The magic-user is the weakest, most vulnerable class at low levels with few hit points and limited combat ability. However, their spells are very powerful, able to turn a dangerous confrontation into a quick victory. Smart groups protect their magic-users while they gain power through levels and more spells.
Primary Ability Scores. Intelligence (16+ adds a 10% experience bonus).
Minimum Ability Scores. Intelligence (9), Dexterity (6).
Hit Dice. d4; Maximum 11d4. Self-train (11th);
Hit Points. You start with 4 hit points adjusted for Constitution. Each level thereafter you gain 1d4 if you roll for hit points or you can gain 2.5 hit points without rolling. The 0.5 hit points will carry over. Hit Points after Maximum Hit Dice. Magic-users gain 1 hit point plus any Constitution adjustment per level past 11th.
Alignment Restrictions. None.
Player Character Races. Human (U), Elf (base 9th), Half-elf (base 7th).
Armor and Shield. None.
Weapon Proficiencies. Initial 1; Penalty -5; Additional at 7th, 13th, and 19th.
Available Weapon Proficiencies. Dagger, dart, sling, staff.
Attack Table. Use the Mage Attack Table.
SPECIAL ATTACKS: Arcane Bond. [innate] (major)
Beginning at 1st level, a magic-user can ensorcell a small item of great personal worth (this does not need to be an otherwise valuable item). This item must be worn as jewelry or hung around your neck, touching skin to operate. Each day, as you prepare your spells, you can imbue the item with one 1st or 2nd level spell (inscribed in your spell book that you know and can cast). The item then allows you to use the spell as a spell-like ability once before needing to be prepared again. The item can be prepared only after a rest period of at least 4 hours and during the time you prepare your other spells. Spells may be replaced even if not used.
If your bonded item is ever lost or destroyed, you can create another with one day of effort assuming you have another item of great personal worth. The bonded item is considered a magic item (faint magic of the school, conjuration/summoning). It cannot be dispelled (unless targeted specifically as would any other permanent magic item).
A single-class (only; but can be dual-class) magic-user can optionally choose to bond a wand or staff. If chosen during character creation, the item is granted at no cost. Afterward, the magic-user can have one created by their mentor (or other magical artisan) for 1,000 g.p. per character level. Otherwise, the magic-user can bond any magical staff or wand.
When bonding a wand or staff, the attunement period is 4 weeks. During this time, the magic-user cannot bond another item or the period for attunement must begin again. Only one item can be bonded at a time.
When casting spells, the bonded wand or staff can be used as part of the somatic component. Thus, the spellcaster can hold their bonded wand or staff and still cast spells requiring somatic and material components.
In addition to the normal benefits of an arcane bond, a wand grants the magic-user a temporary +2 bonus to Dexterity. If a staff is chosen, the magic-user instead gains a +2 bonus to Constitution. These bonuses are subject to racial maximums.
If the item is destroyed, the bonus is lost until another item can be bonded (a magic-user can switch from wand to staff or staff to wand at any time, subject to item creation costs and attunement period).
Unlike a normal bonded item, a staff or wand does not need to touching flesh for the bond to work, but the item must be within 100 yards to function and if taken beyond that range for more than 7 days (or if the magic-user dies), the bond will be broken. An unbonded but prepared wand or staff can be bonded by a magic-user if prepared at a higher or equal caster level.
Educated. [simple]
Magic-users are students not only of magic and magic theory, but of all aspects of how the magic came to be. This includes magic items, monster studies, history, curses, and spells. This also includes bits of knowledge pertaining to alchemy, plant or fungus lore, and religious writings. Work with GM to determine effects during play.
Spells. [spells, incantation] (declared; major, casting time)
At 1st level, magic-users are given a spell book containing their initial set of spells. You must consult this book to memorize and prepare the use of each spell (using the spell slots as shown in the class table), and its casting wipes the spell from your mind, making it necessary to re-memorize it again after you rest. A memorized spell may be duplicated in your mind (allowing you to memorize it more than once). The process of memorization usually takes 15 minutes per spell level up to a maximum of three hours to prepare all spells. See also Spells.
Spells Acquired at 1st Level. When a mage character is first created, you can select 3 spells from the appropriate spell list (not including any spell with the word “Wizard’s” in the spell’s name). Each selected spell is automatically known and inscribed into your spell book. In addition, you know the spell read magic, and it is also inscribed into your book. All magic-users can inscribe read magic into any spell book without the need to copy it from another source.
Your spell book is roughly 12.5-inches by 18-inches by 2-inches thick and 9.25-lbs. in encumbrance weight. The book has 50 pages and each spell inscribed within requires 1 page (2-sides) of notes and diagrams per level of the spell. The cost of this spell book is assumed to have been covered during your mentorship, although your back story or campaign circumstances may indicate you are still indebted in some way (work with the GM to determine the details). Additional spell books may be constructed or purchased as desired.
Spells Granted When Gaining a Level. After character creation, each time you gain a mage character class level, you can select any one new spell (of a type and level you can cast). The spell is then inscribed into your spell book (for no cost or time additional to training) and you will automatically comprehend the spell (no check required). Note that you cannot comprehend more spells per level than your Intelligence score allows (“Max Spells per Spell Level”). Spells with the word “Wizard’s” in the spell’s name cannot be selected.
Obtaining More Spells. Other than the few spells obtained through class level gain, you must acquire new spells using such methods as: purchase, barter, theft, plunder, or dedicated research.
Once a spell is in hand, it can be studied and, based on your Intelligence score, you have a chance to comprehend it which is the first step toward adding it to your book and repertoire. Roll a comprehension check (see Intelligence Effects on Spells below), a result equal to or lower than the noted value on a d% indicates success.
If you succeed the comprehension check, you can then inscribe the spell into your spell book. Special inks and quills are required which cost 100 g.p. per spell level of the spell to be inscribed. The process (no matter how many spells are learned and inscribed) takes one day per spell level. Spell scrolls or spells from other mage’s spell books may be inscribed thusly (if spell comprehension has succeeded!) but this process destroys the inscription on the original medium. Only spells that have been comprehended may be inscribed into your book (unless you utilize a write spell).
Failing a Comprehension Check. If you fail the comprehension check, you cannot inscribe the spell into your spell book. All such failures must be recorded. You cannot comprehend the spell and all future attempts will fail. However, each time you gain a subsequent mage class level, you can select one spell previously failed and make one retry (another comprehension check) if you have the spell inscription available to you and you have not yet reached the maximum spells per spell level for the spell's level. Alternatively, any spell selected upon level gain is automatically comprehended.
Maximum Spell Level. Based on your Intelligence score, you cannot comprehend or cast spells over this spell level.
Max Spells per Spell Level. Based on your Intelligence score, you cannot comprehend more than this number of spells per spell level.
A mage can spend time in research with access to an extensive library and laboratory in order to research an existing spell without an inscription or to create a new spell. The time required is at least 1 week per spell level plus 1 week. After this time, a research check is made. If successful, the spell can be inscribed into the mage’s spell book. A comprehension check is not required.
Costs are equal to 500 g.p. per spell level being researched per week. There is an additional 100 g.p. to 400 g.p. variable expense per week (determined randomly). If access to a library and laboratory are free (or if the mage maintains their own), then all costs will be one-half.
Once the minimum time frame has elapsed, a research check is made. If it fails, another week must be spent in research before another check is made (and so on).
The research check is equal to (d%; a roll equal to the check or lower indicates success): Base 10% + Intelligence score + mage class level - (2 x the spell level of the spell being researched).
The base chance of success can be increased by increasing spending (on advisors, esoteric texts, rare and/or monstrous materials): +10% = adding 2,000 g.p. per spell level per week; +20% = +4,000 g.p.; +30% = +6,000 g.p.; and +40% = +8,000 g.p. (the maximum). These expenses are on top of the 500 g.p. per spell level per week and any variable expenses incurred.
When creating new spells, work closely with your GM. Even minor tweaks to existing spells will increase the spell level by at least one and typically two or more.
SPECIAL DEFENSES: Magical Deflection. 1/day (immediate)
Beginning at 5th level, once per day, you can reroll a saving throw (or other roll with personal negative consequences) versus any magical effect.
Beginning at 7th level, mages may compound, using the aid of an alchemist, magical potions (other than healing potions). Different rare materials are required for each potion type and cost is equal to the XP value of the potion. Time required to create the potion is one day per 100 XP rounding any fractions up. See Making Magic Items for typical ingredients required.
Beginning at 12th level, a mage may compound potions without the use of an alchemist. However, if you employ an alchemist, the potion can be created in half the normal time.
Beginning at 7th level, mages may scribe their spells on to scrolls which may then be used by them or other mages of their type to cast the spell at a later time. While the cost is minimal (100 g.p. per spell level to be scribed), the effort in obtaining the special materials (quill feather and ink concoction) is considerable.
Time required is 24 hours per spell level to be scribed (thus a 3rd level spell requires 3 full days). The quill must be made from a feather from some suitably magic creature (the GM will determine) and the ink will be made from similarly rare materials including ink, venom, blood, ichor, etc. and crushed gems. If the GM wishes to allow the purchase of all materials, the time needed for location and shipment will be 2d6 weeks and the cost is 300 g.p. per spell level (instead of 100 g.p. per spell level).
When scribing a scroll of spells, there is a base 20% of failure plus 1% per level of spell being inscribed minus 1% per caster level of the scribe. Using papyrus will cause the failure chance to increase by +5%; parchment offers no modification, and vellum decreases failure chance by -5%.
Beginning at 11th level, a magic-user may construct a tower (surrounded by a school or fortified keep). In addition to the building of the structure, the surrounding land (approximately 10-20 miles) must be cleared of threats (hostiles or monsters and their dens). Once the structure is complete and the land cleared, you will collect 5 s.p. per inhabitant per month who choose to dwell on your land—through trade, tariffs, and taxes. Mages do not automatically attract men-at-arms although these may be hired at any time.
Any mage achieving this level of experience will have caught the notice of the local government. Assuming the mage has not been detrimental to the community, the local officials will offer incentives and a demesne for the wizard to construct their tower. Incentives are typically in the form of tax breaks along with military aid (which is expected to be reciprocated). The wizard is normally offered a seat on any advisory council as well. This title may be delayed or dispensed with based upon the campaign (per the GM).
Beginning at 12th level, a magic-user may fabricate magical items other than those specific to only clerics. Each item requires special materials and a set of select spells cast as part of the creation ritual in addition to the spell, enchant an item. Items with permanent dweomers require the spell, permanency. The item to be magicked must be crafted of the highest quality materials and made with the finest workmanship this normally costs 1/5th of the gold piece value of the item. See the spell, enchant an item, for more information regarding the process and time required.
Magic-users that attain the level of an arch-magi are inherently beings with exceptional gravitas when the want to be. Arch-magi gain a +25% to encounter reaction checks and opponents suffer a -25% morale penalty (and immediate morale check) if an arch-mage uses a 9th level spell (and the opponent is intelligent enough to recognize the threat).
Arch-magi gain superior infravision (90-ft.) and their arcane bond can now take any spell up to 5th level.
Arch-magi are typically famous (or infamous) and all who deal with them are especially careful if not deferential in their dealings. Arch-magi are known to spontaneously come back from the dead to exact revenge and many are said to be protected with wish-level curses on those who would attempt to slay them. Even extraplanar creatures can sense the power of an arch-mage which may assist in dealing with such creatures (at minimum, these beings will not underestimate the mage).