal magic spells (1st level spell only) without making a learn spells roll.2 of the starting spells must be read magic and detect magic.At 1st-level the spell book contains 3d4 1st-level spells.The learn spells roll can be found by looking up the Intelligence Ability Score table.(1d4+1) × 10 gp (to be used to buy equipment, or to keep).Gains 1 Non-Weapon Proficiency every 3 levels.

-5 Penalty to Attack Roll if using Non-Proficient Weapon.Gains 1 Weapon Proficiency every 6 levels.Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class.Hit Dice (levels 1-10): 1d4 + "HP Adjustment" (See Constitution table) per level.Mages are considered "Generalist Wizards" instead of a " Specialist Wizard".

The Mage is Wizard who has no speciality in any school of magic.
