MAGIC USER ---------- * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +3 to SPELLS Saving Throws. * Magic-Users cannot wear armor or use shields. * Can use dagger, staff, sling, small thrown weapons(knives, darts, shuriken, boomerang, etc), crossbow, plus one other melee weapon such as a longsword, rapier, spear, or whatever(player's choice), if desired. * Magic-Users get a number of melee attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their XP level each round with daggers, staves, or Eldritch Bolts(up to the amount of bolts they have remaining for that day). --------------------------------------------------------------------------- Fighting Ability: Begin with +1. Add +1 at levels 3, 6, 8, 9, 11, 14, 16. (INT)Open Magical Closures/Puzzle Boxes: Begin with +1. Add +1 every level though level 16. ---------------------------------------------------------------------------- Base Chance By Level Table ---------------------------- level 1 = 1(D6) level 7 = 1-3 level 13 = 1-5 level 4 = 1-2 level 10 = 1-4 level 16 = 1-19/D20 To identify a found potion, roll on the chance/level table above to see if it is identifiable by visual examination(takes 1 TURN). If it is not, the Magic-user may either spend D4 days in the lab(if they have access to one) doing experiments in order to discover the type of potion, or simply take a small sip. A sip will give a slight effect of the potion - the DM will describe the effect that is felt which may allow the mage to guess the nature of the magical potion. Poison sipped will give the effect of the full dose. * A mage has a chance to decipher magical scrolls, magical inscriptions on items or walls, arcane runes, ancient/dead languages, secret codes, etc that they come across, depending upon their XP level. This is based on their continual study of ancient texts and arcane symbols and formulae. * A mage also has the chance to identify a magic item that is unknown to them without doing extensive research. The chance/level is as above. * A mage has the chance to detect magic in their immediate surroundings if actively concentrating on detecting it. Chances increase using the numbers above. ---------------------------------------------------------------------------- * Languages: Begin with Common plus 3 other languages of choice. * Magic-Users can use ALL wands, staves, and magical items, as well as magical weaponry allowed by their class. * Begins with 6(plus PSY Bonus) spells of first level. READ MAGIC will be one of these spells known. The rest may be chosen by the player. Upon reaching 2nd level, a MU may return to their teacher or school for an additional 4(plus PSY Bonus) first-level spells. Upon reaching 3rd level, the Magic-user may return and learn 4(plus PSY Bonus) second- level spells. Upon reaching 4th level, the Magic-user is no longer a student/apprentice and must find additional spells through adventuring or through magical research. Magic-users of any level can return to their teacher or school whenever they like for magical advice, magical item identification(in return for a small donation), and related needs. All spells learned in this way are chosen by the player. * Spellcasting: Magic-Users use the normal Spell Progression Table to figure out how many spells they have, how many spells they can cast per day, and how powerful the spells they cast can be. ** ** At first level, a magic-user may have more than 1 spell that they can cast per day depending on their PSY bonus. The PSY bonus will grant a number of extra "spell points" - 1 point per +1 of PSY bonus. For example, a Magic-User with a PSY of 17 has a +2 bonus, which is 2 Spell Points. This bonus will be applied again, for extra spells/spell points over the allowable at XP levels 6, 11, and 16. 1 Spell Point = 1 extra spell level. So, the Magic-User above, with 2 Spell Points could cast 2 extra first-level spells at 1st level of experience. At 3rd level of XP, the Magic-User - now able to cast second-level spells - could still cast 2 extra first-level spells OR 1 extra second-level spell. * Cantrips may be cast at any time, take 1 round to cast, and have no spell point cost. * Magic Users can cast an Eldritch Bolt, which does D6 damage, a number of times/day equal to the PSY BONUS + LEVEL of the magic-user(mental and physical fatigue allowing for no more). The bolt is simply raw, unshaped magical energy directed at a target the Magic User can see. A to-hit roll will be required for each bolt. Treat all targets as AC9. Range is 12". Magic-Users can cast as many Eldritch Bolts each round as they have XP levels as "Melee Attacks against Normal Men" until they run out. * A wizard's spellbooks contain all of their spells for each spell level(all first level spells in one book, all second level spells in another, etc), along with arcane symbols, codes, charts and diagrams, magical formulae, words of power, and any other special information needed to create and cast them. Many will be decorated with flourishes, such as elaborate borders, intricate scrollwork, and/or colorful illustrations. There will also be pages dedicated to the history of the spells, useful notations, and research regarding their creation. Spellbooks are almost indestructible and radiate a magical aura which can be detected the Wizard's own magical sight or by a Detect Magic spell. * Upon finding or acquiring a new SPELLBOOK belonging to another wizard, the Magic-user will need to spend 1 HOUR per spell level in uninterrupted study in order to fully grok the incantations therein. Upon completion of study, the Magic-user will fully understand the work. If it is not possible to physically take possession of the spellbook(because of size, location, guardianship, etc), the Magic-user may spend 1 TURN per spell level trans- cribing the spells into their own book for study later. * Upon finding a SPELL SCROLL, the Magic-user can use their Decipher skill to see if the writing is understood. If the roll fails, then Read Magic must be cast upon the scroll in order to read the magical incantations on it, as they are written in MAGICAL RUNES. This must only be done the first time the scroll is read. After that, the Magic-user can read the scroll without such aid. The scroll, once read, is immediately usable. Spells found on scrolls can be cast FROM the scroll by any Magic-User even if it is far above the level which they could normally cast, because of the special way in which the scroll is constructed. The runes will disappear from the parchment once the spell is cast. Before the spells are cast from a scroll, they may be copied into the Magic- User's spellbook(s) for later study, just like with a found spellbook. This is advisable if the spells are not already known to the caster. Time to copy the spell is 1 TURN per spell level. Spells will be copied into the books in the usual way, not written with the magical runes used for scrolls. * All mages know alchemy and herbalism and can research and brew magical potions(at 9th level), inks for scrolls, etc. Once the ingredients are found, a potion usually takes D6 days to brew. The cost of the research and components will vary(some potions may require exotic materials which must be adventured for, such as the eyes of a Medusa for Flesh To Stone potions), and the mage must have a suitable lab and equipment with which to conduct the research and distill their magical substances. * All mages know Sleight of Hand - 'magic tricks', palming small objects, making small objects seem to vanish in thin air, concealing small objects on their own person, placing or removing small objects on/from another person without them noticing, etc. If anyone watching is within 1" and has a PER of 16+, they get a saving throw vs SPELLS to see if the trick was observed. * Magical scrolls can be created provided the materials are available and the spell is known and is of a spell level that is able to be cast by the Magic User. Magical inks must be distilled from special(and expensive) ingredients for the MAGICAL RUNES which will be written onto the scroll. These inks, along with the runes which will be magically 'charged' by the Magic-User, bind the magic to the parchment. When a spell is cast from the scroll, the runes for that spell will disappear from the scroll releasing the spell energy. Once all the spells have been cast from the scroll, the parchment may be used again to create another magical scroll, or for some other purpose. Distilling each of the special inks will take 1 day per spell level and each batch creates enough ink for D3+2 spells of the same type. So, for example, for a scroll of 3rd level spells, it would require 3 days to distill the ink for it. Of course, a scroll may contain spells of a few different levels, which would require different types of inks to be dis- tilled. These inks will only work for creating a castable magical scroll. They cannot be used to transcribe spells and formulas into the Magic-user's spellbook. Once the ink is obtained, it will require 1 day per spell level in order to actually write the magical scroll and charge it with power. So, if the ink took 1 day to distill for a scroll of 3 first-level spells, the Magic- user would spend 4 days in total creating the scroll. The time to write the scroll must be uninterrupted except for meals, rest, and other small, necessary activities. If the process is interrupted for adventures or other pressing matters, the transcribing will have to begin all over again (and, possibly, new ink distilled if too much of it has been used already). Magic Scrolls can only be read by a Magic-User or someone with the ability to Read Magic(some characters, like Thieves have the ability to Decipher magical writings and some magic items confer the ability to Read Magic). Protection Scrolls (and possibly a few others) are written in such a way as to allow anybody to read them. # Note that there are certain well known magical grimoires that can be cast from in which the spells do not disappear from the pages when cast. The % chance of failure for non-wizards varies. * Spell research may be done at any level if the Magic-User has access to a magical library. Spell research typically takes 1 week per spell level of the spell being researched. The research must be uninterrupted, except for meals and rest and other small, necessary activities. A D6 is rolled at the end of that time to determine if the R&D was a success. If a '1' is rolled, the new spell fails and research must begin all over again. If the spell being researched is a simple variation of one already known, the research time will be only 1 day per spell level. Spells of a higher level than the wizard can cast cannot be researched. ---------------------------------------------------------------------------- * At level 1: The magic-user can conjure a small puffball of light which can be cast upon an object or hover and be directed by command. It can be sent up to 6" from the mage. The light is about the size of a tennis ball and illuminates a 5' radius. It can be dimmed to function as a reading lamp. It cannot be used as an attack spell the way Continual Light can be used to blind something. The puffball lasts until dispelled and costs no spell points. * Enchanting Charms can be done at 4th level. Charms are small items like amulets and bracelets which contain a low level spell - usually for prot- ection, luck, or as a minor enchantment to produce a favorable outcome in some situation or endeavor. Charms typically give a temporary bonus to an attribute or a plus(or Advantage) to a die roll. The spell is stored within the item until it is activated. The item must be a suitably fashioned receptacle and takes 1 week per spell level to enchant once it has been crafted ##. Each charm can only hold one spell and it must be a spell that the mage can cast. Once the spell has been used, the charm becomes an ordinary item. At higher levels, a Permanency spell may be used if the mage wishes to make the enchantment permanent. There is a temporary loss of D4 points of CON for each Permanency spell cast. CON returns at a rate of 1 point/month. ## Crafting of the container might require the services of a specialist in that particular field (glassmaker, goldsmith, etc). * At 7th level, a magic-user can sense invisible, astral, ethereal, and out-of-phase creatures nearby. * At 9th level, Magic-Users are considered "Wizards". Their reputation will be widely known and they will be respected and feared. Wizards will attract D6 apprentices of levels 0-2 if they build a tower. * At 9th level, a magic-user is able to carve wands/staves, cast rings, forge daggers, make potions, craft wondrous items, etc. Plate armor and most weapons larger than daggers will usually require an armorer to make, though some types of weapons and armor may be created in uniquely magical ways by the magic-user themself(lightning bolts collected from the val- leys of the high mountains and magically formed into an enchanted sword, for example). Magical items will usually require special materials to construct them. For example, a Wand of Lightning might require the wood of a tree which was struck by lightning. An enchanted weapon for use against a special creature might require a rare metal or the blood (or other body parts) of that creature to be forged into the blade. Some items might only be able to be crafted in a specific physical location or at a certain time of the year, under a new moon, etc. If creating an item with charges, the Magic-user must spend time charging it with magical energy. Magical runes are often inscribed upon the item to bind the magical charges to it. * At 9th level, spell wards/runes may inscribed on items or sewn into garments. They become invisible(detectable only by magic) once they are placed. Wards may give bonuses to saving throws, protection, tele- portation to a predefined place, cause electrical damage, enhance AC, erupt in flame, etc when they are triggered by whatever conditions are set within the ward/rune. Wards/runes last until activated. Only one ward/rune per XP level can be sewn or inscribed onto any given item. A 9th level magic-user could have as many as 9 magical wards/runes sewn onto his robe or 9 wards/runes inscribed upon a hidden iron strongbox holding treasured items, for instance. Each rune takes 1 week per spell level it contains to create and empower with spell energy. Permancy spells can be used with the resulting temp- orary loss of CON. * At 16th level, a magic-user is able to clearly SEE invisible and out-of- phase creatures as well as peer into the near Ethereal and Astral planes if concentrating for 1 Turn. * A mage's familiar will give him special abilities(a cat might grant Move Silently as a thief of the same level, an owl might grant night vision, a rabbit might grant the MU the Hobbit's Luck ability, while a snake might grant the MU a poisonous bite which would do damage + lower the CON of a victim until healed, etc). ** Two magical casters may attempt to enspell or control the same creature or object at the same time. This event will necessitate both casters making an opposed skill roll each round to see which one is in control of the target for that round. * Mages can counterspell(see below) COUNTERSPELLING --------------- Counterspelling is the ability to magically disrupt the casting of a spell by another spellcaster, typically for those spells which last for more than 1 round and which require concentration. A Counterspell may be attempted as long as the counterspelling mage is still able to cast at least one first-level spell. This spell point will be used up in the incantation. In order to cast and maintain any spell, a Wizard must remain mostly stationary(able to move only 10 feet while casting) and be undisturbed by attack upon their person. Compare the level of the countering magic-user with the attacking magic-user then consult the table below. The counterspelling caster rolls 2d6 + Countering Mage's PSY bonus minus Opponent Mage's PSY bonus, and if he or she beats the target number the spell is success- fully countered. Rolling the exact number required indicates nominal success. Rolling higher than the number required indicates better results. **DM judgement here** Counterspelling Magic-User is: 10 or more levels higher 4 or better 7-9 levels higher 5 or better 4-6 levels higher 6 or better 1-3 levels higher: 7 or better Equal level: 8 or better 1-3 level lower: 9 or better 4-6 levels lower: 10 or better 7-9 levels lower: 11 or better 10 or more levels lower: 12 * If the attempt at counterspelling is unsuccessful, the counter- spelling mage may still get a saving throw(if applicable) but makes the roll at -2. * If the counterspelling wizard is hit for damage while counter- spelling, he or she must make a SPELLS SAVE. A failed save means that the counterspeller's concentration has been broken and the attempt is unsuccessful. The counterspelling wizard still gets a normal saving throw if applicable. * A Magic-User can also roll on this table to magically parry a magic missile/energy bolt from another sorcerer. if the attempt fails, the parrying mage may still make a saving throw at -2. * Only MAGIC-USERS can counterspell another spellcaster. ------------------------------------------------------------------- * The term "Spellcaster" refers to a Magic-User, Elf, Cleric, Bard, or other similar types who are casting a spell. * If initiative is simultaneous, and an adversary has moved into melee range of a spellcaster during the MOVEMENT PHASE of the round, the spellcaster may attempt to cast a spell, but must make a SPELLS Saving Throw to see if they are able to maintain their concentration and complete the spell. The spellcaster must also make a save if they are hit for damage by missile weapons while casting. All of this also applies to spells previously cast which are being maintained by con- centration. For a spell being maintained by concentration, failure means that the spell ends/is dispelled. For a caster attempting to cast a new spell, failure indicates that the spell was either lost (1-3 on a D6) or was miscast(4-6 on a D6). If miscast, roll on the table below to find the results. * Certain attack spells, like Power Words or those with a range of "touch", can be used normally in melee without any chance of being disrupted. A few other types of spells may be used in melee as well, such as movement spells like Fly, Teleport, and Dimension Door. * Spell Miscast Table(roll a D12): 1) Intended spell cast against wrong target(roll to see who) 2) Spell reversed against intended target 3) Spell reversed against wrong target 4) Spell Backlash: Make Save vs Paralysis or be knocked out for D20 minutes 5) Spell Backlash: Everyone within 20'R must make END save or be knocked out for D20 minutes(roll duration for each person affected) 6) Magical Energy Blast: Everyone within 30' of spellcaster takes D6 damage 7) Intended target is the only one who is NOT affected by the spell 8) Spell works but at a much LOWER strength/intensity level 9) Spell works but at higher strength/intensity than cast. Roll D6: 1-2 = Double, 3-4 = Triple, 5-6 = Quadruple 10) Entirely new and never before seen effect. New Discovery! 11) Totally Weird! Unintended result that is SORT OF related to what was intended. 12) Pyrotechnic light show: Lasts 2D4 rounds. * It is also possible that something will be summoned that really shouldn't be