ASTOUNDING TALES OF BRITANNIATHE MAGE FILE
Guide No. 5 of 1810¢Magic
MAGIC

MAGE

Eight circles of power, a bag full of herbs and a pointy hat. The mage answers almost every problem in Britannia, provided somebody remembered to buy the mandrake root.

Start training ▸ See the build
Fighting
4/5
Magic
5/5
Cozy
2/5
Difficulty
Medium
Time to GM
2–3 weeks of evenings
Startup cost
~2,000gp (mostly reagents)
Straight talk, no padding

WHAT YOU ACTUALLY DO

WHY WALK? WHY FIGHT FAIR?

A mage trades toughness for options. You deal damage at range, summon creatures to fight for you, heal and cure, turn invisible, paralyse a room, and — the one everybody actually cares about — travel instantly. Recall and Gate Travel make you the person everyone in the family messages when they're stranded in a dungeon.

Spells cost mana and reagents: eight little herbs and minerals you buy by the hundred from any mage shop. Mana comes back through Meditation, and here is the rule that catches every new mage — Meditation does not work in metal armour. A mage wears cloth, leather or magic robes. If you put on plate because it looked protective, you have switched your own engine off.

The weakness is honest: you are made of paper. A monster that reaches you will hurt you badly, and a caster who gets paralysed or interrupted is a spectator. That's what Resisting Spells and Wrestling are for, and it's why most mages learn to run first and cast second.

Clip and save

THE BUILD

You get 700 skill points in total, which is seven skills at 100 (Grandmaster). Here is a sheet that works, and why each line is on it. You can load this exact spread on the hero sheet in the magazine and slide the numbers around.

Mage — a working 700-point sheet
SkillPointsWhy it's here
Magery100All eight circles. The whole profession lives here.
Evaluating Intelligence100Raises the damage of every attack spell you cast. Non-negotiable for a combat mage.
Meditation100Mana regeneration. Without it you cast four spells and sit down. Wear no metal.
Resisting Spells100Shrugs off enemy magic, and crucially reduces how long paralyse holds you.
Wrestling100Your melee defence. A mage can't use weapons well, so this is what stops you being free hits when something closes in.
Inscription100Write your own scrolls and spellbooks, and a Grandmaster scribe's spells hit harder. Quietly one of the best mage skills.
Alchemy100Your own heal, cure, refresh and explosion potions. Potions work when you're interrupted; spells don't.
Total700of 700
★

The anti-armour rule, again

Meditation is blocked by metal. So is a chunk of your mana pool. Cloth and leather only — or the Magic Reflection and Protection spells, which don't care what you're wearing.

★

Inscription is not just flavour

Scribing gives a Grandmaster a real spell-damage bonus on top of Eval Int, and lets you stockpile scrolls that cast spells above your skill level. If you drop anything from this sheet, don't drop this.

From zero to Grandmaster

THE TRAINING LADDER

Skills go up by using them, and they go up fastest on a task that is just barely hard for you. Climb the rungs in order — each one stops paying off, and that's your cue to move up.

0 → 30
Trainers and first circle

NPC mages will train Magery, Eval Int and Meditation to 30. Then buy a sack of reagents and loop the cheap first-circle spells — Clumsy, Feeblemind, Weaken — on anything, including yourself. One reagent each, gains every cast.

30 → 50
Magic Arrow and Harm

Move up as soon as your success rate is comfortable. The rule for all magery training: cast the highest circle you can reliably cast. Casting spells that are too easy wastes reagents; casting spells that keep failing wastes more.

50 → 70
Recall, Mark, and real fights

Around 50 you unlock the travel spells, and your life changes. Mark runes at the bank, your house and the dungeons, build a runebook, and never walk anywhere again. Start fighting properly with Fireball and Lightning — Eval Int trains only when you cast at something.

70 → 90
Summons and the big circles

Energy Bolt, Mind Blast, and the summoning spells. Summons are the mage's answer to being fragile: let a daemon hold the monster's attention while you cast from behind it. Meditation climbs naturally as you keep draining your mana pool.

90 → 100
Flamestrike, and paying for it

The eighth circle is expensive in reagents and the last ten Magery points are slow. Train them somewhere profitable — Deceit, Fire dungeon, a champion spawn with the family — so the loot funds the mandrake.

Spend your first coins well

YOUR KIT

A mage's startup cost is higher than a fighter's, and nearly all of it is reagents. Buy in bulk; you will burn through them faster than you expect.

Day-one shopping list
WhatWhereWhat it's for
A spellbookAny mage shopBuy a filled one if you can afford it — it saves transcribing every scroll by hand.
500 of each reagentMage shopBlack Pearl, Blood Moss, Garlic, Ginseng, Mandrake Root, Nightshade, Spider's Silk, Sulfurous Ash. Buy more than feels sensible.
A runebook and blank runesMage shop, or a tinkerThe single best quality-of-life purchase in the game. Mark everywhere you go twice.
Cloth robes, NOT armourTailorMetal armour blocks Meditation. Dress like a wizard; it's mechanically correct as well as stylish.
A mortar and pestleAlchemistFor Alchemy. Explosion potions are a mage's best friend when a fight goes wrong.
A scribe's pen and blank scrollsMage shopFor Inscription. Scrolls also let you cast above your skill, which covers you while training.
Pack a runebook

WHERE TO GO

The right room makes training three times faster. These are the spots worth a rune.

Moonglow

The mage city, home of the Lycaeum. Best reagent supply and mage trainers in the realm.

Britain's mage shop

Central, next to the bank, and a short walk from everything. Where most mages do their actual shopping.

Your own house

Safe, quiet, and you can leave a sack of reagents on the floor. The best place to grind low-circle spells.

Deceit & the Fire dungeon

Where the 70-to-100 grind pays for itself. Undead and fire creatures both die well to magic.

Learn it here, not the hard way

HARD-WON ADVICE

⚠

Metal armour turns off Meditation

The most common new-mage mistake by a mile. If your mana isn't regenerating, look at what you're wearing before you look at anything else.

⚡

Cast the highest circle you can reliably cast

That's the whole training strategy, at every level. Too easy means no gains; too hard means burnt reagents and nothing to show. Move up the moment your success rate feels safe.

⚡

Summons do the tanking

A fragile caster with a summoned daemon in front of them is a completely different character from one standing in the open. Summon first, then fight.

⚠

Paralyse is how mages die

Something freezes you, then everything else in the room walks over. Resisting Spells shortens it and a cure or trapped pouch breaks it. Carry an answer.

Letters to the editor

QUESTIONS WE ALWAYS GET

Is Recall really that important?
Yes. It is the most-used spell in Britannia and the reason nearly every serious character learns at least a little Magery. A mage who can gate the whole family to a dungeon is permanently popular.
Can I fight in melee at all?
Badly, and only as a last resort. Wrestling is defence, not offence — it stops you being helpless, it doesn't make you a fighter. If something is next to you, your best spell is usually Teleport.
Mage or Necromancer?
A mage is the generalist: travel, healing, summons, raw damage, and nothing in the game is closed to you. A necromancer is a specialist with scarier tools and worse karma. Read the Necromancer file and see which one you want to be.
How much do reagents actually cost?
A few thousand gold for a serious stock, and you'll resupply constantly while training. This is why mages have a higher startup cost than fighters — budget for it rather than being surprised by it.
Why do my spells keep fizzling?
Three usual causes: your Magery is too low for that circle, you're out of a reagent you didn't notice, or you're being hit while casting. Damage interrupts spells — that's why summons and distance matter so much.
Nobody does this alone

TEAM UP

Britannia runs on favours. These are the people you want in your party and on your friends list.

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