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Magician

Magician
(based on the Channeller class by Joshua Pugh)
Magicians are scholars who spend their time researching spells, fuelling their magic
with the power of their own life force. In Sommerlund, the most famous organisation of
magicians is the Brotherhood of the Crystal Star, based in the city of Toran. Although it
is rumoured that more powerful kinds of magic exist on Magnamund, it seems as
though that knowledge has been lost with the Ancients. Magicians usually follow the
left-hand path of magic. The right-hand path of magic is shunned by goodly magicians
as it is the magic practised by the Nadziranim, the 'black magicians' who serve the
Darklords.
Characteristics: Magicians' primary power lies in their versatility in spellcasting. They
can learn as many spells as they wish, but it is costly, clawing at their very essence.
The process of performing magic is physically exhausting, and so power is not wielded
frivolously. (In game terms, casting magic cause subdual point damage.)
Alignment: Magicians can be of any alignment, although as scholars, they are usually
of a lawful disposition.
Background: Magicians often start their training early in life under the tutelage of a
mentor, though some with a knack for it come can come to it later in life. Guilds or
organisations such as the Brotherhood of the Crystal Star take in young children and
instruct them in the magic arts.
Races: Magicians on Magnamund tend to primarily be human. Other races, such as
Ogrons or Dwarves, are not known for their scholarship.
Game Rule Information
Magicians have the following game statistics
Abilities: Intelligence determines how powerful a spell a magician can cast, and the
amount of bonus spells that the magician knows. (Bonus spells count as 'learned'
spells and can be added to the magician's personal spell list.) A magician's
intelligence determines how hard those spells are to resist. To cast a spell, a magician
must have a Intelligence score of 10 + the spell's level. The Difficulty Class of a saving
throw against a magician's spell is 10 + the spell's level + the magician's Intelligence
modifier. Constitution is important for a magician as spells do subdual damage when
cast. A high constitution means that the magician can cast more spells without
exhausting themselves. It is also beneficial for a Magician to have a high Dexterity
score.
Alignment: Any.
Hit Die: d6.

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Magician

Class Skills
The magician's class skills (and the key ability for each skill) are Alchemy (Int),
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession
(Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills and skill
descriptions.
Skill Points at 1st Level: (2 + Int modifier) * 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the magician.
Weapon and Armor Proficiency: Magicians are proficient with all simple weapons.
They are not proficient with any type of armor, nor with shields. Armor of any type
interferes with a Magician's arcane gestures, which can cause his spells to fail (if those
spells have somatic components). Note that armor check penalties for armor heavier
than leather apply to the skills Balance, Climb, Escape Artist, Hide Jump, Move
Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5
pounds of armor and equipment carried.
Spells:

● Magicians cast arcane spells, the same type of spells available to wizards.
Magicians use the standard wizard/sorceror spell list. However, unless the
magician is following the right-handed path of magic, they may not learn spells
from the Necromancy school. Right-handed magic is forbidden by the
Brotherhood of the Crystal Star and is generally practised by the Nadziranim,
the magicians who serve the Darklords.
● Magicians do not use spell components. When the spell requires a component
which has a cost in gold crowns, the magician must pay 1/25th of the total GC
cost in experience points in order to cast the spell.
● Your magician begins play knowing 2 + Int modifier 0-level spells (also called
cantrips) and 0 + Int modifier 1st-level spells of your choice. These spells can be
cast at any time, provided that the magician has enough subdual hit points left to
cast the spells.
● At each level, the magician learns two new spells of any level that they can cast.
These spells are chosen from the Wizard/Sorceror spell list (page 168). The
magician does not have to pay experience in order to learn these spells (or any
bonus spells they may know for having a high intelligence modifier.)
● In order to learn spells in excess of this limit, the magician must pay an
experience point cost in order to learn the spell. They must study the spell matrix
from a scroll or spellbook and succeed in a Spellcraft check of DC 15 + the

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Magician

spell's level in order to learn the spell. Once the spell is learned, the magician
can cast in the same manner as his other spells. A magician cannot cast spells
of a higher level than his magician class level allows as per the table.
● Spells can be directly cast from a scroll or spellbook without the magician having
to learn the spell, but they must still pay the subdual point damage cost in order
to cast the spell.
● A magician is not limited to casting a certain number of spells a day, nor does
she need to prepare her spells in advance. The process of casting a spell is
physically draining to a magician and does subdual damage according to the
level of the spell as per the table, this damage is mystical in nature and can only
heal with time. This subdual damage cannot be cured through magic or potions.
The only way to recover and 'heal' the subdual hit point damage is to rest.
● To learn or cast a spell, a magician must have an Intelligence score of at least
10 + the spell's level. The Difficulty Class for saving throws against magician
spells is 10 + the spell's level + the Magician's Intelligence modifier.

Familiar: Magicians do not start with summon familiar, but may take it as a feat; other
than that treat it as written.

Spell Levels Per Level

Level Spell Level

1 0, 1

4 2

6 3

8 4

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10 5

11

12 6

13

14 7

15

16 8

17

18 9

19

20

Subdual Damage Per Spell Level

Spell Level Subdual Damage

0 1

1 2

2 4

3 6 + 1d2

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4 8 + 1d3

5 10 + 1d4

6 12 + 1d6

7 14 + 1d8

8 16 + 1d10

9 18 + 1d20

Magician Attack Bonus and Saving Throws

Level Attack Fort Ref Will Save


Bonus Save Save

1 +0 +0 +0 +2

2 +1 +0 +0 +3

3 +1 +1 +1 +3

4 +2 +1 +1 +4

5 +2 +1 +1 +4

6 +3 +2 +2 +5

7 +3 +2 +2 +5

8 +4 +2 +2 +6

9 +4 +3 +3 +6

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10 +5 +3 +3 +7

11 +5 +3 +3 +7

12 +6/+1 +4 +4 +8

13 +6/+1 +4 +4 +8

14 +7/+2 +4 +4 +9

15 +7/+2 +5 +5 +9

16 +8/+3 +5 +5 +10

17 +8/+3 +5 +5 +10

18 +9/+4 +6 +6 +11

19 +9/+4 +6 +6 +11

20 +10/+5 +6 +6 +12

Experience Point Cost to Learn a Spell

Spell Xp Cost
Level

0 70xp

1 120xp

2 260xp

3 460xp

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4 740xp

5 1100xp

6 1540xp

7 2060xp

8 2660xp

9 3340xp

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