Classes: Magician





  • Magician

    Stage: Common

    Usable Weapons: Dagger, Dart, Mace (Club), Sling (Staff), or Staff.

    Magic Spell Schools of Magic: Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy

    Magicians represent many circles of magic: necromancy and wizardry, invocation, and enchantment. They range in power and diversity from bumbling apprentices and humble conjurers to evil sorcerers and neurotic witches. Forbidden to wear armor, they commonly wear robes, with lighter hues denoting a greater level of mastery. They are weak fighters, but win their battles through superior planning and magic. Magicians are typically older than other characters when they start their profession.

    Alignment: Any
    Social Class: Any
    Initial Funds: 90 gp

    Minimum Abilities
    Intelligence: Average

    Statistics        Starting   Master
    Hit Points           15        15
    Spell Points          0        15
    To Hit               14        14
    To Cast               9         5
    Magical Save         14        12
    Tactical Save        12        12
    Armor / Speed       0/0       0/0
    

    Learnable Spells:

    • First Level: 4 Magic
    • Second Level: 3 Magic
    • Third Level: 3 Magic
    • Fourth Level: 3 Magic
    • Fifth Level: 2 Magic

    Learnable Skills:

    • Intuition (I, II)
    • Magical Training (I, II, III, IV)
    • Weapon Use for one weapon family
    • 24 BP / 18 RP worth of custom skills

    Mastery Progressions:



  • Mage

    Stage: Heroic

    Usable Weapons: Dagger, Dart, Mace (Club), Sling (Any), or Staff.
    Magic Spell Schools of Magic: Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy

    The mage is an accomplished magician who undertakes to learn magic of a diverse nature. Each mage creates a unique sigil, or magical rune, as a method of identification. This sigil is not borne on his person, but is symbolized in his magic. Most mages are quite intelligent, but old and frail, the result of many long years of research.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Intelligence: Average

    Statistics        Starting   Master
    Hit Points           15        20
    Spell Points         15        30
    To Hit               14        14
    To Cast               5         3
    Magical Save         12        10
    Tactical Save        12        12
    Armor / Speed       0/0       0/0
    

    Additional (Total) Learnable Spells:

    • First Level: 1 (5) Magic
    • Second Level: 2 (5) Magic
    • Third Level: 2 (5) Magic
    • Fourth Level: 3 (6) Magic
    • Fifth Level: 3 (5) Magic
    • Sixth Level: 4 (4) Magic
    • Seventh Level: 3 (3) Magic

    Learnable Skills:

    • Intuition (III, IV)
    • Magical Training (V, VI)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progressions:



  • Wizard

    Stage: Heroic

    Usable Weapons: Dagger, Dart, Mace (One-Handed), Sling (Any), Staff, or Sword (Short).
    Magic Spell Schools of Magic: Abjuration, Alteration, Divination, Enchantment, Illusion, Invocation, Sorcery

    Generally malign, wizards are formidable magicians who temper their studies with humble fighting skills. Most wizards come to learn that magic is their greatest personal asset, to be used practically and personally as situations warrant. Often, this is to promote their own, corrupt interests. Magic which conjures another to the wizard's will is forbidden, because wizardry teaches that man is the center of his own destiny.

    Alignment: Any Non-Good
    Social Class: Lower-Middle

    Minimum Abilities
    Intelligence: Average
    Constitution: Average

    Statistics        Starting   Master
    Hit Points           15        20
    Spell Points         15        30
    To Hit               14        12
    To Cast               5         3
    Magical Save         12        10
    Tactical Save        12        11
    Armor / Speed       0/0       3/0
    

    Additional (Total) Learnable Spells:

    • First Level: 0 (4) Magic
    • Second Level: 1 (4) Magic
    • Third Level: 1 (4) Magic
    • Fourth Level: 2 (5) Magic
    • Fifth Level: 2 (4) Magic
    • Sixth Level: 2 (2) Magic

    Learnable Skills:

    • Armor Training (I, II)
    • Armor Use (I, II)
    • Disarm (I)
    • Intuition (III, IV)
    • Magical Training (V, VI)
    • Stealth (I)
    • Weapon Speed (I) for one weapon family
    • Weapon Speed (II) for one weapon family
    • Weapon Training (I, II)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • Conjurer

    Stage: Heroic

    Usable Weapons: Dagger, Dart, Mace (Club), Sling (Any), or Staff.
    Magic Spell Schools of Magic: Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy

    Conjurers specialize in spells which summon creatures against their will to do their bidding. They tend to be accultured but lazy, accustomed to other people fighting their battles.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Intelligence: Average
    Charisma: Average

    Statistics        Starting   Master
    Hit Points           15        20
    Spell Points         15        30
    To Hit               14        12
    To Cast               5         3
    Magical Save         12        10
    Tactical Save        12        11
    Armor / Speed       0/0       2/0
    

    Additional (Total) Learnable Spells:

    • First Level: 1 (5) Magic
    • Second Level: 2 (5) Magic
    • Third Level: 2 (5) Magic
    • Fourth Level: 2 (5) Magic
    • Fifth Level: 1 (3) Magic
    • Sixth Level: 2 (2) Magic
    • Seventh Level: 1 (1) Magic

    Learnable Skills:

    • Armor Training (I)
    • Armor Use (I)
    • Backstab (I)
    • Intuition (III, IV)
    • Magical Training (V, VI)
    • Stealth (I)
    • Weapon Speed (I) for two weapon families
    • Weapon Training (I, II)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progression:



  • Archmage

    Stage: Ruling

    Usable Weapons: Dagger, Dart, Mace (Club), Sling (Any), or Staff.
    Magic Spell Schools of Magic: Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation

    Archmagi are an enigma among spellcasters, the very greatest wielders of magic in all the lands. They tend to be non-descript, with long, white beards and flowing cloaks.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Intelligence: Exceptional
    Wisdom: Average

    Statistics        Starting   Master
    Hit Points           20        20
    Spell Points         30        60
    To Hit               14        14
    To Cast               3         2
    Magical Save         10         8
    Tactical Save        12        12
    Armor / Speed       0/0       0/0
    

    Additional (Total) Learnable Spells:

    • First Level: 1 (6) Magic
    • Second Level: 1 (6) Magic
    • Third Level: 1 (6) Magic
    • Fourth Level: 0 (6) Magic
    • Fifth Level: 0 (5) Magic
    • Sixth Level: 1 (5) Magic
    • Seventh Level: 2 (5) Magic
    • Eighth Level: 5 (5) Magic
    • Ninth Level: 3 (3) Magic

    Learnable Skills:

    • Intuition (V, VI)
    • Magical Training (VII)
    • 128 BP / 96 RP worth of additional custom skills ( 216 BP / 162 RP total )


  • Necromancer

    Stage: Ruling

    Usable Weapons: Dagger, Dart, Flail (One-Handed), Mace (One-Handed), Sling (Any), or Staff.
    Magic Spell Schools of Magic: Abjuration, Alteration, Divination, Enchantment, Invocation, Necromancy
    Cleric Spell Spheres of Influence: Divination, Necromancy

    Necromancers strive to perfect the forbidden art of necromancy, which encompasses the animation and control of beings in a state of undeath. They are morbid, wearing dark hues and sometimes ornaments of skulls and bones.

    Most necromancers are evil, searching for power to control the dead to their bidding, and (later) searching for a way to extend their own lives into immortality through undeath. They worship only the deities of death and undeath, if any.

    Alignment: Any Non-Good
    Social Class: Any

    Minimum Abilities
    Intelligence: High
    Wisdom: Sensible

    Statistics        Starting   Master
    Hit Points           20        20
    Spell Points         30        60
    To Hit               14        14
    To Cast               3         2
    Magical Save         10         8
    Tactical Save        12        12
    Armor / Speed       0/0       0/0
    

    Additional (Total) Learnable Spells:

    • First Level: 0 (5) Magic, 3 (3) Cleric
    • Second Level: 0 (5) Magic, 3 (3) Cleric
    • Third Level: 0 (5) Magic, 3 (3) Cleric
    • Fourth Level: 0 (6) Magic
    • Fifth Level: 0 (5) Magic
    • Sixth Level: 0 (4) Magic
    • Seventh Level: 1 (4) Magic
    • Eighth Level: 4 (4) Magic
    • Ninth Level: 2 (2) Magic

    Learnable Skills:

    • Intuition (V, VI)
    • Magical Training (VII)
    • Weapon Speed (I) for one weapon family
    • Weapon Speed (II) for one weapon family


  • Sorcerer

    Stage: Ruling

    Usable Weapons: Dagger, Dart, Mace (One-Handed), Sling (Any), Staff, or Sword (One-Handed).
    Magic Spell Schools of Magic: Alteration, Divination, Enchantment, Illusion, Invocation, Sorcery

    The sorcerer is a mighty wizard who chooses to embrace power over practicality. His mind and body are likened to a snake, lithe and coiled to strike. He wields magic which dominates other men to his will, and tends to be presumptuously arrogant and haughty, but not belligerent. Only a wise few are aware that their philosophy acutely curtails their ability to defend themselves.

    Minimum Abilities
    Intelligence: High
    Dexterity: Prompt
    Constitution: Average

    Statistics        Starting   Master
    Hit Points           20        25
    Spell Points         30        50
    To Hit               12         8
    To Cast               3         2
    Magical Save         10        10
    Tactical Save        11        10
    Armor / Speed       3/0       3/0
    

    Additional (Total) Learnable Spells:

    • First Level: 1 (5) Magic
    • Second Level: 1 (5) Magic
    • Third Level: 1 (5) Magic
    • Fourth Level: 1 (6) Magic
    • Fifth Level: 1 (5) Magic
    • Sixth Level: 2 (4) Magic
    • Seventh Level: 3 (3) Magic
    • Eighth Level: 2 (2) Magic
    • Ninth Level: 1 (1) Magic

    Learnable Skills:

    • Ambidexterity (I, II)
    • Feint
    • Stealth (II)
    • Weapon Speed (III) for one weapon family
    • Weapon Training (III, IV, V, VI)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Warlock

    Stage: Ruling

    Usable Weapons: Axe (One-Handed), Crossbow, Dagger, Dart, Hammer (One-Handed), Mace (One-Handed), Net (Weighted), Sling (Any), Staff, or Sword (One-Handed).
    Magic Spell Schools of Magic: Abjuration, Alteration, Divination, Illusion, Invocation, Sorcery

    The warlock is a spiteful, selfish wizard, using ancient black magics to thwart the freedom of others. He seeks to make "perfections" to the mind and body using this magic, often resulting in deformations and unexpected side-effects.

    In exchange for supernatural guidance, warlocks are known to make pacts with hellspawn. They tend to follow deities of misfortune and
    repression, but it is nothing of a shock to learn that most warlocks ignore spirituality, altogether.

    Alignment: Any Non-Lawful
    Social Class: Any (Outcast)

    Minimum Abilities
    Strength: Average
    Intelligence: High
    Constitution: Average

    Statistics        Starting   Master
    Hit Points           20        25
    Spell Points         30        50
    To Hit               12         9
    To Cast               3         2
    Magical Save         10         8
    Tactical Save        11        10
    Armor / Speed       3/0       3/0
    

    Additional (Total) Learnable Spells:

    • First Level: 0 (4) Magic
    • Second Level: 0 (4) Magic
    • Third Level: 0 (4) Magic
    • Fourth Level: 0 (5) Magic
    • Fifth Level: 0 (4) Magic
    • Sixth Level: 0 (2) Magic
    • Seventh Level: 2 (2) Magic
    • Eighth Level: 2 (2) Magic
    • Ninth Level: 1 (1) Magic

    Learnable Skills:

    • Hiding in Shadows
    • Intuition (V, VI)
    • Strength (I)
    • Vital Strike (I)
    • Weapon Speed (I) for one additional weapon family (two total)
    • Weapon Speed (II) for one additional weapon family (two total)
    • Weapon Speed (III) for two weapon families
    • Weapon Training (III, IV, V)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Summoner

    Stage: Ruling

    Usable Weapons: Dagger, Dart, Mace (Club), Sling (Any), Staff, or Sword (One-Handed).
    Magic Spell Schools of Magic: Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Necromancy

    Summoners are an adept class of conjurer, sharing a mutual secrecy with illusionists about the nature of their magic. The essence of conjuration magic, which summoners understand quite well, is that any being might be forcibly yanked from his own life into servitude to another, at any time. This makes summoners paranoid, suspicious creatures, usually quite self-centered. They won't cooperate with each other, knowing their own powers, and usually will not trust the bookworm mages or dark wizard-kin, either. In this mindset, a summoner seeks out magic and more mundane skills for his own best defense. Because his spells tend to be indirect, a summoner learns to be sneaky and evasive.

    Alignment: Any Non-Good
    Social Class: Any

    Minimum Abilities
    Intelligence: High
    Charisma: Inspirational

    Statistics        Starting   Master
    Hit Points           20        25
    Spell Points         30        50
    To Hit               12         9
    To Cast               3         2
    Magical Save         10         8
    Tactical Save        11        10
    Armor / Speed       2/0       2/0
    

    Additional (Total) Learnable Spells:

    • First Level: 0 (5) Magic
    • Second Level: 0 (5) Magic
    • Third Level: 0 (5) Magic
    • Fourth Level: 1 (6) Magic
    • Fifth Level: 2 (5) Magic
    • Sixth Level: 1 (3) Magic
    • Seventh Level: 2 (3) Magic
    • Eighth Level: 1 (1) Magic
    • Ninth Level: 1 (1) Magic

    Learnable Skills:

    • Backstab (II)
    • Intuition (V, VI)
    • Luck (I)
    • Magical Training (VII)
    • Stealth (II)
    • Weapon Speed (I) for one additional weapon family (three total)
    • Weapon Speed (II) for one weapon family
    • Weapon Training (III, IV, V)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Illusionist

    Stage: Ruling

    Usable Weapons: Dagger, Dart, Mace (Club), Sling (Any), or Staff.
    Magic Spell Schools of Magic: Abjuration, Alteration, Divination, Enchantment, Illusion, Invocation

    Playing on the fears of their victims, illusionists are a fairly rare class of magician. Their spells create realistic illusions which can be quite dangerous to the unwitting foe, possibly inducing cerebral or cardiac failure. Some of the best illusionists aren't known as such, using illusions to cloak themselves in the guise of another profession.

    Alignment: Any
    Social Class: Any

    Minimum Abilities
    Intelligence: Exceptional
    Dexterity: Spry
    Charisma: Average

    Statistics        Starting   Master
    Hit Points           20        20
    Spell Points         30        60
    To Hit               12        11
    To Cast               3         2
    Magical Save         10         8
    Tactical Save        11        11
    Armor / Speed       2/0       2/0
    

    Additional (Total) Learnable Spells:

    • First Level: 0 (5) Magic
    • Second Level: 0 (5) Magic
    • Third Level: 0 (5) Magic
    • Fourth Level: 1 (6) Magic
    • Fifth Level: 2 (5) Magic
    • Sixth Level: 3 (6) Magic
    • Seventh Level: 2 (3) Magic
    • Eighth Level: 3 (3) Magic
    • Ninth Level: 2 (2) Magic

    Learnable Skills:

    • Intuition (V, VI)
    • Magical Training (VII)
    • Weapon Training (III)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)

Log in to reply
 

Looks like your connection to What the Daily WTF? was lost, please wait while we try to reconnect.