Mage Levels

Just for flavor, we have developed titles for the different ranks of mages — akin to how the terms apprentice, journeyman, and master denote the authority of members of a guild.

These ranks are based on the highest level of spell a mage can cast. Of course, characters would never use the term “third level spell.” Nevertheless, they understand that spells like Fireball and Fly are of roughly equal difficulty, and are more challenging than spells like Hold Person but easier than spells like Charm Monster. A mage who can cast Charm Monster would therefore be deemed to be more powerful than one whose most powerful spell is Fireball. Players – at leas those with some sort of arcana training – will therefore know that a mage introduced as a journeyman will be able to cast spells of at least second level and perhaps as high as fourth level, and will therefore be of a mage level between third through eighth.

Mages are those spellcasters who use Arcane magic: sorcerers, warlocks/witches, and wizards. Though other classes like arcane tricksters and rangers use arcane magic, they generally do not use these titles.

Mages who use these titles may use them as a prefix before either “Mage” or the specific type of mage they are. For example, an 8th level wizard might use “Journeyman Mage” or “Journeyman Wizard.”

Mage LevelMaximum Spell LevelMage Title
00 (Cantrips)Student / Apprentice
11Initiate
21Initiate
32Journeyman
42Journeyman
53Journeyman
63Journeyman
74Journeyman
84Journeyman
95Master
105Master
116Master
126Master
137Adept
147Adept
158Adept
168Adept
179Archmage
189Archmage
199Archmage
209Archmage

Students/Apprentices and Initiates are trained under the tutelage of a Master, though Initiates are free to leave their apprenticeships when they feel they are ready. The term “student” is generally used for those trained in academies or other group settings, while the term “apprentice” is used for those training individually with a Master, often in the Master’s home. Initiates are those students who have gained enough skill to graduate, though they may continue to train with a Master for a time. Under Guild rules (often ignored), they are not permitted to practice magic for hire except under the guidance and direction of a Journeyman or Master. Nor may they create scrolls or potions for sale, though if they have the ability and resources, they may do so for their own use. Initiates with a proficiency in Arcana are trained in identifying the correct materials for preparing or creating an Arcane Focus.

Journeymen have generally left their Master to strike out on their own, though some may continue to serve under a Master to gain additional experience, or may come back from time to time for additional training. Guild rules allow them to practice magic for hire. They may also create magical items for sale if they have the ability, though Guild rules require that the item be certified that it was created by someone who was not yet a Master. (These certifications are often lost after the original sale, and it would generally not be possible to determine if a properly-made item was created by a Journeyman or a Master unless the item was too powerful for a mere Journeyman to create.) They are not authorized to take on apprentices or students, but may assist Masters in training others.

Masters are authorized under Guild rules to train others in spellcraft, sometimes groups of students in academies but more often just one or two apprentices brought into their homes. Some may have Journeymen mages aide them as teaching assistants, while others may prefer to work alone. Some may seek wealth or political power by serving as advisors to kings. Most local Guild Houses are overseen by a mage of Master rank, though an Adept may pop in from time to time to counsel them.

Adepts are generally the most powerful mages that most people will ever encounter, able to cast all but the most powerful of spells. Some may serve as advisors for the wealthiest and most powerful Emperors and Monarchs – if they haven’t set themselves up as ruler. Some have been set up as the advisor or overseer of all of the Mage Guilds in a large country or region of countries, and Guild policies are generally created by Adepts, or at least passed down by them. Most live lives of mystery, engaging in arcane research and magical rites beyond the knowledge and abilities of even the most powerful Masters.

Archmages are the most powerful of the mages, able to cast the most difficult spells like Gate and Wish. They are the most mysterious and elusive of all mages. They are generally not involved in Guild activities, though they may pass guidance, instruction, and mandates down through Adepts.