Medium sentient humanoid (6d6)
Generalist practitioners of magic.
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)
MAG 8 (3d6)
MELEE DEFENCE 12
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 12
SOAK 6 (mage armor); VULN none
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)
Staff 3d6 (2d6+2 blunt damage)
Magic bolt 5d6 (3d6 force damage; range 9)
Skills [artistic] 6 (3d6), [lore] 6 (3d6), linguistics 3 (2d6), history 6 (3d6), herbalism 3 (2d6), insight 3 (2d6), concentration 6 (3d6), tactics 3 (2d6), staves 1 (1d6), evocation 3 (2d6), enchantment 3 (2d6), movement 6 (3d6), perception 3 (2d6)
Gear staff, shortsword
Attuned. Magi easily detect magic. They do not need to make an attribute check to detect magic within 30'; they are automatically aware of its existence.
Prestidigitation. Magi learn little magical tricks to help with their chores as an apprentice. They are able to use small displays of magical prestidigitation at will to assist them with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like.
Arctic blast. The mage releases a mighty spray of ice shards and dense, frigid water, impacting foes and possibly freezing them. Creatures in the area of effect (50' line) take 3d6 points of elemental ice damage from the cold if struck by a successful MAG (5d6) ranged attack. The area of the line becomes slippery.
Friendship. One humanoid target within 30' becomes Charmed if hit with a successful MAG (5d6) mental attack.
Mage's thrust. The mage throws a large-sized or smaller person within 30' back by 10' with a successful MAG (5d6) ranged attack. This spell is used primarily to knock opponents around, like Saruman did to Gandalf.
Rescue featherfall. This is a contingency spell which automatically activates when the mage falls. The mage descends up to 600' at a safe speed of 60' per round, at which speed they take no damage.
Word of sleep. Though this spell creates just a light sleep from which the target can be easily awoken, it is easy to cast and can affect even the strongest minds within 30' with a MAG (5d6) mental attack as long as the caster is powerful enough. The target gains the Sleeping condition.