Magic-User
Magic-Users are those who seek and use knowledge of the arcane. They do magic not as the Cleric does, by faith in a greater power, but rather through insight and understanding.
Magic-Users are the worst of all the classes at fighting; hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons. They are the least hardy, equal to Thieves at lower levels but quickly falling behind.
A first level Magic-User begins play knowing read magic and one other spell of first level. These spells are written in a spellbook provided by his or her master. The GM may roll for the spell, assign it as he or she sees fit, or allow the player to choose it, at his or her option.
Cast at Will
A spellcaster may employ any spell he or she knows (i.e. has in his or her spellbook), so long as the caster has an available slot of the correct level.
Slot Demotion
Slot demotion allows a spell caster to use a higher-level available slot to cast a lower-level spell. This grants no particular bonus; casting magic missile with a 3rd level slot, for instance, neither makes the spell more powerful nor gives the caster any "change" back.
Flavor
Magic reflect the magician's personality. The player chooses visual, auditory, and / or odiferous effects for his spells, though this has no effect on the spell's actual effect in the game. So, one magician's spells might all have a purple aura while another's might all crackle when cast. This option has no effect in terms of the rules, but it's a good dramatic effect that can make playing a magician more fun. It can also be used as a form of signature.
A spell is considered a Necromancer spell if it appears on any Necromancer spell list but does not appear on any Magic-User list.
MAGIC-USER LEVEL | ATTACK BONUS |
---|---|
1-3 | +1 |
4-5 | +2 |
6-8 | +3 |
9-12 | +4 |
13-15 | +5 |
16-18 | +6 |
19-20 | +7 |
SUPPLEMENTS
Arcane Bolt The Magic-User can magically attack once per round. The Arcane Bolt is treated as a normal missile weapon. The player makes a normal combat roll against the target's AC, adding any Intelligence bonus and taking into account the range (10/20/30). The damage is d3. The origin is magic, but the effect is a form of mundane concussion, so it will not affect creatures who are only affected by magic. However, it will affect inanimate objects Bonus Spells Magic-Users gain bonus spells for high Intelligence. This allows the character to prepare more spells of certain levels than usual. Characters may not prepare spells above the level they can cast, so even though a character with an 18 Intelligence gets a second level spell as a bonus spell, he or she can't prepare second level spells until reaching third level. Use the following table.INTELLIGENCE | BONUS PREPARED SPELLS |
---|---|
9-11 | No Bonus Spells |
12 | No Bonus Spells |
13-15 | 1 x 1st Level Spells |
16-17 | 2 x 1st Level Spells |
18 | 2 x 1st, 1 x 2nd Level Spells |
Magic-User Spells
The number of spells of each level which a Magic-User may cast per day is shown on the appropriate table in the Characters section. Each morning spellcasters prepare spells to replace those they have used. Spells prepared but not used persist from day to day; only those actually cast must be replaced. A spellcaster may choose to dismiss a prepared spell (without casting it) in order to prepare a different spell of that level. Spellcasters must have at least one hand free, and be able to speak, in order to cast spells; thus, binding and gagging a spellcaster is an effective means of preventing them from casting spells. In combat, casting a spell usually takes the same time as making an attack. If a spellcaster is attacked (even if not hit) or must make a saving throw (whether successful or not) on the Initiative number on which they are casting a spell, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if they have a better Initiative, and choose to delay casting the spell until right before the other caster. Magic-Users cast spells through the exercise of knowledge and will. They prepare spells by study of their spellbooks; each Magic-User has his or her own spellbook containing the magical formulae for each spell the Magic-User has learned. Spellbooks are written in a magical script that can only be read by the one who wrote it, or through the use of the spell read magic. All Magic-Users begin play knowing read magic, and it is so ingrained that it can be prepared without a spellbook. A Magic-User may only prepare spells after resting (i.e. a good night's sleep), and needs one turn per each three spell levels to do so (rounding fractions up). Spells prepared but not used on a previous day are not lost. For example, a 3rd level Magic-User preparing all three of his or her available spells (two 1st level and one 2nd level) is preparing a total of 4 levels of spells, and thus needs 2 turns (4 divided by 3 and rounded up).- First Level Magic-User Spells
- Second Level Magic-User Spells
- Third Level Magic-User Spells
- Fourth Level Magic-User Spells
- Fifth Level Magic-User Spells
- Sixth Level Magic-User Spells
A spell is considered a Necromancer spell if it appears on any Necromancer spell list but does not appear on any Magic-User list.
Career
Qualifications
The Prime Requisite for Magic-Users is Intelligence; a character must have an Intelligence score of 9 or higher to become a Magic-User. The only weapons they become proficient with are some light weapons, including clubs, quarter staves, and slings, in addition to daggers and cudgels. These characters are simply untrained in any weapon other than those normally allowed to them, and should suffer a -5 attack penalty when using any prohibited weapon.
Career Progression
Advancement
At Name (9th) level or greater, a magic-user is called a wizard (if male) or maga (female). Also at Name level, a magic-user may create magical items.
Upon reaching Name level, a magic-user may build a tower (if he can afford to). A magic-user who constructs a tower will usually attract 1d6 (1-6) apprentices, all magic-users of experience levels 1-3. The DM will decide how many apprentices arrive to serve the wizard, and should create names, backgrounds, and character sheets for them; they should be complete characters.
If a Name level magic-user decides to build a tower, or to take up regular residence in the home of a ruler who wishes to employ him, he is referred to as a land-owning magic-user; otherwise, he is a traveling magic-user (even if he actually spends more time in his own home than on the road).
Land-Owning Magic-Users: Independent Wizards
Magic-users who decide to live in their own strongholds, regardless of their political affiliations or interest in the outer world, are referred to as independent wizards. They are commonly referred to and addressed as wizard or maga, whatever their actual titles may be.
An independent magic-user may build or seize a tower. By tradition, he need not seek permission from the local ruler beforehand. If, however, the wizard does seek the ruler's] permission, the ruler will probably give the magic-user a lavish gift, official title to the dominion, and possibly some sort of official rank of nobility to keep the favor of the character. (Only the most powerful of rulers would dare to offend a magic-user, whatever their alignment differences.)
After the magic-user moves into his tower, he may choose to build a dungeon beneath or near it. Most wizards and magas employ specialists to do their mining and engineering, but may decide to create the dungeons themselves if they know the proper spells.
Of course, any character building a stronghold could also build a dungeon, a subterranean complex where prisoners can be kept and the character can perform specific researches in secret. But a wizard can choose for his dungeon to be different. If, once one or more levels of the dungeon are completed, the wizard leaves an unguarded opening into the dungeon, monsters will be attracted and will build lairs. Some wizards encourage this sort of thing so that they have ready access to a variety of different monster types (useful for research, and for staying aware of what's happening in the realms of monsters).
Such monster-infested dungeons are not looked upon favorably by humans in the region. Dungeons tend to make the locals nervous, and the monsters in them often prey on nearby human communities. Wizards who create these dungeons need to be aware that low level adventurers may take action against the monsters of these dungeons, either to keep the region safe or simply to fill their own coffers with the monsters' treasure.
Independent wizards do not usually live in complete solitude. They may or may not interact with the rulers and nobles of the nations in which they live, as they please. They may continue to go on quests and adventures with their old friends. Other wizards may visit and correspond with them in order to facilitate magical research and understanding. They might participate in the operation of schools of magic. Only the most misanthropic of wizards, or those with much to hide, build their towers in the most dangerous and inaccessible areas and live there alone.
Land-Owning Magic-Users: Magists
If a land-owning magic-user cannot or does not want to maintain a tower, the character may apply for a position as a magist in any existing castle or stronghold. If the ruler does not have a magist and can afford one, he will usually accept the application . . . unless the wizard has so vile a reputation that the ruler cannot trust the wizard. The magist advises the ruler in matters involving magic and handles the magical needs of the ruler and the stronghold.
To become a magist, the magic-user must first find a ruler who is willing to hire and support him. He must negotiate payment and other benefits with the ruler. (Standard payment is a minimum of 3,000 gold pieces per month, with magists above 15th level commanding higher payment.) Finally, the character must swear an oath of fealty to that ruler to become a magist.
When the agreements and terms are complete, the ruler supplies all the magist's needs, including a place to stay in the stronghold (usually a suite of several rooms), guards and servants, and other agreed-upon benefits (such as magical items, either to use or as outright gifts). The ruler usually pays for magical research costs if the item or spell researched will benefit the stronghold. The magist must serve the ruler as ordered in all respects, but is never required to fight or otherwise be placed in danger.
A magist may go on normal adventures if the ruler gives permission. The ruler knows that more experience means a more powerful magist, and will usually give permission if no immediate magical needs are pressing.
The magist is bound by oath not to work against the interests of his ruler. If at some time in the future he finds that he cannot serve the ruler, he must officially renounce his oath of fealty and depart the ruler's home. He cannot oppose his former ruler until he has left the ruler's home. (If he intends to become an enemy of the ruler, it's best for him to depart in secret and send his official notification by proxy.)
Traveling Magic-Users: Magi
A traveling magic-user of either gender is known as a magus.
1. A magus may visit any land-owning magic-user to offer to help with magical research. If the offer is accepted, items or spells researched will be completed faster and more efficiently.
2. The magus will attract powerful traveling fighters and clerics, who offer to travel with and help the magus in return for pay. The magus attracts 1d6 such hirelings. These hirelings are of levels much higher than normal (5th level minimum).