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The Magic User
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[[Heros Paths.]] Magic_Users. Those who tread this path have generally been exposed to a great magical event or force in their lives, one that fascinates and captures their intellect. Benefits of the class. *Magic users are highly resistant to magic - +7/35% on rolls to resist or determine effect of spells or magic items. They gain +4/20% when dealing with poisons, body changing magics and death magics, but only +2/10% with breath weapons. *Magic users are proficient with one weapon [+5%] they are restricted to no armour and a minor range of weapons [dagger, staff, dart]. *Magic users gain spells - as per a cleric, but Int is the defining characteristic. Their spells are kept in books and must be studied to be recast. [note - this means M-U's get bonus spells for a high Int as a cleric would for high Wis/pow] *Magic Users learn spells using the Int tables in OSRIC/AD&D. *Magic Users gain 1d4 of arcane trickery, which can be used to lower or negate damage once a day. Magic Users HeroPath Degrees Degree, then number of hero points needed. Additional benefits listed *1st Degree: 2 HP. All listed benefits above. *2nd Degree: 5 HP. +1 arcane trickery [per level hereafter]. *3rd Degree: 10 HP. Attain second circle of spells. *4th Degree: 20 HP. *5th Degree: 40 HP. Attain third circle. *6th Degree: 60 HP. +1/+5% to all resistances. +10% mages weapons. +1 weapon proficiency (+5%) *7th Degree: 80 HP. Attain fourth circle. Learn to craft potions and scrolls. Recharge M-U items. *8th Degree: 140 HP. *9th Degree: +250 HP hereafter. +1/+5% to all resistances except breath weapon. Attain fifth circle. Become a Wizard. *10th Degree *11th Degree *12th Degree
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