Magic-Users
Almost every culture has its specialists in things beyond the ken of normal men. Magicians, Shamans, Priests and Philosophers all seek to understand the forces that make the world work, to look beyond what can be seen or deduced with the naked eye. From a game mechanics point of view, all magic-users are similar. Their lives are bent around study more than physical activity, and their minds are of more importance to their occupations than their bodies. Weapons were not even a tertiary course of study. Instead, they learned things about the workings of the natural world, and how to affect it with their knowledge.
Not that they agree on how to go about affecting it, of course. Some, of a scientific bent, see themselves learning the ways in which they can use their will to manipulate the natural forces of the world. Bound only by their own consciences, they see their power as being free from another’s will. Others, more spiritual, reach out to beings with powers greater than their own, asking for the ability to alter the world around them. The vast power they channel can sometimes dwarf that of the self-taught scientists, but they are limited by the will of the being(s) who grants their power.
The Art of Sorcery
Whether one calls up the gods or manipulates magical forces, the kind magic that one uses is usually the same (exceptions exist, usually from foreign cultures or strange lands). Magic is divided into nine different schools: Abjuration, Alteration, Conjuration/Summoning, Divination, Enchantment/Charm, Illusion, Invocation/Evocation, Necromancy, and Universal. Every school but Universal can be learned at the Lesser level or the Greater level. Schools learned at the Lesser level are more expensive to cast, because the Magic-User doesn’t fully understand the magics he is working with. The Universal school is the core fundamentals of spell casting, and so is very easy to learn at Greater level. Almost all magic-users will be at least partially skilled in at least one of these nine schools, many of them in more, and quite a few in the higher levels of spells, as well.
Abjuration spells concentrate on using magic to prevent harm from occurring, either by warding off specific sources of damage, or dispelling them at their source. Rather than trying to repair destruction, Abjurations ensure that it never happens.
Alteration spells make some change to the physical properties of already existing things. This can range from reducing an object’s weight so it falls slower, to altering the flow of time, to completely changing what it is.
Conjuration/Summoning spells move existing objects or energies from one place to another, skipping the intervening distance between them. These spells carry so much power that creatures brought to the Magic-User through these effects are often forced into servitude.
Divination is perhaps the most common school, and can be used to glimpse the future, the past, and the true nature of things. While not a school that will blast apart armies, the knowledge gained can bring down kingdoms.
Enchantment/Charm spells imbue instill their targets with magical energy, changing not their forms, but their natures. Someone skilled in enchantment can give common objects magical abilities or convince a foe that it is far better to be a friend.
Illusions affect what people sense, making them believe something is there that is not, or concealing the true nature of something. A skilled illusionist can even convince his target that it is dead, using monsters and magics to kill it in its own mind.
Invocation/Evocation spells form magical energies into other things, be it a ball of flame or a wall of stone. Flashy and dangerous, this is a magic of intimidation and power.
Necromancy is the magic of life, death, and spirits. Just as a Necromancer can heal wounds or bring someone back from the dead, so too can he call upon the undead or sap the life force from someone.
Universal Magics cover a broad spectrum of effects, all of them essential to the trade of magic. Some of these spells cross over into other schools, giving otherwise restricted Magic-Users access to basic and necessary effects.
A Magic-User keeps track of his ability to cast spells with Spell Points, Magic-users have many different ways of viewing these, but they essentially come down to the maximum amount of magic a character may use without resting. At first level, a Magic-User gets a number of spell points equal to his Wisdom, plus one for every point of Intelligence or Charisma above 15 (or minus one for every point below 7), plus two additional points. Each level after that, the wizard gets an additional number equal to twice his level, +1 for every point of Wisdom, Charisma, and Intelligence above 15 (or minus one for every point below 7). Spells cost a varying number of spell points based on their level, as shown below.
|
Spell Level |
Greater Access |
Lesser Access |
|
Cantrip |
1 |
2 |
|
1 |
4 |
6 |
|
2 |
6 |
10 |
|
3 |
10 |
15 |
|
4 |
15 |
22 |
|
5 |
22 |
30 |
|
6 |
30 |
40 |
|
7 |
40 |
50 |
|
8 |
50 |
60 |
|
9 |
60 |
80 |
|
Wish |
80 |
100 |
In order to use these spell points, a Magic-User must know spells. Spells are divided up into nine levels, with each level of spells being of approximately the same power. A 1st level Magic-User can only cast 1st level spells. At 3rd, 5th, 7th, 9th, 12th, 14th, 16th, and 18th levels, the Magic-User may begin to use the next spell level. Once a Magic-User reaches 23th level, he may learn (if he can find a copy) of the spell "Wish", which can duplicate any lesser spell, whether the spellcaster knows it or not.
Most Magic-Users must keep their spells in some sort of book, containing either elaborate formulae for the manipulation of magical energies, or prayers to and thoughts on the being whose power is used. The Magic-User must familiarize himself with the contents of these notes at least one day out of every period of days equal to the character’s level, for at least one turn per level of spells usable. Thus, a normal Magic-User who can only cast 1st and 2nd level spells must study for 1+2 turns every 3 or 4 days. A truly powerful Magic-User, however, someone capable of casting 1st through 9th level spells, would need to study for 1+2+3+4+5+6+7+8+9, or 45 turns every 18 (or more) days. Magic-users who don’t familiarize themselves with their notes find their spells coming with more difficulty, and must spend 50% more Spell Points (round up) than is usually required for every study period missed. Thus, if a spell caster misses one study period, he will find 1st level spells now cost 6 Spell points, rather than 4. On his second day of missed study, that same spell will cost 9 points, then 14, then 21, until it is practically impossible to cast even the simplest of spells. This increase does not apply to Cantrips, which are so simple that any Magic-User out of apprenticeship may cast them without problem.
When a Magic-User comes across the instructions for a spell that he does not know, he may attempt to learn it. In order to do this, he must roll under his Intelligence – the level of the spell + the maximum level of spells he is capable of casting on a d20. If the instructions were written by someone who used a different kind of magic (for example, a "scientist" type magic-user trying to use the notes of a "priest" type magic-user), his Intelligence is effectively cut in half (rounded up) for the check. If the notes were specifically intended to teach someone the spell, then the Magic-User gets a +2 to his Intelligence (before being divided). If the Magic-User fails the check, he may not attempt again this level for this set of instructions. Should he find a different set of instructions later on, he may attempt again.
Once a spell is known and studied, a Magic-User may attempt to cast it. This is by no means a certain process. Each spell as has a Difficulty rating that the caster must equal or exceed on a roll of 1d20. Each level, the Magic-User gets a +1 to this roll. Once this bonus equals the Difficulty of the spell, the character no longer needs to roll to cast the spell, though he cannot get any possible extraordinary effects if he does not roll. No matter what the difficulty or bonuses, a natural 20 always succeeds, while a natural 1 always fails (of course, a successfully cast spell may still be resisted by the target, if the spell allows a saving throw). Some campaigns have natural 1’s fail abysmally (such as blow up in the spellcaster’s face, or have the opposite effect), or have natural 20’s succeed amazingly (perhaps doubling damage, or allowing the spellcaster extra control of the spell). Ask your Dungeon Master about what he does.
Class Abilities
The basic magic-user has 1d6 Hit Points for each level of experience, after which he gains only 1 per level, and adds +2 to his Arcane saving throws and +1 to their Mental saving throws, but subtract one from their Physical and Reactive saving throws. Since they spend so little time with physical pursuits, they also have only a limited selection of weapons. A Medium creature (dwarf, elf, human, etc.) may use short bows, hand or light crossbows, daggers, dirks, knives, clubs, hand and throwing axes, horseman’s maces, staves, slings, spears, and short swords. Small and Large creatures may use similar weapons, only scaled for their size. While Magic-Users may wear leather or lighter armor if they wish, most find it difficult, if not impossible, to cast spells in. They advance slowly in To Hit bonuses, getting only one point every three levels. Magic-Users begin with 85 Character Points.
Access to schools (5/10): In order to use magic, a character must purchase this ability. For most characters, it cost 5 points to gain Lesser access to any of the 8 schools, or Greater access to the Universal School. In order to gain Greater access to the other 8 schools, the character must spend 10 points. Note that this ability must be purchased separately for each school, so greater access to all schools costs 85 CP’s. Gnome characters have limitations on this ability. See that race for details.
Armor (5/10/15): With this ability, a Magic-User may ignore the normal restriction against using armor. As a 5-point ability, the Magic-User may cast spells in leather or lighter armor, and wear studded leather, hide, or brigandine. For 10 points, the Magic-User may cast spells in studded leather, hide, brigandine, or lighter armor, and wear any kind. For 15 points, the Magic-User may cast spells in any armor he chooses. Note that a Magic-User may not use any kind of shield.
Automatic spell acquisition (2/5): The Magic-User may add a new spell of his choice to his spell book every time he gains a level, without having to pass a learn spells check. The Magic-User need not have a copy of the spell but must have seen the spell used at least once. As a 2-point ability, the Magic-User can acquire spells from one school only; as a 5-point ability, he can choose from any school he has access to. The Magic-User must be able to cast the spell he chooses.
Bonus spells (10/15): The character gains a bonus of 4 spell points at first level, 6 at 3rd, 10 at 5th, 15 at 7th, 22 at 9th, 30 at 12th, 40 at 14th, 50 at 16th, 60 at 18th, and 80 at 20th. For 10 points, these bonus points may only be used for spells of one school, while they can be used for spells of any school for 15 points.
Casting time reduction (2/5): Spells cast by the Magic-User are unusually swift and have a casting time of 1 less than normal. For 2 points, the Magic-User may accelerate spells of only one school. For 5 points, all spells are faster.
Elemental resistance (5+): The Magic-User enjoys an unusual resistance to natural and magical manifestations of one of the elements (such as cold, earth, fire, lightning, etc), gaining a +2 bonus to saving throws versus that effects. .This ability may be purchased multiple times, once for each element to be resisted.
Combat bonus (8/10): A Magic-User with this class ability is much better in combat than normal. For eight CP’s, the Magic-User’s THAC0 advances as if he were a rogue of equal level. For 10 CP’s, the Magic-User’s THAC0 advances as a Warrior’s.
Communication (10): A Magic-User with this ability learns one language per level from a related group of racial tongues. For example, a dwarven Magic-User may learn the languages of mountain creatures, while a priestly Magic-User who follows a sea god may learn the languages of aquatic races.
Detect evil (10): This power allows the Magic-User to use detect evil once per day per two levels without expending any spell points. The Magic-User must stand still and concentrate for one round; in all other respects the ability operates just like a detect evil spell cast by the Magic-User.
Detect magic (10): A Magic-User with this power may use detect magic once per day per two levels (twice a day at 3rd level, three times at 5th, and so on) without expending any spell points.
Detect undead (10): A Magic-User with this ability may use detect undead once per day per two levels without using any spell points. He need only stand still and concentrate for one round to invoke the power. The duration and area of effect are the same as a detect undead spell cast by the Magic-User.
Dispel (10/15): This power allows a Magic-User to dispel one kind of effect or spell once per day, or three times per day for 15 CP’s. The range of this power is 30 yards, and it requires nothing more than one round of concentration. The base chance of success is 50%, ±5% for each level difference between the dispeller and the creator of the effect to be dispelled. The type of effect that may be dispelled must be a group of linked spells in the same school; for example, charm spells, polymorph spells, or shadow magic and monsters are all good examples.
Enhanced casting level (10): A Magic-User with this ability may cast spells of one school as if he were 1d4 levels higher than his actual level (roll each time used). All level-based effects of the spell are altered, including damage, range, duration, and area of effect. This power may only be invoked once per day.
Expert healer (10): A Magic-User with this power gains one additional cure light wounds per day without spending any spell points.
Extended spell duration (10/15): Noninstantaneous spells cast by the Magic-User last an additional time unit (round, hour, day, etc.) per two levels. The exact time unit depends on the normal duration of the spell—if the duration is noted in hours, a 5th-level Magic-User’s bonus would be an extra three hours. As a 10-point power, extended duration applies to spells of one school. For 15 points, it applies to all spells cast by the Magic-User.
History (10): In his studies, a Magic-user learns a great many things. A Magic-user has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. While this won’t give precise bonuses or powers of an item (except as can be gained from the histories), it will provide generalities. The Magic-user need not touch the item, but he must examine it closely.
Identify plants and animals (5/8): At 3rd level, the character gains the ability to identify natural plants and animals. He may also identify pure water, all with perfect accuracy. For an additional 3 CP’s, the Magic-User has this ability at 1st level.
Immunity (10+): A Magic-User with this power gains complete immunity to one particular spell, at a cost of 10 CP’s plus 1 CP per spell level. The Magic-User ignores the effects of the spell and cannot be directly damaged or harmed by the spell, although he could be indirectly harmed—a Magic-User immune to charm person could be beaten senseless by a charmed fighter, for example. The character may gain immunity to a group of related spells by spending CP’s to become immune to the highest-level spell in that group, so a Magic-User who wanted immunity to all charms would spend 18 CP’s for immunity to mass charm—charm person and charm monster are included with immunity to mass charm. The DM may disallow any immunity that he feels is too powerful.
Immunity to magic (15): The Magic-User enjoys partial immunity to one type of magic—alterations, invocations, necromancy, and so on. The Magic-User gains a +4 bonus to saving throws against spells of the type chosen, or a normal, non-penalized saving throw against spells that do not normally allow a save. Not, however, that this immunity may not be suppressed, so a Magic-User immune to Necromancy spells will have a difficult time being magically healed.
Improved Hit Die (10/20): For 10 character points, the Magic-User uses a d8 for a Hit Die instead of a d6. For 20 points, the Magic-User uses a d10.
Know alignment (15): Once per day per two levels, the Magic-User may make use of know alignment without spending any spell points. The spell functions exactly as if it was actually cast by the Magic-User.
Lay on hands (10): The Magic-User has the power to lay on hands once per day, curing up to 2 points of damage per experience level.
Learning bonus (5/7+): The Magic-User gains a +3 bonus to his chance to learn spells of one school; for seven points, this increases to +5. The Magic-User may apply the bonus to learning spells of all schools by doubling the point cost.
No components (5/8): With this talent, a Magic-User may designate one spell of each level as a spell that requires no material components. For 5 points, the Magic-User may select spells of one school only; for 8 points, the Magic-User may select spells from any school. The Magic-User may not choose spells from the schools of alchemy or artifice for this advantage.
Persistent spell effect (15 +2/spell level): The Magic-User may select one spell that he knows (and can cast) to have a persistent, permanent effect. He must temporarily lose the amount of spell points it would take to cast the spell, so a Magic-User who wants to have ESP as a persistent power must temporarily lose 6 or 10 spell points. Only spells with noninstantaneous, nonspecial durations may be selected as persistent powers, and the spell must be one that affects the caster. By concentrating, the Magic-User may invoke the power and maintain it for as long as he continues to concentrate. Changing the persistent spell requires a full week of uninterrupted work. If the Magic-User is successfully struck by a dispel magic, the persistent effect fails.
Pass without trace (5): At 3rd level, the Magic-User gains the ability to pass without trace, as per the spell, at his normal movement rate.
Purify water (5): Once per day, without spending spell points, the Magic-User may make use of a purify food and drink spell, applying it to water or brine only. The power operates as a spell cast by the Magic-User in respect to area of effect.
Range increase (5/7+): All ranged spells from one school known to the Magic-User have their range increased by 25% for 5 CP’s or 50% for 7 CP’s. For example, the 1st-level spell hold person has a range of 20 yards per level, but with this power the range could increase to 25 or 30 yards per level. The Magic-User can gain this bonus to all ranged spells regardless of school by doubling the CP cost.
Read magic (5): This power allows the Magic-User to use read magic once per day per two levels without having to expend spell points.
Research bonus (5+): When the Magic-User is performing spell research, spells of one school are treated as if they are one level lower, just like the standard specialist Magic-User ability. If the Magic-User doubles the cost to 10, he may apply this bonus to all schools.
School knowledge (5/8): This is a standard benefit for a specialist Magic-User. Due to the Magic-User’s extensive knowledge of one school of magic, he gains a +1 bonus to saving throws versus spells of that school, and inflicts a –1 penalty to the saving throws of his opponents when casting spells of the school. For 8 CP’s, the saving throw modifiers increase to +2 and –2, respectively.
Shapechange (15+): Beginning at 7th level, the Magic-User may change into a mammal, reptile, or bird three times per day—each form may be used once. Each transformation heals 10%–60% of any damage the character has sustained.
Spell-like granted power (special): Many Magic-Users have unusual powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components or spell points. A spell-like granted power may be invoked once per week and has a base cost of 10 CP’s, plus the following modifiers:
2 CP’s/spell level
5 CP’s for a once per day use
1 CP/level for each additional daily use
10 CP’s for a continuous or persistent power
For example, a Magic-User who wishes to invoke a fireball once per week would pay 10 CP’s, plus 6 CP’s (3rd-level spell), for a total of 16 CP’s. The ability to use the power once per day would cost an additional 5 CP’s, for a total of 21 CP’s. Using cure light wounds three times per day would cost 10+2+5+2, for a total of 19 CP’s.
Regardless of the amount of points paid, a Magic-User may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels—one at 1st level, one at 3rd, one at 5th, and so on. The DM should carefully review any proposed granted powers. Note that when the Magic-User invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.
Turn undead (15): A Magic-User with this power may turn undead, using Table 61: Turning Undead in the PHB. Magic-Users of evil alignment may command undead.
Weapon selection (10/15): For 10 CP’s, the Magic-User may expand his selection of weapons to include all weapons of his size or smaller that weigh less than 6 pounds (12 pounds for Large creatures, or 4 pounds for Small creatures). For 15 points, the Magic-User is completely unrestricted in his choice of weapons and may gain proficiency in any weapon he spends a CP’s to learn.
Weapon specialization (25): This ability allows a Magic-User to specialize in a weapon using the normal specialization rules. Note that the Magic-User must still spend the required number of proficiency slots or character points to actually gain proficiency and specialization in a weapon.
Optional Limitations
By choosing limitations, a Magic-User character can gain extra character points to select class abilities, thus balancing out any "overspending" in the previous step.
Armor restriction (5): The Magic-User cannot wear any kind of armor
Awkward casting method (5): Spells cast by the Magic-User are unusually obvious. The Magic-User may be surrounded by a glowing halo of divine light, he may have to invoke his power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the Magic-User’s spellcasting, even if they weren’t paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.
Behavior/taboo (2): The Magic-User’s religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a Magic-User may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another Magic-User might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A Magic-User who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The Magic-User’s faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day’s thoughts and actions. The Magic-User must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A Magic-User who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until he finds a way to atone.
Difficult spell point recovery (5): A Magic-User with this limitation can only regain spell points in very specific circumstances. For example, the Magic-User must be in his lab to regain points, he must be in a temple of the god of magic, or he must perform a rite lasting one full day and using materials worth at least 250 gp per level in order to prepare himself to memorize spells.
Environmental condition (5+): The Magic-User requires certain conditions for spells to be effective; for example, a Magic-User may only be able to cast spells by day, while in contact with a favored element, or as long as no Magic-Users are nearby. The DM should evaluate the proposed restriction to determine if it applies in everyday circumstances (20 points), common situations (15 points), rare circumstances (10 points), or only under very specific conditions (5 points.) For example, the mage who can only cast spells in daylight hours has an everyday restriction—each night, he’s almost helpless. Another mage who can’t cast spells during the dark of the moon only has a 5-point restriction, since this occurs for only a couple of days each month.
Fanaticism (5): A Magic-User with this limitation comes from an intolerant faith. Followers of other powers or philosophies must convert or forfeit their lives. The Magic-User absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—the Magic-User can’t hide his contempt for nonbelievers.
Hazardous spells (10): The channeling of power can be dangerous, and a Magic-User with this limitation can sustain harmful side effects from casting spells. The Magic-User might suffer 1 point of damage per spell level when he casts a spell, with an Arcane saving throw for half damage. Another option would be a chance (5% per spell level, –2% per character level, minimum 1%) of losing all spell points and being feebleminded for 1d3 days.
Learning penalty (5/8): This is a common restriction of specialist Magic-Users. The Magic-User may learn spells of one school without penalty; for all other schools, he suffers a –3 penalty to his learn spells roll, or a –5 penalty for 8 CP’s.
Limited magical item use (5+): A Magic-User with this restriction cannot use certain magical items. For each category of magical item that is unusable, the Magic-User gains a 5 CP restriction. The categories are: potions, oils, and scrolls; rings; rods, staves, and wands; and miscellaneous magical items, weapons, and armor. Another way for this restriction to operate is by barring all magical items that simulate spells of a certain school—for example, all items that have invocation/evocation effects, and so on. This is a 5-point restriction for each barred school. Specialist Magic-Users often take this restriction for their opposition schools.
Reduced hit points (10): A Magic-User with this limitation uses a smaller Hit Die than normal. For 10 points the Magic-User uses a d4 Hit Die.
Reduced spell progression (15): A Magic-User with this restriction gains access to spell levels one character level later than others. Thus, he may not begin casting spells until 2nd level, may not cast 2nd level spells until 4th level, and so on.
Slower casting time (5/10): Spells cast by the Magic-User are unusually complicated and require more time than normal to cast. All spell casting times increase by 3. For 5 points, the Magic-User’s spells automatically increase to the next greater time unit. This means that spells with casting times of 1 to 9 increase to one full round. Spells with casting times in rounds require a similar number of turns, turns go to hours, and hours go to days.
Supernatural constraint (5+): The process by which the Magic-User gained access to his magical powers transformed him into a supernatural creature with unusual vulnerabilities. Unlike a belief or taboo, these constraints cannot be violated by the Magic-User by any means. Some examples: the Magic-User can’t cross running water; the Magic-User can’t enter a home or community without an invitation; the Magic-User can’t set foot on hallowed ground; the Magic-User automatically becomes lost at crossroads; the Magic-User leaves footprints that can always be tracked; normal animals are terrified of the Magic-User and won’t let him near; and any number of other such constraints. These constraints can be used by clever enemies to render the Magic-User powerless or severely restrict his movements. The DM should evaluate the proposed constraint and assign a limitation of 5 to 15 points depending on how often it comes into play and how much it interferes with the character on a daily basis.
Talisman/symbol (8): The Magic-User’s spell powers are focused through one specific talisman or holy symbol. Without this symbol, he is incapable of casting spells. If his talisman is destroyed or stolen with no hope of recovery, he may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.
Weapons restriction (3/5): As a 3-point restriction, the Magic-User may never have proficiency in any weapon. As a 5-point restriction, the Magic-User is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon. Doing so renders all magic use impossible for the character for at least one full month.