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Harper Mage

(Magic of Faerûn variant, p. 28)

The Harper mage has two principal responsibilities: They aid the Harpers with spells and arcane knowledge, and they study, record, and pass on ancient lore.


Alignment: Any nonevil.

Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (local) 5 ranks, Knowledge (any other) 4 ranks, Scry 4 ranks, Sense Motive 2 ranks, Spellcraft 8 ranks.

Feats: Alertness , Extend Spell .

Spellcasting: Ability to cast 3rd-level arcane spells.

Special: Sponsorship by a member of the Harpers, approval of the High Harpers.

Hit die


Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Harper mages are proficient with simple weapons. They gain no proficiency in the use of any armor.

Spells per Day/Spells Known: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).

If a character had more than one arcane spellcasting class before she became a Harper mage, she must decide to which class she adds each level of Harper mage for purposes of determining spells per day when she adds the new level.

Harper Knowledge: Like a bard, a Harper mage has a knack for picking up odd bits of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper mage has bard levels (or levels in another class with the same ability, such as loremaster or Harper scout), her Harper mage levels and bard levels (or levels in the other appropriate class) stack for the purpose of using Harper knowledge.

Oghma's Insight: As lorekeepers, Harper mages develop a keen interest in many fields. The Harper mage gains a free Skill Focus feat in any one Knowledge skill.

Arcane Theory: At 2nd level, the Harper mage gains a free Skill Focus feat in either Spellcraft or Knowledge (arcana). This represents an introduction to theories of magic from other civilizations through study and preservation of old lore.

Extend Spell: In their studies of history and lore, Harper mages have learned something of ancient magic, including rudimentary elements of the mythal magic of the elves. These discoveries allow them to power a few of their spells each day, allowing them to last longer than normal. The Harper mage may cast a spell as if it were under the effect of the Extend Spell feat without affecting the casting time or spell slot of the spell. The Harper mage can use this ability a number of times per day equal to 1 + his Charisma bonus.

Eschew Materials: Further studies into the secrets of magic give Harper mages the ability to cast their spells without resorting to material components. This ability grants the Harper mage the Eschew Materials feat.

Mystra's Grace: Harper mages gain a +2 insight bonus on all saves against magical effects.


Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Harper's knowledge, Oghma's insight +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Arcane theory +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Extend Spell +1 level of existing spellcasting class
4th +2 +1 +1 +4 Eschew Materials +1 level of existing spellcasting class
5th +2 +1 +1 +4 Mystra's grace +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Bluff CHA no no
Concentration CON no no
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Disguise CHA no no
Gather Information CHA no no
Heal WIS no no
Hide DEX no yes
Innuendo Wis yes no
Knowledge Int yes no
Listen WIS no no
Move Silently DEX no yes
Perform CHA no no
Profession WIS yes no
Ride DEX no no
Scry Int yes no
Sense Motive WIS no no
Speak Language None yes no
Spellcraft INT yes no
Spot WIS no no

Spells for Harper Mage

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