Magic-user

Magic-User

Class Description

Magic-users are human characters who have studied the arcane arts and who are able to cast magical spells.

Unlike the inherently magical elves, magic does not come easily to humans, and prospective magic-users must study for years before they are able to master it. In some larger cities such studying is done in a university, but in more rural areas with fewer resources and fewer people it is more likely to be a master / apprentice system. Unfortunately either kind of study leaves little time for other pursuits and this means that magic- users tend to be somewhat lacking in more physical traits and skills.

In an adventuring party, a magic-user makes excellent artillery with a wide range of offensive spells; but must be protected by other characters as they are physically weak. At low levels, the small number of spells that a magic- user has can make them almost a liability to their party—but wise parties look after their magic-users since should they survive to high level they will begin to wield awesome destructive power.

Equipment Restrictions

Magic-users may not wear armour or use shields and may not use most weapons. The only weapons they may use are daggers, staves, slings, whips, pistols, nets and blowguns.

Magic-user abilities by level

Spells per day by spell levelSaving Throws
LevelExperienceHit DiceBase Attack BonusSkillsWeapon Feats123456789Death Ray / PoisonMagic WandsParalysis / PetrifyBreath WeaponRod / Staff / Spell
101d41421--------1314131615
225002d41422--------1314131615
350003d414321-------1314131615
4100004d414322-------1314131614
5200005d4253221------1213121514
6400006d4254322------1213121513
7800007d43543221-----1112111413
81500008d43543322-----1112111412
93000009d436533221----1112111411
104500009d4+146543322----1011101311
116000009d4+246644432----1011101310
127500009d4+3566444321---91091210
139000009d4+4576544322---9109129
1410500009d4+5576544432---9109128
1512000009d4+66775444321--898118
1613500009d4+76775554322--898117
1715000009d4+87876554432--787107
1816500009d4+978765544321-787106
1918000009d4+1078765554322-787106
2019500009d4+1188765554432-67695
2121000009d4+1289765554432167695
2222500009d4+1399766555432256584
2324000009d4+1499866665433256584
2425500009d4+1599877665543255574
2527000009d4+161010877665544345473
2628500009d4+171010877766554344463
2730000009d4+181110877766555444463
2831500009d4+191110888766665444453
2933000009d4+201111888777665533352
3034500009d4+211211988877766533342
3136000009d4+221211988877776633342
3237500009d4+231311998888777633332
3339000009d4+241312999988877722232
3440500009d4+251312999998888722222
3542000009d4+261412999999988822222
3643500009d4+2715121099999999922222

Hit Points

Magic-users gain 1d4 hit points per level of experience until 9th level. They add their Con bonus to each of these rolls. After 9th level, magic-users gain 1 hit point per level and do not add additional Con bonuses (but do retain the bonuses to previous rolls).

Base Attack Bonus

A magic-user’s attack bonus is based on their level. See Chapter 10: Combat for details of how this translates into to-hit numbers for different armour classes.

Skills

A magic-user starts with 4 skill points plus extra points equal to their Int bonus. These points can be used on the same skill or different skills.

Magic-users gain more skill points as they rise in level. See Chapter 5: Skills for the list of available skills.

Weapon Feats

Magic-users start with two weapon feats, which must be spent immediately on basic proficiency with two different weapons. See Chapter 6: Weapon Feats for a description of how weapon feats work. Magic-users gain more weapon feats as they rise in level, but these weapon feats can not be spent immediately upon gaining the level. See Chapter 11: Gaining Experience for further details.

Spells

Magic-users can cast magic-user spells. See Chapter 7: Spells for detailed descriptions of these spells.

Providing a magic-user has had a good night’s sleep (8 hours), they can spend an hour studying their spell book after waking up in order to gain spells for the day as indicated on table 4-7.

A 1st level magic-user starts with only two spells in their spell book, and must acquire more during their adventures. Magic-users may prepare any spell from their book in either the normal or the reversed form (if the spell has a reversed form), but may not prepare spells from someone else’s book or from a scroll; not even by using a Read Magic spell.

Each prepared spell can be cast once during the day, and if a magic-user wishes to cast a spell more than once then they must prepare the spell more than once, taking up multiple spell slots of the spell’s level. Some magic user spells are reversible. These spells can be reversed in order to have an effect opposite to the normal effect of the spell. A magic-user chooses whether or not to reverse the spell at the time of preparation, not at the time of casting.

A beginning magic-user starts with a spell book given to them by their master, and this spell book will contain the spell Read Magic and one other 1st level spell of the player’s choice. This spell book is a gift from the character’s master and does not need to be paid for.

See Chapter 7: Spells for more information on spells and spell casting.

Saving Throws

Magic-users make saving throws using the target difficulties listed on table 4-7.