Mages are a class available to player characters.

Description[edit | edit source]

The Mage strives to master magical energies, shaping and casting them as spells. To do so, they study strange tongues and obscure facts, devoting much of their time to magical research. A Mage must rely on knowledge and wit to survive. They are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are also different types of Mages. The generalist Mage studies all types of magic and learns a wide variety of spells. This broad range makes them well suited to the demands of adventuring.

Class Features[edit | edit source]

  • May not wear any armor.
  • May only use the following weapons: dagger, quarterstaff, dart, sling.
  • May only become Proficient (one slot) in any weapon class.
  • May not place any slots in any fighting style.
  • May cast arcane spells.
  • Hit Die: d4
  • Prime Requisites For Dual-Classing: Intelligence

Class Kits[edit | edit source]

Specialist Mages[edit | edit source]

Mages that specialize in a specific school of magic are allowed to memorize an additional spell of each level per day (once they are able to use spells of the appropriate level). They are prohibited from learning spells in opposition schools and cannot be combined in a multi-class character (though gnomish characters can multi-class as Illusionists). Human specialist wizards can dual-class if they wish.


  • May cast one additional spell per level.
  • Receives a +15% bonus when scribing scrolls from the [Specialist] school.
  • Receives a +2 bonus when making Saving Throws against spells from [Specialist] school.
  • Targets suffer a -2 penalty when making Saving Throws against spells from the [Specialist] school.


  • May not learn or cast any spells of the [Opposing] school(s).
  • Receives a -15% penalty when scribing scrolls from other schools.

Abjurer[edit | edit source]

A Mage who specializes in protective magics.

Opposed School: Alteration, Illusion.

Conjurer[edit | edit source]

A Mage who specializes in creating creatures and objects for assistance.

Opposed School: Invocation/Evocation.

Diviner[edit | edit source]

A wizard who specializes in detection and divining magics.

Opposed School: Conjuration/Summoning.

Enchanter[edit | edit source]

A Mage who specializes in manipulating the minds of sentient beings.

Opposed School: Invocation/Evocation.

Illusionist[edit | edit source]

A Mage who specializes in creating illusions to confuse and mislead.

Opposed School: Necromancy, Abjuration.

Invoker[edit | edit source]

A Mage who specializes in manipulating raw and elemental energies.

Opposed School: Divination, Conjuration/Summoning.

Necromancer[edit | edit source]

A Mage who specializes in magic dealing with death.

Opposed School: Illusion, Enchantment/Charm.

Transmuter[edit | edit source]

A Mage who specializes in magic that alters physical reality.

Opposed School: Abjuration, Necromancy.

Wild Mage[edit | edit source]

Wild magic is a new type of magic that is characterized by powerful and dangerous surges of unpredictable magic. It has recently begun to attract the attention of many a curious or scholarly wizard

Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from wild magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution.


  • Upon casting a spell, there is 5% chance of incurring a wild surge.
    • Wild Surge: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and his allies.
  • Casting level varies slightly whenever he casts a spell-anywhere between five levels lower and five levels higher than the Wild Mage's true level.

Sources[edit | edit source]

  • Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic
  • Icewind Dale: Enhanced Edition - 1.4 Release Notes and the game itself.
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