Mage Kits and Templates by Luther Hex

You may use your own spell rules or those from the House Guidelines.

You also may choose to use the enhanced Spells Cast Per Day Per Level Chart that allows you to cast two spells per day at 1st level.

Please select a kit or template (but, wait, sorry, still waiting for a volunteer to author either these suggestions or his own):




Reference Material for Mage Kit and Template Authors:

I'm looking for volunteers to create kits and templates. If you create one (and, preferably, an HTML page describing it), please e-mail me.

Demonologists - these guys call on demons to do all of their work for them. They might call up a minor imp to do housework, or a major demon to smite an invading armada. All of the demons seem to be unique and named, but many are extremely similar, like individuals of the same race. Needless to say, though, many demonologists disappear under mysterious circumstances.

Warlocks - These guys are probably the most powerful. Their powers seem to be based on telekinetics - they can lift things, heal wounds and broken bones, lower or raise temperature, control the weather, etc... Granted, if it's TK it's at a remarkable level but that's how I quantify it. The only problem with them is that they all seem to draw their powers from a rock (possibly a meteor) called the Warlock's Stone. And if they ever use too much power they are drawn irresistably to the Stone, never to be seen again. And using the power is addictive.

Witches - They have fairly low-key magic, and all of it is powered by their own bodies. They can heal, start fires, levitate themselves, locate objects and do lots of other things but it takes a lot out of them. If they want to fly for example, it exerts them just as much as picking up their own weight and carrying it would. Witches have been known to die from overexertion.

Sorcerors - Sorcerers use magically-charged talismans. Without their gadgets they're powerless. There was one who had a wand that shot fireballs, and another that had a magic box that acted like a genetic scanner.

Theurgists - what AD&D would call clerics. These guys actually talk to the gods and ask for information or favors. The gods can give information of any sort if it pleases them, but they are heavily curtailed in the type of direct action they can take - it's almost always limited to healing or other "good" actions. Theurgists are probably best used as NPCs, especially since there are literally hundreds of gods to keep track of.

Wizards - Sort of like the classic AD&D mage. They can cast powerful spells with no cost to themselves, but they do need to use a specially enchanted dagger for almost all of them, and they don't forget a spell after it's been cast. They often (almost always, really) need other ingredients, besides the dagger, ranging from simple stuff like dust (found almost anywhere) to blood of an unborn hermaphrodite (found almost nowhere).