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Mage

Mage Level Progression Mage Skills Chance of Success
level XP Title HD THAC0 D W P B S DM OC RF RM SU
1 0 1d6 19[0] 12 13 12 15 14 75% 30% 20% 50% 20%
2 2,800 +1d6 19[0] 12 13 12 15 14 80% 35% 23% 55% 23%
3 5,600 +1d6 19[0] 12 13 12 15 14 83% 40% 25% 60% 25%
4 11,200 +1d6 19[0] 12 13 12 15 14 85% 45% 26% 65% 26%
5 23,000 +1d6 19[0] 12 13 12 15 14 87% 50% 35% 70% 35%
6 46,000 +1d6 17[+2] 10 11 10 13 11 90% 55% 45% 75% 45%
7 100,000 +1d6 17[+2] 10 11 10 13 11 92% 60% 55% 80% 55%
8 200,000 +1d6 17[+2] 10 11 10 13 11 93% 65% 65% 83% 65%
9 400,000 +1d6 17[+2] 10 11 10 13 11 94% 70% 70% 86% 70%
10 560,000 +1 17[+2] 10 11 10 13 11 95% 75% 75% 90% 75%
11 720,000 +1 14[+5] 7 8 7 10 7 96% 80% 80% 92% 80%
12 980,000 +1 14[+5] 7 8 7 10 7 97% 85% 85% 95% 85%
13 1,140,000 +1 14[+5] 7 8 7 10 7 98% 90% 90% 98% 90%
14 1,300,000 +1 14[+5] 7 8 7 10 7 99% 95% 95% 99% 95%

Mages are adventurers who study the secrets of deep magic, making them powerful allies.

Prime requisites: A mage with at least 13 INT and WIS gains a 5% bonus to XP. A mage with an INT of at least 16 and a WIS of at least 13 receives a 10% XP bonus.

Arcane Magic

Mages cannot memorize spells, but can cast arcane spells from scrolls. See Magic in Old-School Essentials for full details on arcane magic.

Magical research: A mage of any level may spend time and money on magical research. This allows them to scribe scrolls of arcane spells (see Scribing Scrolls) or to research other magical effects. From 9th level, a mage may also create magic items of other kinds.

Using magic items: Mages are able to cast spells from arcane scrolls and use any items that may only be used by arcane spell casters (e.g. magic wands).

Combat

Mages can use staves and one-handed blades, but cannot wear armour.

Healing

Once per day, a mage may spend 1 turn to heal an ally. This either cures 1hp per level or allows another save against a negative effect (e.g. a curse or poison).

Mage Armour

A mage’s connection with deep magic grants them a +2 bonus to Armour Class.

Mage Skills

Mages can use the following skills on targets within 30', with the chance of success shown opposite:

Mage’s Staff

Invulnerable monsters: In the hands of a mage, a normal staff can harm creatures that are immune to mundane attacks.

Light: Once per day, the mage may cause their staff to radiate light in a 30’ radius for 1 turn per level.

Scribing Scrolls

Mages of any level can create scrolls of arcane spells. See Duplicating spell effects under Creating Magic Items in Old- School Essentials.

After Reaching 11th Level

A mage may build a stronghold, often a great tower. 1d6 apprentices of levels 1–3 will arrive to study under the mage

Rolling Skill Checks

All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success

Player Knowledge

The referee should roll for detect magic on the player’s behalf, as the mage does not always know whether the object being scanned is magical or not.