MAGE — WIZARD

Salorras Path: Mage · PF1e base class: Wizard The mage is Salorras’s scholar of the arcane — the studied spellcaster who learns to read and pull the Threads of the Fabric that underlie all magic. In Pathfinder terms the mage is built on the Wizard class. The elite tradition a mage may rise into (the Entropist, master of the Pale Thread) is a prestige class entered once the character meets its requirements.
This file is a self-contained Pathfinder 1e reference. Mechanics follow the standard PF1e Wizard; only the framing is Salorras-specific.
No schools of magic — the Fabric and its Threads. Salorras has no “schools” of magic. All magic is drawn from the Fabric and its five Threads. What the Pathfinder rules call a school is, in Salorras, a facet of a Thread (see the table below). A wizard who specializes is mastering a Thread-facet and turning away from others; the mechanics are unchanged, only the framing.
Role
Mages excel at the studious mastery of arcane power, preparing each day a precise arsenal of spells from a spellbook that grows endlessly across a long career. Fragile in body but unmatched in versatility, a mage shapes a battle from its edges.
Game Rule Information
Alignment. Any.
Hit Die. d6.
Starting Wealth. As the standard PF1e Wizard (2d6 × 10 gp, average 70 gp).
Class Skills
The mage’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
The Mage (Wizard)
| Level | Base Attack Bonus | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Arcane bond, arcane school, cantrips, Scribe Scroll |
| 2nd | +1 | +0 | +0 | +3 | — |
| 3rd | +1 | +1 | +1 | +3 | — |
| 4th | +2 | +1 | +1 | +4 | — |
| 5th | +2 | +1 | +1 | +4 | Bonus feat |
| 6th | +3 | +2 | +2 | +5 | — |
| 7th | +3 | +2 | +2 | +5 | — |
| 8th | +4 | +2 | +2 | +6 | School power |
| 9th | +4 | +3 | +3 | +6 | — |
| 10th | +5 | +3 | +3 | +7 | Bonus feat |
| 11th | +5 | +3 | +3 | +7 | — |
| 12th | +6/+1 | +4 | +4 | +8 | — |
| 13th | +6/+1 | +4 | +4 | +8 | — |
| 14th | +7/+2 | +4 | +4 | +9 | — |
| 15th | +7/+2 | +5 | +5 | +9 | Bonus feat |
| 16th | +8/+3 | +5 | +5 | +10 | — |
| 17th | +8/+3 | +5 | +5 | +10 | — |
| 18th | +9/+4 | +6 | +6 | +11 | — |
| 19th | +9/+4 | +6 | +6 | +11 | — |
| 20th | +10/+5 | +6 | +6 | +12 | Bonus feat, school power |
Wizard Spells per Day
A specialist mage gains one additional spell of each spell level they can cast, which must come from their chosen Thread-facet (school). High-Intelligence bonus spells apply on top of this. The mage’s 0-level spells (cantrips) are cast at will and are not expended on use.
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 3 | 1 | — | — | — | — | — | — | — | — |
| 2nd | 4 | 2 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | 1 | — | — | — | — | — | — | — |
| 4th | 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5th | 4 | 3 | 2 | 1 | — | — | — | — | — | — |
| 6th | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
| 7th | 4 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8th | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | — |
| 10th | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — |
| 13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — |
| 14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — |
| 15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — |
| 16th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Class Features
All of the following are class features of the mage.
Weapon and Armor Proficiency. The mage is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, and with no armor or shields. Armor interferes with the gestures of arcane spellcasting and can cause spells with somatic components to fail.
Spells. A mage casts arcane spells drawn from the wizard spell list, governed by Intelligence. To learn, prepare, or cast a spell, the mage must have an Intelligence score of at least 10 + the spell’s level; save DCs are 10 + spell level + Intelligence modifier. A mage prepares spells in advance from their spellbook after rest and study, and can cast any prepared spell. A mage begins play knowing all 0-level wizard spells (cantrips) plus three 1st-level spells of their choice, and adds two more spells of any level they can cast to their spellbook each time they gain a mage level (free spells gained from study; others must be learned or copied).
Arcane Bond. At 1st level, a mage forms a powerful bond with either a bonded object or a familiar. A bonded object lets the mage cast one additional spell per day of any level they can cast (the spell must be in the spellbook); a familiar grants its master the usual benefits and an empathic bond. This bond must be selected at 1st level and cannot be changed.
Arcane School (Thread Specialization). A mage chooses to specialize in one Thread-facet — what the rules call an arcane school — or remains a universalist (a mage who reads across all Threads without forsaking any). A specialist gains the bonus specialist spell per level shown above, the school powers of their chosen Thread-facet (gained at 1st level, with further powers at 8th and 20th), and a +2 bonus on Spellcraft checks to learn its spells. In exchange, the specialist names two opposition Thread-facets: preparing a spell from an opposition facet costs two of the mage’s spell slots of that level, and the mage takes a −4 penalty on associated skill checks. Unlike older editions, the mage is not forbidden these forsaken Threads — only burdened by them. A universalist instead gains the Hand of the Apprentice and Metamagic Mastery powers of the unaligned generalist.
Cantrips. A mage prepares a number of cantrips (0-level spells) as shown above. These spells are cast like any other, but are not expended when cast and may be used again.
Scribe Scroll. At 1st level, the mage gains Scribe Scroll as a bonus feat.
Bonus Feats. At 5th, 10th, 15th, and 20th level, the mage gains a bonus feat, chosen from metamagic feats, item creation feats, or Spell Mastery. The mage must meet all prerequisites, and these are in addition to the feats every character gains by level.
Bonus Languages. A mage may select scholarly and arcane tongues — such as the Orilyn of the Mirror Ring kindred or other learned dialects of the Citadel — as bonus languages, beyond those granted by race. (The mage who would study the ancient speech of dragons learns only to describe it; Salorras names no single dragon-tongue.)
The Five Threads of the Fabric
Every magical effect is a facet of one Thread; a specialist mage masters one Thread-facet. Use this to reframe any PF1e school to Salorras canon.
| Thread | Governs (Salorras canon) | Facet (PF1e school) |
|---|---|---|
| Iron | force, war, raw blasting, warding/protection | Evocation / Abjuration |
| Pale | dimensional transit, summoning, dream, entropy (the dead-and-unmade) | Conjuration / Necromancy |
| Crimson | blood, living nature, reshaping matter and flesh | Transmutation |
| Golden | knowledge, oath, foreknowledge/prophecy | Divination |
| Obsidian | mind, charm, illusion, the unseen, fate/fortune | Enchantment / Illusion |
The Pale Thread was derailed by the eolmes in prehistoric eras and has acted wildly ever since — so its strand of entropy magic (necromancy) is forbidden to all but masters. The Entropist below is the Pale-Thread tradition.
Paragon Prestige Classes (the mage’s elite tradition)
A mage who meets the requirements may enter:
- Entropist — master of the Pale Thread: the entropic and necromantic magic of the dead-and-unmade, wild and forbidden, controllable only by the few (compare the apostle Magewraith, who reaches the same power through divine Kaith’otl).
(A mage who masters the Golden Thread — divination — may also qualify for the Echoe prestige class, the foresight tradition listed under the legatee path, which admits both arcane spellcasters and essencers. Mages of the other Threads — Iron, Crimson, Obsidian — use the corresponding PF1e school reframed per the table above, until dedicated Salorras traditions are authored.)