LC Var Magic User

From RPGnet
Jump to: navigation, search

- Main Page; The Lost City

Magic User

Description: Magic users are humans who have studied the arts of magic and can cast spells. Spells are stored in a magic user's personal spell book. Spells are too complicated to cast without referencing the spell book, so magic users cast directly from the spell book when they can. However, in the typical adventure, things happen too fast to depend on that. True Magic Users learn to memorize spells that can be cast directly from their mind. This is difficult, so beginning magic users can only have one spell memorized at a time. As they gain experience they can memorize additional spells, and more complicated spells.

Magic users develop a repetoire of spells as they advance in level. A 2nd level MU has two memorized spells and may cast two spells a day from their mental ability. They can cast either of their memorized spells twice in one day if they wish. A 3rd level MU could cast a 1st level memorized spell from their 2nd level memorized 'slot' if they wished.

Restrictions: Magic users cannot use any sort of armor or shield and are limited to using only daggers or staffs in combat. They can, in theory, learn something of the fighting arts, but most magic users disdain the use or arms and armour as a distraction from their art. There are some, however, who learn a modicum of arms, or the rigor of wearing heavier armours. The common Elf is a magic user who is trained in all arms and armour.

Prime Requiste: Their prime requisite ability is Intelligence. Magic users with a 13-15 Intelligence gain a +5% bonus to earned experience. Magic users with a 16-18 Intelligence gain a +10% bonus to earned experience. Likewise, Magic users with a 6-8 Intelligence suffer a -10% penalty to earned experience, and Magic Users with a 3-5 Intelligence suffer a -20% penalty to earned experience.

Spell Book:

  • A magic users spell book is his most precious possession, for it contains all the spells s/he has access to. Many of these spells will not be memorized, but may be cast through hours long rituals or ceremonies, incantation or runeweaving, depending on the background of the mage.
  • A magic user never forgets their memorized spells, but cannot change them or cast ritual spells without their spellbook.
  • Special consideration should be given to carrying a spell book on adventures with the magic user. Ritual spells cannot be prepared without the book, so it is tempting to take the book on the adventure. At the same time, a spell book that is lost or destroyed leaves the magic user without the ability to prepare ritual spells, memorise new spells or add to their repetoire without replacing the entire book, which is a considerable undertaking. With sufficient funds, additional books may be purchased.

Magic User Spellbook

  • Weight: 100cn
  • Cost: 500gp
  • Holds: 50 levels of spells (25 pages)

Travelling Spellbook

  • Weight: 50cn
  • Cost: 250gp
  • Holds: 20 levels of spells (10 pages)

Spell scribing.

  • It takes 1hr/level of a spell to scribe it into a spellbook.
  • It takes 1 week/level to learn it (Memorize it) or to swap memorized spells.
  • Scribing from a scroll releases the bound magic of the spell as if cast.
  • At this point, I'm leaning toward any new spell having to be studied for the same period that it would take to memorize it before a MU can cast it from their book,


Levels Title Experience Points Hit Dice Spells
1 Medium 0 1d4 1 - - - - -
2 Seer 2500 2d4 2 - - - - -
3 Conjurer 5000 3d4 2 1 - - - -
4 Magician 10000 4d4 2 2 - - - -
5 Enchanter 20000 5d4 2 2 1 - - -
6 Warlock 40000 6d4 2 2 2 - - -
7 Sorcerer 80000 7d4 3 2 2 1 - -
8 Necromancer 150000 8d4 3 3 2 2 - -
9 Wizard 300000 9d4 3 3 3 2 1 -
10 Wizard 450000 9d4+1 3 3 3 3 2 -
11 Wizard 600000 9d4+2 4 3 3 3 2 1
12 Wizard 750000 9d4+3 4 4 3 3 3 2
13 Wizard 900000 9d4+4 4 4 4 3 3 3
14 Wizard 1050000 9d4+5 4 4 4 4 3 3
15 Wizard 1200000 9d4+6 4 4 4 4 4 3


Attribute adjustments: Magic users may lower Strength and/or Wisdom by 2 points to raise Intelligence by 1 point. This process may be repeated, though Strength and Wisdom may not be lowered below 9, and Intelligence cannot rise above 18. These adjustments may only be done at character creation.

Starting Spells: All magic users are taught Read Magic and Detect Magic as prerequisites to learning other magic. Starting magic users have also acquired a number of additional spells equal to their Intelligence bonus. These additional spells are determined randomly.

Additional Spells: New spells may be learned by finding an instructor to teach the magic user a new spell. It takes 1 week/level of spell and costs 1000 gp/level of spell, if the instructor agrees to teach a spell. It generally requires a positive reaction for this to happen. A neutral reaction may require addition expenses or a task. A negative reaction will result in the spell not being taught, while a very negative reaction may result in attack from the potential instructor. A magic user who finds another magic user's book may learn from it with a Read Magic, but it requires roll. A magic user may learn from another magic user of similar experience, but this also requires a roll for the process to be successful.

Magic User Spells

   1st Level:
           Charm Person 
           Detect Magic 
           Floating Disc 
           Hold Portal
           Light
           Magic Missile
           Protection from Evil
           Read Languages
           Read Magic  
           Shield 
           Sleep
           Ventriloquism
           
   2nd Level:
           Continual Light
           Detect Evil
           Detect Invisible
           ESP
           Invisibility
           Knock
           Levitate
           Locate Object
           Mirror Image
           Phantasmal Force
           Web
           Wizard Lock
   3rd Level:
           Clairvoyance
           Dispel Magic
           Fireball
           Fly
           Haste
           Hold Person
           Infravision
           Invisibility 10' radius
           Lightning Bolt
           Protection from Evil 10' radius
           Protection from Normal Missiles
           Water Breathing
   4th Level:
           Charm Monster
           Confusion
           Dimension Door
           Growth of Plants
           Hallucinatory Terrain
           Massmorph
           Polymorph Others
           Polymorph Self
           Remove Curse
           Wall of Fire
           Wall of Ice
           Wizard Eye
    5th Level:
           Animate Dead
           Cloudkill
           Conjure Elemental
           Contact Higher Plane
           Feeblemind
           Hold Monster
           Magic Jar
           Pass-Wall
           Telekinesis
           Teleport
           Transmute Rock to Mud
           Wall of Stone
    6th Level:
           Anti-Magic Shell
           Control Weather
           Death Spell
           Disintegrate
           Geas
           Invisible Stalker
           Lower Water
           Move Earth
           Part Water
           Project Image
           Reincarnation
           Stone to Flesh

- Main Page; Keep On The Borderlands