Mage

Mage is one of twelve guilds in. Mages have exclusive access to charming and binding spells and Field of Death. Mages can also cast many other instant-kill spells, and some assorted noncombat spells, including healing.

Hits
When gaining a mage level, if the new mage level is a character's single highest guild level and is 27 or below, the character gains 3 hits, plus a random bonus for high constitution. If the new mage level is a character's single highest guild level and is 28 or above, the character gains 2 hits, with no constitution bonus. If the new mage level is tied with or lower than any of the character's other guild levels, the character gains no hits.

Spellbook
The mage spellbook contains 43 spells.

Strategy
The mage guild is unique as it is the only guild able to cast charm spells. This can provide a party with an easy source of companions, or an alternative income stream by selling charmed monsters to the city confinement and holding store. Mages are also the only spellcasters who can cast Field of Death, the strongest instant-kill spell in the game.

The mage's own healing spells aren't much better than a paladin's. In addition, the mage guild's alignment restriction prevents mages from becoming thieves or healers. For these reasons, mages are unable to contribute any meaningful thieving skill or healing spells to a party, no matter what secondary guild they might join. Their best second guild options are probably seekers or, depending on race, warriors.

As with all spellcasters other than seekers, a mage's fighting ability, equipment choices, and leveling rate are severe limitations on survival. To avoid frequent trips to the morgue, a mage needs to remain protected at the back of a party. If solo, a human or morloch mage may wish to level as a warrior to improve survival. A solo elf mage will have to settle for paladin levels instead of warrior, while a gnome mage can choose between paladin or villain.