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OSE White Mage v1.0

White mages are a hybrid class that uses protective magic-user spells. They focus on preventing harm to allies rather than reactive healing. Their signature spell, Lucky Ward, grants temporary hit points for protection. White mages learn their arts in light houses rather than towers, and seek nonviolent solutions through spells like Parley.

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0% found this document useful (0 votes)
709 views11 pages

OSE White Mage v1.0

White mages are a hybrid class that uses protective magic-user spells. They focus on preventing harm to allies rather than reactive healing. Their signature spell, Lucky Ward, grants temporary hit points for protection. White mages learn their arts in light houses rather than towers, and seek nonviolent solutions through spells like Parley.

Uploaded by

wenoyi6647
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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the

White Mage
A Magic User Class for Old
School Essentials
White Mage
the

Writing & editing: Andrew Lenox


Layout: Andrew Lenox with Layout inspired by Old-School Essen-
tials by Necrotic Gnome
Illustrations: All illustrations from the public domain.

Legal: Old-School Essentials is a trademark of Necrotic Gnome. The trademark


and Old-School Essentials logo are used with permission of Necrotic Gnome,
under license
Wards of Light
Dark Magic clerics. They use arcane magic
similarly to magic users, but
When man first mastered the all their spell list is focused on
magical arts, he sought powers protection.
of destruction and subjugation. White mages cannot magi-
Tyrannical wizards then con- cally heal like Clerics, and rely
quered the world of men. They on preventative measures to
ruled and fought one another protect their party members.
for a brutal and unjust age, They have the ability to swap
sundering the world under their any memorized spell for the
terrible power. ‘Lucky Ward’ spell which pro-
vides temporary hit points to
Light Magic a character. These hit points
bolster their hit point total, but
An order of wizards arose from cannot be used to heal players
the ashes of this blighted world. of their existing wounds. While
They banished the terrifying a white mage has more flexible
beings summoned by the dark magical talents than a cleric,
wizards of old. They dedicated they must apply their protective
their studies to the protection arts preventatively, rather than
and freedom of mankind. They reactively.
forged a new path of wizardry
focused on service to mankind,
rather than pressing mankind
Light Houses
into servitude. This is the tradi- White Mages abhor the wiz-
tion of white magic. ards tower; a symbol of tyranni-
cal rule of a previous age, and
Protection Magic instead learn their arts in light-
houses, in service to protecting
White Mages are a hybrid humanity.
of standard magic users and
White Mage
Requirements: None new spells to their spell book
Prime Requisite: WIS and to research other magical
Hit Dice: 1d6 effects. When a white mage
Maximum Level: 14 reaches 9th level, they are also
Armor: None able to create magic items.
Weapons: Staff Spell Casting: White mages
Languages: Alignment, Com- carry spell books containing
mon the formulae for arcane spells.
White mages study powerful The spell casting chart (oppo-
protective and healing magics. site) shows both the number of
They seek peaceful or nonvio- spells in the white mage’s spell
lent resolution to conflict, and book and the number they may
to protect their allies. memorize, determined by the
character’s experience level.
Lucky Ward Thus, a 1st level white-mage has
one spell in their spell book, se-
A White Mage may forget any lected by the referee (who may
memorized spell to immediately allow the player to choose). The
cast the spell ‘Lucky Ward’. list of spells available to white

Arcane Magic
mages is found later in this doc-
ument.
See Magic (in OSE) and White Using Magic Items : As spell
Magic (later in this document) casters, white mages are able
for full details. to use magic scrolls of spells on
their spell list. They can also use
Magical Research : A white items that may only be used by
mage of any level may spend arcane spell casters (e.g. magic
time and money on magical re- wands).
search. This allows them to add
White Mage Level Progression

Saving Throws Spells


Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 12 13 13 15 15 1 – – – –
2 3,000 2d6 19 [0] 12 13 13 15 15 2 – – – –
3 6,000 3d6 19 [0] 12 13 13 15 15 2 1 – – –
4 12,000 4d6 19 [0] 12 13 13 15 15 2 2 – – –
5 24,000 5d6 19 [0] 10 11 11 13 12 2 2 1 – –
6 48,000 6d6 17 [+2] 10 11 11 13 12 2 2 2 – –
7 96,000 7d6 17 [+2] 10 11 11 13 12 3 2 2 1 –
8 180,000 8d6 17 [+2] 10 11 11 13 12 3 2 2 2 –
9 350,000 9d6 17 [+2] 8 9 9 10 10 3 3 3 2 1
10 500,000 9d6+1* 17 [+2] 8 9 9 10 10 3 3 3 3 2
11 650,000 9d6+2* 14 [+5] 8 9 9 10 10 4 3 3 3 2
12 800,000 9d6+3* 14 [+5] 8 9 9 10 10 4 4 3 3 3
13 950,000 9d6+4* 14 [+5] 6 7 8 8 8 4 4 4 4 3
14 1,100,000 9d6+5* 14 [+5] 6 7 8 8 8 5 4 4 4 4
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves

Combat 1d6 apprentices of levels 1-3


will then arrive to study under
White mages can only use the white mage.
staves and are unable to use
shields or wear any type of
armor. This makes them very
vulnerable in combat

After 9th Level


The white mage may build a
stronghold, often a lighthouse.
White Magic
1st Level 4. Clairvoyance
5. Protection from Evil 10’
1. Charm Person 6. Protection from Normal
2. Detect Magic Missiles
3. Expeditious Retreat* 7. Suggestion
4. Feather Fall* 8. Nondetection †
5. Protection From Evil
6. Read Languages 4th Level
7. Read Magic
8. Shield 1. Charm Monster
9. Sleep 2. Confusion
10. Disarm* 3. Emotion
11. Ward of Protection* 4. Dispel Magic
12. Lucky Ward* 5. Illusory Stamina
6. Remove Curse
2nd Level 7. Telekinesis
8. Minor Creation †
1. Bless
2. Hold Person 5th Level
3. ESP
4. Detect Danger † 1. Contact Higher Plane
5. Invisibility 2. Teleport
6. Knock 3. Create Food
7. Continual Light 4. Feeblemind
8. Reflect* 5. Major Creation †
9. Whispering Wind † 6. Protection from Fire and
10. Stasis Lightning †
7. Stone to Flesh †
3rd Level 8. Banish (Summon)*

1. Parley* * - White Mage Spells


2. Fear † - Druid and Illusionist Spells
3. Hold Person
White Magic Spells
Banish Expeditious Retreat
Duration : 1 turn Duration : 2 turns
Range: 60’ Range: 60’
One creature must save vs. A number of creatures up to the
spells or be banished to its casters level gain 20’ movement
plane of origin permanently. If speed. If targets take a retreat
the creature is currently on its action, they keep their AC bo-
plane of origin it is banished to nus and attackers do not gain a
a formless void dimension for +2 attack bonus.
the spells duration where it is
unharmed. Feather Fall
Reversed: Summon Duration : 1 round per level
The caster chooses any creature Range: 10’ per level
they have previously success- Targets: 1 creature per level
fully banished with this spell. The rate of falling of target(s) is
The creature saves vs spells or reduced to 2’ per second. No
be summoned to a point within damage is incurred from falling.
range of the caster.
Lucky Ward
Disarm Duration: 1 turn per level
Duration : Instant Range: 120’
Range: 10’ per level The target creature is surround-
One creature per caster level ed by a shimmering field of
saves vs spells. On a failed save, energy that effects their fate.
targets drop an item held in • Damage Negation: The
one of their hands of the casters subject gains protection
choice. against 1d4 hit points of
damage per level. reduce the damage by half. This
• Ending: When all of the hit effect wears off after the dura-
points of protection are used tion.
up, the spell ends.

Parley
Duration : 1 turn
Range: 60’
The caster creates a peaceful
zone where hostilities cease,
and negotions can be made.
• No creatures in range can
attack one another, or take
any hostile actions.
• All intelligent creatures in
range can understsand each
others spoken language.
• Any creatures who are hos-
tile or unfriendly become
neutral to the party. Their
reaction can change over the
course of the negotiation.

Reflect
Duration : 1 turn
Range: The caster
The next time the spell caster
takes damage, prevent 1d6
damage per caster level and
deal the amount of prevent-
ed damage to the source of
the damage. The target of the
damage may save vs spells to
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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material
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The White Mage, A Magic Usr Class for Old School Essentials © 2021 Andrew Lenox, author Andrew Lenox

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