Magic User
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Requirements: None
Prime Requisite: Intelligence
Hit Dice: 1d4
Starting GP: 20-80 (2d4x10)

Magic-Users, and their Illusionist brethren, are students of the arcane. They can bind people to their will, call on magical energy, and reduce their enemies to ash. They are quite weak at lower levels and few survive long enough to wield great power.

Magic is an ancient art known to few in the Northern Reaches. Powerful Magic-Users often know only a few spells, and are loathe to share them with others. Magicians and sorcerers are always searching for old spell scrolls and spellbooks said to be hidden in the ruins and dungeons of the region.

In most instances, player characters have apprenticed for a time before setting out on their own and therefore begin play with Read Magic in addition to an Offensive, Defensive, and Utility Spell.

Spell casters can do much more than cast spells. Here are some suggestions gleaned from forums.

Language: All magic-users begin play knowing Black Tongue, the language of The Dark Art.
Spontaneous Casting: Arcane spell-casters may spontaneously cast any spell for Detect Magic or Read Magic.
Weapons and Armor: Magic-Users may not use shields or armor. All arcane spell-casters may use dagger, dart, quarterstaff, or sling.
Spell Double Dipping: Arcane spell-casters may not memorize the same spell twice in one day without the use of a magical item.
Initial Spell Books: See below
Scrolls: Arcane spell-casters may write their own spell scrolls at a cost of 250gp per spell level. The writing time is one week per spell level. Scrolls can hold a maximum of three spell levels.
Bonus Spells: All arcane spell casters with 15+ in intelligence get one additional first level spell per day, and when reached, one second level spell per day.

Experience Points Character Level Level Title To Hit Bonus Hit Dice (d4) Spells L1 Spells L2 Spells L3 Spells L4 Spells L5
0 1 Channeller +0 1 1 - - - -
2,501 2 Spellweaver +0 2 2 - - - -
5,001 3 Magician +0 3 2 1 - - -
10,001 4 Enchanter +1 4 2 2 - - -
20,001 5 Mage +1 5 2 2 1 - -
40,001 6 Summoner +1 6 2 2 2 - -
80,001 7 Magister +1 7 3 2 2 1 -
160,001 8 Warlock +2 8 3 3 2 2 -
310,001 9 Arch-Mage +2 9 3 3 3 2 1
All magic-users begin play with Read Magic and one spell from each of the three lists below (determined randomly):
Starting Spells
Offensive Spells Defensive Spells Utility Spells
1: Charm Person 1: Hold Portal 1: Detect Magic
2: Light 2: Protection from Evil 2: Floating Disc
3: Magic Missile 3: Protection from Evil 3: Read Languages
4: Burning Hands 4: Feather Fall 4: Ventriloquism
5: Sleep 5: Shield 5: Light
6: M-U Choice 6: M-U Choice 6: Spider Climb
1st Level M-U Spells Incantation in Ancient Common 2nd Level M-U Spells Incantation in Ancient Common
Charm Person Venustas Alio Arcane Lock Magus Archa
Detect Magic Utor Magisum Continual Light Lux Lucis Obiteno
Floating Disc Navi Lamnia Detect Evil Detego Malorum
Hold Portal Comprescor Ostium Detect Invisibility Detego Incognius
Light Luscerum ESP Animadverto
Magic Missile Magisum Sagita Invisibility Incognius Occupo
Protection from Evil Munus Malorum Knock Efreggo Archa
Read Languages Erudito Lingua Levitate Levitas Occupo
Read Magic Eridito Magisum Locate Object Invenio Aliquid
Shield Contego Magisum Mirror Image Speculus Imago
Sleep Sopor Magisum Phantasmal Force Lemures Compello
Ventriloquism Falsus Vox Web Aranea Arcesso

Races: Human, Half-Orc, Elf, Half-Elf, Halfling, Gnome, Dwarf
Classes: Fighter, Barbarian, Ranger, Paladin, Assassin, Thief, Cleric, Druid, Monk, Magic-User, Illusionist

Equipment

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