Magic-Users
Spellcasters who manipulate powerful arcane forces, magic-users can cripple hordes of foes or the very foundations of the world with little more than words and gestures.
Magic-User Heroes
Prerequisite: 12 IntelligenceStarting Hit Points: 4 + your Constitution modifier
Hit Die: d4
Languages: You know the Arcane language.
Proficiencies: You are Trained in Initiative and Arcane Magic and its Arcane Defense, Detect Magic, and Dispel Magic features.
Skills: You possess the Arcana skill and can select two other Skills.
Magic-User Features
Boon Options:
- Gain access to an additional Arcane School and learn its spells up to a level equal to your number of odd levels.
- Increase your total spell points by one.
You can scribe spells from scrolls or other spellbooks into your spellbook, up to a maximum number of spells of each level equal to your Intelligence score.
After a long rest, you can Memorize a number of spells from your spellbook as indicated in the Magic-User table.
The Magic-User
Level | Benefit | Hero’s Surges | Spells Per Day | Title |
---|---|---|---|---|
1 | Magic-User Features, Arcane Preparation, Potent Magicks, Spellcasting | 4 | 1 | Prestidigitator |
2 | Cantrip Aftershock, Focused Intellect | 5 | 2 | |
3 | Arcane Study, Bound in Magic | 5 | 2/1 | Apprentice |
4 | Boon | 6 | 2/2 | 9th Order |
5 | Valor | 6 | 2/2/1 | 8th Order |
6 | Arcane Study Feature | 7 | 2/2/2 | 7th Order |
7 | Boon | 7 | 2/2/2/1 | 6th Order |
8 | Arcane Study Feature | 8 | 2/2/2/2 | 5th Order |
9 | Boon | 8 | 2/2/2/2/1 | 4th Order |
10 | Heroism | 9 | 2/2/2/2/2 | 3rd Order |
LEVEL 2 Magic User
LEVEL 3 Magic User
Callers
You forsake ancient tomes and lost magicks to forge alliances with creatures of terrible power, then summon them forth to wreak your will.
Prerequisite: 12 Charisma, Black Mage Spellcasting
You can dismiss your Aeon as an action. It is automatically dismissed if it is slain or if you lose concentration on it for two consecutive rounds, or after one minute passes. A dismissed Aeon vanishes back to from whence it came.
Your Aeon can spend one of your hero's surges for healing once per round, even in the same round you do. After a long rest, your Aeon regains all of its hit points, unless it has been slain.
If your Aeon is reduced to zero or fewer hit points, it is slain. A slain Aeon is immediately dismissed and can no longer be called until its hit points are positive again. If your Aeon has been slain, when you would regain hero's surges through a long rest, you can forgo regaining hero's surges to heal it ¼ of its maximum hit points per hero's surge sacrificed. After reaching level 6, you can procure the oath of an additional Aeon by defeating it in battle or through an agreed-upon quest. You can do this once again after you reach level 10.
White Magic (Requires 12 Wisdom): Choose a Divine Domain. You become Trained in Divine Magic and know Spells from this domain up to a level equal to your number of odd levels. You can use your spell points to cast these spells and Arcane Preparation to prepare its rituals. Each time you gain an odd level, you learn the spells of the next highest spell level in the domains you have access to. In addition, you add your Wisdom modifier to damage and hit points affected with Divine Magic.
Boon Options:
- Gain access to an additional Divine Domain and learn its spells up to a level equal to your number of odd levels
- Add your Wisdom modifier to healing done with magic
LEVEL 6 Caller
- Your Aeons gain the ability to spend your spell points to cast spells you know.
- You can call your Aeon through a spell of the same type as your Aeon’s Fury. If you call your Aeon through a spell, it arrives within the spell’s area and can take an action. Then both of your turns end.
LEVEL 8 Caller
Blue Magic
Domain or School | Effect |
---|---|
Abjuration | While your Aeon is present, you both reduce all damage by 2 |
Conjuration | You can call your Aeon when you are hit by an attack. If you do not call your Aeon this way, once per calling when you are hit by an attack, you can teleport your Aeon to an unoccupied space adjacent to you. In either case, your Aeon is hit by the triggering attack instead of you. |
Divination | Your Aeon gains the effect of a Divination spell you know. As an attack action, you can reactivate this spell or change it. |
Enchantment | Your Aeon's physical attacks gain a magical damage bonus equal to your number of odd levels |
Evocation | Your Aeon's physical attacks deal its Fury's damage type, plus an additional 1d4 damage of this type on a major success |
Illusion | Your Aeon has Concealment against non-adjacent enemies and you gain the effects of Invisibility when you call it |
Necromancy | Your Aeon can be called in an undead form, gaining the immunities and vulnerabilities of that type. |
Transmutation | You can call your Aeon as part of casting Feather Fall. If you do not, you can instead direct its actions as a move action. |
Air/Earth/Fire/Water | Your Aeon gains Immunity to this domain’s element. If it is already immune, it gains Absorption instead. |
Binding | You can summon and dismiss your Aeon as a Move on your turn |
Darkness | While your Aeon is present, you and it can perceive via scent, vibration, and heat within 30' |
Death | Your Aeon's physical attacks deal an additional 1 necrotic damage and heal it for a value equal to the necrotic damage dealt |
Freedom | While your Aeon is present, you and it cannot be affected by forced movement or movement impediments |
Justice | When an ally takes damage, your Aeon gains a +5 bonus to damage to its next attack before the end of your next turn |
Knowledge | Your Aeon can speak, read, write, and otherwise communicate in any language and answer one question per calling as per augury |
Life | Your Aeon's Fury can instead heal for the damage it would normally deal |
Light | Your Aeon's Fury blinds targets that do not resist it. Affected creatures can attempt to end this effect as an attack action. |
Nature | Your Aeon's Fury creates an Entangle effect within its area which lasts until you dismiss your Aeon or choose to end it |
Protection | When your Aeon defends a creature, it grants total Cover to it |
Trickery | Your Aeon can be called in a humanoid form of your choosing. This effect ends when it uses its Fury or when you will it. |
War | You can call your Aeon in an unoccupied space you can see within 1000’. In addition, when your Aeon reduces a creature to 0 or fewer hit points with a physical attack, it can repeat that attack against another creature |
Specialist Magic-Users
Driven by your pursuit of absolute mastery, you delve into a school of magic in search of powers others cannot begin to fathom.
For example, an evoker’s Burning Hands could blast frigid ice, a conjurer’s Grease might make the floor sticky, an enchanter’s Sleep could place undead into a state resembling slumber, an illusionist might use Invisibility to make himself completely silent, or a necromancer could use Vampiric Touch to harm herself and heal an ally.
Empower Spell: Reroll an effect die until you get a higher result.
Extend Spell: Spend a hero's surge to make the duration of the spell permanent, provided its default duration is 10 minutes or more. This extension does not alter concentration requirements.
Boon Options:
- Make one extended spell permanent without the reservation of resources.
- Learn an additional Metamagic Feat.
LEVEL 6 Specialist Magic-User
LEVEL 8 Specialist Magic-User
Specialist Schools
School | Title | Specialization Benefit |
---|---|---|
Abjuration | Abjurer | You gain a +1 rank bonus to arcane defense attempts, you can have your Abjuration spells grant their targets temporary hit points equal to your Intelligence modifier, and you can allow your Abjuration cantrip targets to move 5'. |
Conjuration | Conjurer | You can use Extend Spell on summon monster |
Divination | Diviner | You become Adept with Dodge, reliable on Initiative, and gain the benefit of your true strike cantrip on critical successes with Initiative. In addition, when your Initiative result is a major or critical success, you can spend any of your turn's movement at the start of the turn of any creature you can see. |
Enchantment | Enchanter | You can use Extend Spell on Enchantment spells and can use forget to erase a target’s entire memory of one of your enchantments. In addition, you gain a Social skill of your choice. |
Evocation | Evoker | You can grant Advantage to creatures attempting to resist your Evocations spells and allow them to ignore your Potent Magicks feature, or allow them to move them 5' if they do not resist |
Illusion | Illusionist | You gain a +1 rank bonus to arcane defense attempts against melee and ranged attacks and do not suffer half damage when such attacks miss. In addition, you can use Extend Spell once per long rest on an Illusion spell without the use of a hero's surge. This extension ends when you take a long rest. |
Necromancy | Necromancer | You can command creatures with animate dead for 24 hours, rather than while concentrating. |
Transmutation | Transmuter | You can cast prestidigitation once per turn as part of your turn and can make a single instance of scribe scroll, brew potion, and enchant item permanent without a component cost |
Wizards
Your study of the art and science of magic opens your mind to the broadest and deepest arcane powers.
Heighten Spell: The spell’s level is increased by one, or your effective caster level by two. If you spend a hero’s surge, instead increase the spell’s level by two or your effective caster level by four.
Maximize Spell: Take the maximum value for one of the spell’s effect dice. If you spend a hero's surge, take the maximum value for all of its effect dice.
Quicken Spell: Cast the spell as an attack action. If you spend a hero’s surge, instead cast it as part of your turn.
Boon Option: Learn an additional metamagic option.
LEVEL 6 Wizard
LEVEL 8 Wizard
Each time you gain access to a higher spell level, you can replace this spell with one of a higher level than you can cast.
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