Yesterday I started posting about my next book project, Land of the Spirits, and shared the Fighter class and the Specializations. Today we look at the Magic User and its Specializations: Sorcerer, Priest, and Druid.
Magic Users are a strange lot, able to manipulate the powerful energies of the spirits, twisting them into strange and devastating spells. Female Magic Users are called Seiðr, and are held in weary, and also often high, regard. Male Magic Users are called Ergi and are held in some distrust as magic is considered unmanly. Many Ergi hide their tattoos and ability to cast magic until they are around those they trust or a dire situation arises. There are Ergi that are unashamed of their abilities and have no thoughts on the taboos that society puts on them.
Schools of Magic: A Magic User chooses a school of magic as a specialization at level 1. Once this choice is made, it’s permanent.
Saving Throw Bonus: + 2 to saves against spells.
Weapon Damage: Magic Users are know how to handle themselves in a fight, but are not as deadly with weaponry as a Fighter, they do 1d6 damage with all weapons.
Starting Hit Points: Magic Users start with 8 + Constitution Modifier hit points and gain 1d8 + Constitution Modifier HP every level.
|Magic User Table|
|Level||Base Attack Bonus||Level Experience||Saving Throw|
Starting Spells: At first level a magic user chooses the spell from their specialization that they desire and then roll randomly for two spells from the starting spells table (pg XX).
Tattoos: Magic spells are tattooed on the flesh of the Magic User. The Magic User need not see the tattoo to cast the spell, but pulls from the connection to the ink in the flesh and the magical world, almost like a tether or string that binds the two together.
Magic Points: A Magic User has a pool of magic points that is the energy they pull from to cast their spells. A Magic User’s magic pool is equal to their maximum hit points.
Additional Spells: A Magic User gains one new spell per level that they can cast (their choice). A Magic User will have thirteen magical tattoos by the time they reach 10th level. This is the maximum number of spells a Magic User may know, unless they have a high Intelligence Modifier, which then a Magic User is able to know fourteen or fifteen spells.
Casting Spells: Spells are broken down into spell levels 1-4. Casting spells costs magic points (see chart below). These points refresh to full after a good night’s sleep (8 hours of full uninterrupted rest).
Magic Points to Cast a Spell
Level 1: 4
Level 2: 5
Level 3: 6
Level 4: 7
Spell Level: At first level a MU is able to cast level 1 spells. At 3rd level a MU can cast level 2 spells. At 5th level a MU can cast level 3 spells. At 7th level a MU can cast level 4 spells.
Magic Users and Armor: Magic Users can wear armor, however anything beyond padded cloth interferes with mystic casting and reduces their MP by a certain amount: Light armor- ¼; Medium- ½; Heavy ¾. Once out of armor their mana pool returns to normal (however any magic points spent while in armor are still spent).
Rituals can be any spell, but are usually spells that are 5th level and over. Rituals do not cost MP, but take a number of hours equal to their level to cast and require special ingredient and 2 or more people. The main caster rolls 1d20 + Intelligence Modifier, attempting to hit a Target Number of 10 + Spell level. The caster receives an additional +1 for each servant assisting in the ritual, up to a max of +10.
Any spell can actually be turned into a ritual and stored in a pendant or ring to be cast at a later date. A person can only have one item tied to them at a time.
Should spell failure occur while casting a ritual something weird/terrible happens (up to the GM to determine this).
Anyone can cast a ritual, not just a Magic User, however they do not get to add their Intelligence Modifier. This is to highlight how scheming nobles or power hungry peasants foolishly dabble in magic.
Sorcerers focus on arcane arts; bewitching the senses, casting powerful illusions, or raining fire down on their enemies. Their ability to sense magic and their bond with their animal familiar gives them an edge in the world of magic.
Detect Magic: By concentrating, the sorcerer is able to detect magic. Each round of concentration, the sorcerer is able to fix on the location and number of magical effects, beings, or items in a 20’ x level radius. This does not tell the sorcerer what kind of magic it is, its uses, or any other information- merely that there is magic. A sorcerer can concentrate for a number of minutes equal to their level.
Summon Familiar: The sorcerer gains a familiar. Roll 1d12: 1) cat– treat sneaking as if it were part of background/class.; 2) bat– gain echo-sense (cannot be blinded- can detect targets hiding within 10’, but must be concentrating and still); 3) raven– reroll one failed Savings Throw per session; 4) lynx– grow claws and gain attack at class damage; 5) dog– aura of loyalty- retainers within 15’ gain +2 to morale checks; 6) arctic fox– Increase Dexterity score by +2 (max of 18); 7) pig– gain ability to track with scent- treat as a background/class; 8) otter– swim at 60’ per round; 9) squirrel; 10) raccoon– treat sleight of hand as if it were part of background/class; 11) owl– gain dark vision- see in darkness (even magical) up to 60’; 12) pseudo-dragon- can actually speak not just empathic link to sorcerer, start with an additional arcane spell (roll on starting spells for it).
A sorcerer gains an empathic link with heir familiar, and their familiar can deliver touch spells for them. If a familiar is killed the sorcerer is stunned, suffers 3d6 damage, and loses all abilities granted by the creature. The sorcerer can summon a new one in one month.
Arcane Aptitude: Arcane school spells cost 1 less (minimum of 1 MP) to cast.
Saving Throw Bonus: + 2 to saves against Death effects (not Death Saving Throw).
Priests pay homage to the world of the spirits, believing in preserving the memories of their ancestors and beliefs of their people. While Priests focus on healing, philosophy, and religion, it is not below them to cast devastating spells on their enemies or those who have wronged them.
Lay on Hands: A priest is able to channel divine energy and heal anyone they touch (including self). A priest heals half of their maximum HP (round down) to a target. A priest can use this ability once per day. At 5th level they can do this twice per day.
Speak With Spirits: The priest is able to consult with the spirits and chooses one of two actions: A warning of events or the consequences of an action. If the priest chooses warning of events, they may choose to reroll a failed save, or evade a successful attack (before the sunrise of the next day). If the priest chooses consequences of an action, they will find out if an action will have good or bad consequences. This will be within a 30 minute period of asking. This lets the priest be prepared for a course of action.
A priest can use this ability once per day for free. Any additional uses costs 3 MP.
Divine Aptitude: Divine spells cost 1 less (minimum of 1 MP) to cast.
Saving Throw Bonus: + 2 to saves against Poisons.
Druids are Magic Users who revere their bonds with the spirits and the natural way of life. They are savage and as ever changing as the very nature they revere. Druids are able to transform into a natural creature and through bonding with nature have taken on an aspect of the animal.
Animal Shape: The druid is able to transform into a small or medium creature (no larger than a wolf, boar, or cougar, and no smaller than a dog, cat, eagle, etc.) While in this form the druid gains the Skill: Notice- scent and a bite attack at a d6 damage (and possibly a claw attack at a d6 as well). Increase the druid’s AC by +2 and their Initiative bonus by +2 while under the spell. The druid cannot communicate with other people while in animal form. This effect lasts for 1 hour per level, after which the druid reverts to their natural shape. The druid can use this once per day until 5th level, where it increases to two uses, and at 10th level it increases to three uses.
Animalistic Features: Due to embracing nature and spending so much time in it and with animals, the druid has taken on animalistic characteristics. The druid’s eyes have changed to that of animal eyes, granting low-light vision. They also gain one additional feature. Roll 1d8: 1) claws– can attack at 1d6 damage; 2) antlers– can gore attack at 1d6 damage; 3) fangs- can bite attack at 1d6 damage; 4) webbed hands and toes- can swim at 24 ’ per round; 5) lithe form- increase movement to 18 ’ per round; 6) bird of prey eyes- see twice as far as normal; 7) feline-like ears– lower surprise rate by 1; 8) small hairs on hands- by placing ungloved hand on the ground, the druid can feel the vibrations of targets up to 12 ’ away and pinpoint the location of anything that is in contact with the ground. Must be still and concentrate for 1 turn for this to work.
Nature Aptitude: Nature spells cost 1 less (minimum of 1 MP) to cast.
Saving Throw Bonus: + 2 to saves against natural effects (IE. extreme weather, etc.).