=== Mages === Description A Mage must live by his wits. He cannot hope to simply hack his way through the dungeon, and so must therefore use his magic to defeat, deceive, confuse, and escape. A Mage is not really complete without an assortment of magical devices to use in addition to his spells. He can master the higher level magical devices easily and has good saving throws. There is no reason a Mage cannot become a good fighter, but spells are his true realm. For more information on magic schools and spell effects see the Magic help file. Starting Stat Modifiers Strength -5 Intelligence +3 Wisdom +0 Dexterity +1 Constitution -2 Charisma +1 Bonus Blows 0 Hit Die +d0 Exp Penalty 30% Starting Skills: Skill Start Level Skill Point Gains Combat 1.000 [0.500] Weaponmastery 0.700 [0.500] Sneakiness 1.000 [0.900] Stealth 0.000 [0.400] Magic 1.000 [0.900] Magic-Device 1.000 [1.200] Spell-power 0.000 [0.600] Sorcery 0.000 [0.200] Mana 1.000 [0.900] Geomancy Fire 0.000 [0.900] Water 0.000 [0.900] Air 0.000 [0.900] Earth 0.000 [0.900] Meta 0.000 [0.900] Conveyance 0.000 [0.900] Divination 0.000 [0.900] Temporal 0.000 [0.900] Mind 0.000 [0.900] Nature 0.000 [0.900] Necromancy 0.000 [0.700] Runecraft 0.000 [0.700] Thaumaturgy 0.000 [0.700] Spirituality 1.000 [0.550] Prayer 0.000 [0.500] Monster-lore 0.000 [0.500] *A Mage cannot learn the Geomancy skill, but it is shown in his skill screen because the elemental schools are sub-skills of it. Innate Abilities: Ability Character level Perfect casting 1 Starting Equipment A Mage begins the game with: a Book of Beginner Cantrips a Dagger