Initial Spells

Mage Spells—Initial

I II III
Elemental (d8) Enhancement (d8) Knowledge (d8)
1. Affect Normal Fire (1/1) 1. Accuracy (1/1)* 1. Detect Copper (½/1)
2. Burning Hands (½/1)* 2. Dark Sight (1/2) 2. Detect Life (1/1)
3. Dancing Lights (½/1) 3. Iron Fist (1/1) 3. Detect Magic (½/0)
4. Darkness (½/0) 4. Juggle (½/1) 4. Detect Motion (1/1)
5. Fire/ColdBlade or Arrow (2/3) 5. Mending (½/1) 5. Detect Steel/Iron (½/1)
6. Ignite (½/0) 6. Ventriloquism (½/0) 6. Identify (1/1)
7. Light (½/0) 7. Encompassing Vision (1/2) 7. Tongues (1/0)
8. Shocking Grasp (1/2)* 8. Enchant Boots (1/1) 8. Write (1/1)
IV V VI
Magnification (d8) Manifestation (d8) Protection (d7)
1. BladeSharp/Bludgeon (1/1)* 1. Magic Missile (1/2)* 1. Feather Fall (1/1)
2. DullBlade (1/1)* 2. Magic Mouth (2/1) 2. Iron Sack (1/1)
3. Farsee (1/1)* 3. Message (½/0) 3. Shield (½/1)
4. Friends (1/2) 4. Multimissile (1/1)* 4. Protection (1/1)*
5. Heal (1/1)* 5. Push (1/1) 5. Protect Heat/Cold (1/0)
6. Hold Portal (1/1) 6. Spider Climb (1/2) 6. Armor (1/1)*
7. Jump (1/2) 7. Tenser's Disc (1/1) 7. Leomund's Hut (2/3)
8. Night Sight (1/1) 8. Unseen Servant (1/0) *Stackable

ROLLING AND CHOOSING SPELLS

To find the number of base spells a mage can freely choose (versus being randomly assigned), a player rolls a d4; the number rolled is the number of freely chosen spells. For the remaining spells, a player would simply roll randomly, first for table and then for spell in the respective table. If a spell requires ingredients, the mage will receive ten doses of ingredients for that spell.

POCKET SPELLS

A magus may trade one spell slot for three pocket spells (see pocket spells). This choice must be made before spell selection rolls.

BONUS SPELLS

Depending on the quality of the teacher and apprentice's aptitude and diligence, a journeyman may start with more than four base spells. To determine if there are any bonus starting spells, the player rolls 3d6 for her aptitude and diligence and the DM rolls 3d6 for the master's teaching aptitude. An average of the two scores is made and bonus spells are gained dependent on how high the score is, as follows:
Average: Bonus # of Spell(s)
10-12 1
13-14 2
15 3
16-17 4
18 5

A poor average does not mean the mage will receive fewer spells, rather that the apprenticeship took longer to complete. Bonus spells may be chosen freely from the Table and stacked for a maximum 1 point additional. Mages of Tehne, Emirikel, and Sarnethra automatically receive 1 bonus spell (total number can still not exceed 5).

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