New Class: The Classic Magician - Feedback Welcome
Posted: Thu Dec 16, 2010 1:00 am
The following first draft is an attempt at a magic-using class that replicates the feel of “real” medieval and Renaissance magic, as expressed both in legend, and the actual grimoires. It has not been play-tested yet, so feedback is very welcome. Such things as the Magician's ability to Encipher were inspired by the works and exploits of such notables as John Dee and Johannes Trithemius. The Magician is much more versatile than the standard C&C Wizard, but has certain unique limitations that create role-playing challenges.
MAGICIAN
One who works wonders with strange incantations, bizarre ceremonies, enchanted talismans, and secret pacts.
Standing aloof from the mundane crowd, the mighty Magician twists reality itself to suit his will. Wielding strange powers gained by stranger means, he is alternately a figure of admiration, fear, wonder, and disgust to ordinary men. Through his arcane arts, the Magician can do such things as kill his enemies; gain wealth, power, and love; destroy armies; cure and cause wounds and diseases; create illusions; divine hidden knowledge; and transform into other shapes. Some Magicians work to improve the world through arcane means. Many more, however, pursue private schemes that range from merely insane, to terrifyingly malevolent.
An ordinary person cannot simply decide to become a Magician. Rather, the aspiring Magician must be initiated, either by another Magician, or by an extra-planer entity. Often, the aspirant enters into an Apprentice-Master relationship with a single, experienced Magician. Other times, the neophyte becomes a member of one of the existing Magical Orders, secret organizations generally characterized by strange rites, hierarchical structures, and secret agendas. If the Magician was Initiated by an extra-planer being (such as a Devil, Demon, Angel, or Fairy), he or she must have located and performed a summoning Ritual that attracted the attention of the initiating entity. Some such Rituals are well known and relatively simple (such as that which attracts a Black Man of the Crossroads), while others are far rarer and more complex (such as that which contacts a holy Guardian Angel). Some Magical Orders actually summon extra-planer entities to their induction ceremonies, to serve as the actual initiators of new magicians. Under no circumstances can an Initiation ever be coerced – in order to be efficacious, it must be voluntarily conferred.
Some tension exists between those Magicians who are members of Magical Orders, or have mortal Masters, and those who answer only to extra-planer entities. Many Magical orders are not above attacking, or causing legal trouble for, those renegade Magicians who refuse to submit to the orders' authority.
The term “spells” refers both to the effects created by Magicians, and the techniques used to create them. The acquisition of new spells is a constant concern of the Magician. These can be gained in a number of ways. Those Magicians who have personal Masters, or are members of Magical Orders, are usually taught such spells as their superiors deem fit. Spells can also be learned from the Spirits themselves, who are generally able to teach the ones that correspond to their own magical powers. Magicians also constantly experiment with magic, often creating new spells through their own research. Finally, spells can be gleaned from ancient texts, or even stolen from other Magicians!
Magicians are usually Humans, Elves, or Gnomes. Humans often focus on Ceremonial Magic, while Elves prefer Incantations, and Gnomes are masters of Talismans. Halflings are often afraid of true magic, while Dwarves suffer both from a lack of aptitude, and severe social sanctions against extra-religious magic. There are few Half-Orcs Magicians, but they are not unknown.
Magicians often have a complicated relationship with society at large. Secular nobility often look to Magicians to counter the temporal power of the Clergy. Many human nobles will employ a court Magician, asking occasional magical favors in return for a generous stipend, and ignoring any unsavory habits the Magician may posses. Human Clerics, of course, almost always despise Magicians, and may endeavor to eliminate them. Magicians generally despise Rogues and Assassins, except for those the Magicians employ against their rivals. Many Magicians in fact come to prefer the company of ensorcelled monsters to any human society.
Due to their love of secrets, ability to uncover information by strange means, and facility with codes and ciphers, Magicians are often involved in espionage. Many a court Magician is actually a spy for some other power, and many are even triple and quadruple agents!
Magicians may actually be of any Alignment. Those who were Initiated by extra-planer beings usually share those beings' Alignment. Most magical orders have agendas that correspond to a particular Alignment, and their members will usually have Alignments close to that of the organization as a whole. When an Apprentice and their Master differ radically in Alignment, it almost always eventually ends in a magical duel of some kind. Whatever a Magician's Alignment, however, frequent contact with arcane forces and strange entities eventually serve to disconnect her from the concerns of ordinary people. Even Good Magicians of long years may seem unsympathetic and inscrutable.
ABILITES
INCANTATIONS: An Incantation is a spell effected by means of magically potent words of power, or else spontaneous poetry that states the desired effect. Typically, they are used to do such things as Charm victims, cast invisible Magic Missiles, throw Fireballs, and cast Lightning Bolts. Incantations do not utilize hard-to acquire materials, and can be used at any time. They require the use of the Magician's Magical Implement, however, and are physically exhausting.
Every time a Magician uses an Incantation, he suffers Subdual Damage equal to the Level of the Spell. As usual, every 5 points of Subdual damage inflicts a point of real damage. 0 Level Incantations can thus be used freely, but all others represent a potentially dangerous mental and physical strain.
A Magician can use any Incantation he knows, at any time. Of course, overuse of Incantations will cause the Magician to fall unconscious.
Magicians who rely heavily on Incantations are called Incanters, Conjurors, or Sorcerers .
CEREMONIAL MAGIC : A magical Ceremony is an intricate series of symbolic actions that create a magical effect. It differs from a Ritual in that anyone can attempt a Ritual, but only a true Magician can use spells of Ceremonial Magic. Many Magicians begin their careers with a Ritual that summons an Initiating entity, but thereafter turn to the practice of actual Ceremonial Magic.
Ceremonial Magic is typically used for such things as summoning entities, gaining lovers, changing a social situation, or creating permanently enchanted items. Ceremonial Magic takes a long time to perform, require expensive materials, and is limited in the times and places it can be successfully used. Unlike the use of Incantations, it is not dangerously exhausting. Typically, Ceremonial Magic creates much more powerful effects than other types of magic. It also allows effects to occur outside of direct sensory range, as long as the magician has a piece of the person or place that will serve as the point of origination for the spell's effect. Thus, Ceremonial Magic can be used to attack enemies that are halfway around the world.
Often, a Ceremony's effects can be held “in reserve” until the Magician wants them to occur. In such cases, the player should write the Ceremony's effect on an index card, and present the card to the CK at the time when he wants the effect to happen.
Assume that there is a 1 in 6 chance that a particular Ceremony can be performed on a desired day, and in a certain location. (This roll can be made in advance to determine where and when a Ritual can actually be performed.) Failure represents that the stars are wrong, it's the wrong moon phase, the weather is inappropriate, etc. Magical Ceremonies require half an hour per spell level to perform, and require materials with a worth in gold piece equal to 10 times the spell's level squared. 0 Level rituals cost nothing, and take a mere 10 minutes.
For purposes of determining the ability to perform a Ceremony, a “location” is an area of approximately 20 miles square, or 1 day's journey across. It is therefore common for Magicians to undertake long journeys, in order to be in a place where they will be able to perform a certain magical Ceremony.
Alternately, the CK may specify an exact time and place where a Ceremony must be performed, as well as the specific items that must be acquired. Such items should be strange, hard-to-obtain, and deeply symbolic in nature. It is suggested that the CK insist upon explicit terms for Ceremonies that create permanently enchanted items, while allowing the more abstract method for ordinary works of Ceremonial Magic.
The total Levels of Ceremonial spell effects a magician can keep “in reserve” is equal to their own character Level.
Magicians who specialize in Ceremonial magic are naturally called Ceremonial Magicians. The terms Evoker and Invoker are also common.
TALISMANS : A Talisman is a spell bound into an object, which when put in contact with a subject confers an effect constantly. For instance, a "Shield" Talisman provides the constant protection of the Shield spell, for as long as it is worn or carried. Other Talismans may do such things as make the wearer smarter, protect him from arrows, or provide constant warmth. Typically, a Talisman will be made as a pendant or small disk to be kept in a pocket. It is possible, however to create other types of Talismans (such as rings, daggers, etc).
A Talisman must be made for a particular person, object or place, and will have absolutely no effect on anybody or anything else. A Magician can make a Talisman for a friend, for example.
A magician can only have one Talisman active at a time. Every time a magician charges a new Talisman, all other Talismans created by that magician are discharged and deactivated.
A Talisman can only be charged at certain times and in certain places. In game terms, there is only a 1 in 6 chance that a certain Talisman can be made and charged on a particular day, and in a particular location. This roll can be made in advance to determine when and where a Talisman can be created. Failure means the planets are (or will be) in the wrong positions, the day desired is inauspicious, etc. As with magical Ceremonies, a “location” is an area of approximately 20 miles square, or 1 day's journey across. Therefore, Magicians will often relocate, in order to successfully charge a desired Talisman.
Creating the physical basis of a Talisman requires rare materials worth 100 times the square of the spell's Level, in either gold pieces, or XP value of creatures.. Charging a Talisman takes 1 hour per spell Level. For example, the Talisman of a 6th level spell requires materials with a total value of 2,400, in terms of gold pieces and/or the experience point value of needed monsters. It require 6 hours to charge. A 0 Level Talisman is made from common materials, has no real cost, and takes just 10 minutes to create.
The physical basis of a Talisman that has been discharged can be later recharged and reused. If anyone other than the Talisman's maker or its subject touches a Talisman, it is instantly discharged. Likewise, a Dispel Magic spell instantly discharges a Talisman. A Talisman can also be discharged at will by its maker, from any distance away. A Talisman's charge lasts only 28 days (1 moon), after which is must be recharged.
Those magicians who become known for their Talismans are often called Enchanters.
PACTS : A Pact is an agreement with an extra-planer creature, who will cause a specific magical effect to occur, but demand a particular payment each time The terms of payment demanded differ from creature to creature, but usually involve the gradual degradation of the Magician's abilities and resources. The player of a Magician character must record the terms of each Pact that the character can employ.
A typical pact might require the sacrifice of specific creatures with a total HD approximately equal to the Level of the spell, the permanent loss of wealth equal to 100 gp per spell level, the loss of a point of Constitution (or other Ability) per spell Level for a day, or cause 1d4 hit points of actual (not subdual) damage per spell Level to the Magician. Sometimes the spiritual powers will demand that the magician perform a specific act in order to activate the spell's power, or specify that the spell can only be cast for certain uses. 0 Level pacts generally require the sacrifice of a small animal of less than 1 HD, the loss of 1 hp, or the destruction of materials worth only 1 gp. The CK should design each pact to reflect both the nature of the spirit granting the power, and the overall impact for the Campaign.
Pacts of Levels 0 - 3 are often implicit, working without requiring an explicit prior agreement between the Magician and the empowering entity. They can be learned like any other spell. For example, the Magician knows that if he properly sacrifices a dog to the demon princess Gyzarath, he will be temporarily transformed into a dog himself, even if he has never actually spoken to Gyzarath. Pacts of Level 4 and above are always explicit, however, and must be granted directly by extra-planer creatures. Generally, an extra-planer creature will grant Pacts that allow a Magician to replicate the entity's own abilities.
A magician can use a Pact spell as often as they like, provided they are willing to pay the price each time. Almost any effect could be created through a Pact, but miracles of healing and restoration are particularly likely to be granted in this way.
A Magician who primarily employs Pacts is often called a Witch (if female), or a Warlock (if male). Magicians who serve the will of the Devils are furthermore differentiated by the term Diabolists, while those whose Pacts are Demonic in origin are called Demonolaters. Those who have many Pacts with the Fairy Folk are often called Fairy Doctors, while those who receive their powers from Angels are often called White Witches, or Theurgists.
ENCIPHER (Intelligence) : Magicians love codes, since they serve to further distinguish the learned Magician from from the ignorant masses. Furthermore, the threat of persecution from religious authorities often forces Magicians to conceal their knowledge. With a successful Intelligence Check, the Magician is able to encode information (such as a written text) in a baffling way. Unless the Magician reveals the the cipher's key, information so encrypted requires an Intelligence Check (with a CL equal to the Level of the Magician who encoded it) to be deciphered. Alternately such codes can become in-game puzzles to be solved by players, at the CK's discretion. Magicians often encipher the written forms of their spells, or sometimes even play elaborate jokes by passing off meaningless texts as encoded works of magical power.
ESOTERIC KNOWLEDGE (Intelligence) : In the course of their arcane studies Magicians learn much strange and occult lore. Whenever the Magician is presented with another Magician's cipher, a bizarre symbol, a fragment of a dead language, magical runes, or another bit of esoterica, they are entitled to an Intelligence check to see whether or not they have some idea of it's meaning. At the CK's discretion, a Magician could use this ability to read any glyphs inscribed on an enchanted item, thus identifying it.
INITIATE : Starting at 3rd Level, a Magician is able to begin others on the magical path. This simply allows the person initiated to become a 1st Level Magician – the new initiate must still learn or be taught actual spells in order to create magical effects. As previously stated, no person can become a Magician without being Initiated by an existing magician, or else by an extra-planer entity.
WEAKNESSES
MAGICAL IMPLEMENT: A Magician must employ a special implement in order to use their Incantations. This implement is separate from any object(s) required to perform specific magical Ceremonies. The Magician can choose their Magical Implement, and each choice has certain advantages and drawbacks.
Typical Magical Implements include:
Staff: A staff's advantages are that it can be used offensively, and can be carried as a walking stick without arousing undue suspicion. It's drawback is its size and awkwardness in tight situations.
Wand: A wand has the advantage of small size, making it concealable. Its drawback is its fragility.
Sword: A sword has the advantage of also being extremely effective in hand-to-hand combat, if needed. Its big drawback it that it is an obvious offensive weapon, and the Magician may not be able to carry it in certain social situations.
Dagger: A dagger can also be used in combat, like a sword, but it is smaller, concealable, and less likely to be banned from social situations.
Book: The advantage of using a small book of arcane writings as a Magical Implement is that it can easily be carried without suspicion (provided nobody else can read it), and, easily concealed (up a wide sleeve, for example). It's disadvantage is that it can be easily destroyed, and has no other use (except perhaps as a coaster for the Magician's ale).
Pantacle: The Pantacle is an arcane design painted or engraved on a flat object, typically circular. Its big advantage is that it can take the form of a buckler or small shield, adding to the Magician's defensive capability. Its disadvantage is that a Pantacle is the most obvious form of Magical Implement, and thus an easy target for the Magician's enemies.
A Magician character starts play with an appropriate Magical Implement of the player's choice. Replacing a lost Magical Implement generally costs 100 gp per Level of the Magician.
POWER OBJECT: Every Magician possesses an object that embodies their magical power. Sometimes, this object is identical with the Magician's Magical Implement. Other times, it take the form of a separate ring, pendant, crown, or other article of clothing or jewelry. Often, the Power Object is a large book that contains the written forms of all of the Magician's spells. The Power Object could even be a tattoo. In cases where the magician received their power by means of a contract with a Devil, the Magician will often have a copy of the contract as their Power Object.
If a Magician does not have their Power Object on their person, they use magic as if they were one Level lower. In the case of a first Level Magician, this means they would lose all ability to use magic at all, until they are back in contact with their Power Object. If any Magician's Power Object is ever actually destroyed, the character will likewise lose the use of all their spells, until they can recreate the object exactly as it was. In cases where the object cannot be replaced or recreated, (such as in the case of a Diabolical contract), the character will lose all magical abilities permanently. Thus, many Magicians will leave their Power Object in a secure place when adventuring, accepting a reduction in abilities in return for peace of mind.
Replacing a Power Object will cost 1,000 gp per Level of the Magician.
PRIME ATTRIBUTE: Intelligence
HIT DICE: d4
ALIGNMENT: Any
WEAPONS: Blowpipe, Cat-O-Nine-Tails, Club, Dagger, Dart, Dirk, Katar, Knife, Light Crossbow, Longsword, Pistol (if used), Poniard, Scimitar, Scythe, Shortsword, Sickle, Sling, Staff, Trident, Whip
ARMOR: Breastplate (Bronze or Steel), Buckler, Helmet (any), Leather Coat, Mail Shirt, Small Shield
ABILITES: Incantations, Ceremonial Magic, Talismans, Pacts, Encipher, Esoteric Knowledge, Initiate
WEAKNESSES: Magical Implement, Power Object
Level | Hit Dice | Basic To-Hit Bonus | Maximum Spell Level | Experience Points
1 | d4 | +0 | 1 | 0
2 | d4 | +1 | 1 | 2,251
3 | d4 | +1 | 2 | 5,001
4 | d4 | +1 | 2 | 9,001
5 | d4 | +1 | 3 | 18,001
6 | d4 | +2 | 3 | 35,001
7 | d4 | +2 | 4 | 70,001
8 | d4 | +2 | 4 | 140,001
9 | d4 | +2 | 5 | 300,001
10 | d4 | +3 | 5 | 425,001
11 | +1 HP | +3 | 6 | 650,001
12 | +1 HP | +3 | 6 | 900,001
13+ | | | 7, and so on. | +250,000 per level
MAGICIAN STARTING SPELLS:
A Magician character starts play knowing four 0 Level Spells, and two 1st level Spells. These spells can represent any mix of Incantations, Ceremonies, Talismans, or Pacts the player desires. The Magician is assumed to automatically gain 1 new spell per Level gained, which can also be of any kind the player desires (Incantation, Ceremony, Talisman, or Pact), and any Level the Magician can currently employ. All other spells learned must be gained in the course of regular game play.
The player of a Magician character must keep a current list of all the spells that her PC knows, broken down by Incantations, Ceremonies, Talismans, and Pacts. The same spell may in fact be found as a Incantation, Ceremony, Talisman, or Pact, but each version must be learned separately.
The strongest level of spell that the Magician is able to use is equal to one half his Level, rounded up.
Note: Extra-planer sources who teach spells can choose to impart the spell as an Incantation, Ritual, Talisman, or Pact.
Typical titles for Magicians:
Level 1-2: Apprentice, Neophyte, Tyro
Level 3-8 : Journeyman, Fellow, Adept
Level 9+: Wizard, Magus, Magister, Thaumaturge
0 & 1st LEVEL MAGICIAN SPELLS
Magician's spells are identical in most respects to the versions in the Player's Handbook, except the casting times and costs (if applicable) are uniform for each type of spell (as stated above). Also, the spell components listed in the Player's Handbook do not apply.
INCANTATIONS
Magical Implement required to cast.
Suffer Subdual damage equal to spell's Level.
0 LEVEL - Cast Freely
Dancing Lights
Endure Elements
First Aid
Ghost Sound
Influence
Know Direction
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Purify Food and Drink
1st LEVEL - Suffer 1 point of Subdual damage per use.
Alter Size
Burning Hands
Cause Fear
Change Self
Charm Person
Color Spray
Comprehend Languages
Create Water
Detect Chaos/Evil/Good/Law/Neutrality
Detect Illusion
Detect Magic
Detect Poison
Detect Secret Doors
Detect Undead
Erase
Feather Fall
Hold Portal
Hypnotism
Invisibility To Undead
Jump
Magic Missile
Obscuring Mist
Protection From Chaos/Evil/Good/Law
Read Magic
Remove Fear
Shield
Shocking Grasp
Silent Image
Spider Climb
Unseen Servant
Ventriloquism
MAGICAL CEREMONIES
1 in 6 chance that a Ceremony can be held on a given day in a desired 20 mile square area.
Can take effect at a distance, if the Magician has an item belonging to the subject.
* Indicates that an effect that can be held “in reserve” until the Magician wants it to take effect. The total Levels of Ceremonial spell effects a Magician can keep “in reserve” is equal to their own character Level.
0 LEVEL - No cost, 10 minutes to perform.
Arcane Mark
Feather Fall*
Ghost Sound
Influence*
Magical Aura
Mending
Message
Purify Food and Water*
1st LEVEL - Require 10 gp worth of materials, 30 minutes to perform.
Cause Light Wounds
Charm Person*
Cure Light Wounds
Identify*
Summon Familiar
Unseen Servant
TALISMANS
Constant effect for the intended possessor of Talisman.
1 in 6 chance that a Talisman can be charged on a given day in a desired location.
Discharged if touched by anyone other than Magician and intended possessor.
No more than 1 Talisman active at a time.
Talismans last 28 days before needing to be recharged.
0 LEVEL - Requires 1 gp of materials, 10 minutes to charge.
First Aid
Know Direction
Prestidigitation
1st LEVEL - Requires 100 gp, or the body parts of 100 xp worth of creatures. 1 hour to charge.
Detect Chaos/Evil/Good/Law
Detect Magic
Detect Poison
Endure Elements
Light
Mage Hand
Purify Food And Drink (personal effect)
PACTS
The following list is not exhaustive, since extra-planer beings can potentially grant Pacts that replicate any of their spell-like abilities, but represents suggested Pacts the Magician might possibly know at First Level, or gain by an increase in Levels.
The terms of each Pact must be defined, using the guidelines given in the Magician class description, and bearing in mind the character of the entity that fulfills the Pact.
0 LEVEL
Aid
Create Water
Endure Elements
First Aid
Influence
Light
Mending
Purify Food & Drink
1st LEVEL
Alter Size
Animal Friendship
Bane
Bless
Cause Light Wounds
Cure Light Wounds
Darkness
Identify
Invisibility to Undead
Protection From Chaos/Evil/Good/Law
Resist Elements
Sanctuary
Shield
Shillelagh
Sleep
Spider Climb
Summon Familiar
Unseen Servant
MAGICIAN
One who works wonders with strange incantations, bizarre ceremonies, enchanted talismans, and secret pacts.
Standing aloof from the mundane crowd, the mighty Magician twists reality itself to suit his will. Wielding strange powers gained by stranger means, he is alternately a figure of admiration, fear, wonder, and disgust to ordinary men. Through his arcane arts, the Magician can do such things as kill his enemies; gain wealth, power, and love; destroy armies; cure and cause wounds and diseases; create illusions; divine hidden knowledge; and transform into other shapes. Some Magicians work to improve the world through arcane means. Many more, however, pursue private schemes that range from merely insane, to terrifyingly malevolent.
An ordinary person cannot simply decide to become a Magician. Rather, the aspiring Magician must be initiated, either by another Magician, or by an extra-planer entity. Often, the aspirant enters into an Apprentice-Master relationship with a single, experienced Magician. Other times, the neophyte becomes a member of one of the existing Magical Orders, secret organizations generally characterized by strange rites, hierarchical structures, and secret agendas. If the Magician was Initiated by an extra-planer being (such as a Devil, Demon, Angel, or Fairy), he or she must have located and performed a summoning Ritual that attracted the attention of the initiating entity. Some such Rituals are well known and relatively simple (such as that which attracts a Black Man of the Crossroads), while others are far rarer and more complex (such as that which contacts a holy Guardian Angel). Some Magical Orders actually summon extra-planer entities to their induction ceremonies, to serve as the actual initiators of new magicians. Under no circumstances can an Initiation ever be coerced – in order to be efficacious, it must be voluntarily conferred.
Some tension exists between those Magicians who are members of Magical Orders, or have mortal Masters, and those who answer only to extra-planer entities. Many Magical orders are not above attacking, or causing legal trouble for, those renegade Magicians who refuse to submit to the orders' authority.
The term “spells” refers both to the effects created by Magicians, and the techniques used to create them. The acquisition of new spells is a constant concern of the Magician. These can be gained in a number of ways. Those Magicians who have personal Masters, or are members of Magical Orders, are usually taught such spells as their superiors deem fit. Spells can also be learned from the Spirits themselves, who are generally able to teach the ones that correspond to their own magical powers. Magicians also constantly experiment with magic, often creating new spells through their own research. Finally, spells can be gleaned from ancient texts, or even stolen from other Magicians!
Magicians are usually Humans, Elves, or Gnomes. Humans often focus on Ceremonial Magic, while Elves prefer Incantations, and Gnomes are masters of Talismans. Halflings are often afraid of true magic, while Dwarves suffer both from a lack of aptitude, and severe social sanctions against extra-religious magic. There are few Half-Orcs Magicians, but they are not unknown.
Magicians often have a complicated relationship with society at large. Secular nobility often look to Magicians to counter the temporal power of the Clergy. Many human nobles will employ a court Magician, asking occasional magical favors in return for a generous stipend, and ignoring any unsavory habits the Magician may posses. Human Clerics, of course, almost always despise Magicians, and may endeavor to eliminate them. Magicians generally despise Rogues and Assassins, except for those the Magicians employ against their rivals. Many Magicians in fact come to prefer the company of ensorcelled monsters to any human society.
Due to their love of secrets, ability to uncover information by strange means, and facility with codes and ciphers, Magicians are often involved in espionage. Many a court Magician is actually a spy for some other power, and many are even triple and quadruple agents!
Magicians may actually be of any Alignment. Those who were Initiated by extra-planer beings usually share those beings' Alignment. Most magical orders have agendas that correspond to a particular Alignment, and their members will usually have Alignments close to that of the organization as a whole. When an Apprentice and their Master differ radically in Alignment, it almost always eventually ends in a magical duel of some kind. Whatever a Magician's Alignment, however, frequent contact with arcane forces and strange entities eventually serve to disconnect her from the concerns of ordinary people. Even Good Magicians of long years may seem unsympathetic and inscrutable.
ABILITES
INCANTATIONS: An Incantation is a spell effected by means of magically potent words of power, or else spontaneous poetry that states the desired effect. Typically, they are used to do such things as Charm victims, cast invisible Magic Missiles, throw Fireballs, and cast Lightning Bolts. Incantations do not utilize hard-to acquire materials, and can be used at any time. They require the use of the Magician's Magical Implement, however, and are physically exhausting.
Every time a Magician uses an Incantation, he suffers Subdual Damage equal to the Level of the Spell. As usual, every 5 points of Subdual damage inflicts a point of real damage. 0 Level Incantations can thus be used freely, but all others represent a potentially dangerous mental and physical strain.
A Magician can use any Incantation he knows, at any time. Of course, overuse of Incantations will cause the Magician to fall unconscious.
Magicians who rely heavily on Incantations are called Incanters, Conjurors, or Sorcerers .
CEREMONIAL MAGIC : A magical Ceremony is an intricate series of symbolic actions that create a magical effect. It differs from a Ritual in that anyone can attempt a Ritual, but only a true Magician can use spells of Ceremonial Magic. Many Magicians begin their careers with a Ritual that summons an Initiating entity, but thereafter turn to the practice of actual Ceremonial Magic.
Ceremonial Magic is typically used for such things as summoning entities, gaining lovers, changing a social situation, or creating permanently enchanted items. Ceremonial Magic takes a long time to perform, require expensive materials, and is limited in the times and places it can be successfully used. Unlike the use of Incantations, it is not dangerously exhausting. Typically, Ceremonial Magic creates much more powerful effects than other types of magic. It also allows effects to occur outside of direct sensory range, as long as the magician has a piece of the person or place that will serve as the point of origination for the spell's effect. Thus, Ceremonial Magic can be used to attack enemies that are halfway around the world.
Often, a Ceremony's effects can be held “in reserve” until the Magician wants them to occur. In such cases, the player should write the Ceremony's effect on an index card, and present the card to the CK at the time when he wants the effect to happen.
Assume that there is a 1 in 6 chance that a particular Ceremony can be performed on a desired day, and in a certain location. (This roll can be made in advance to determine where and when a Ritual can actually be performed.) Failure represents that the stars are wrong, it's the wrong moon phase, the weather is inappropriate, etc. Magical Ceremonies require half an hour per spell level to perform, and require materials with a worth in gold piece equal to 10 times the spell's level squared. 0 Level rituals cost nothing, and take a mere 10 minutes.
For purposes of determining the ability to perform a Ceremony, a “location” is an area of approximately 20 miles square, or 1 day's journey across. It is therefore common for Magicians to undertake long journeys, in order to be in a place where they will be able to perform a certain magical Ceremony.
Alternately, the CK may specify an exact time and place where a Ceremony must be performed, as well as the specific items that must be acquired. Such items should be strange, hard-to-obtain, and deeply symbolic in nature. It is suggested that the CK insist upon explicit terms for Ceremonies that create permanently enchanted items, while allowing the more abstract method for ordinary works of Ceremonial Magic.
The total Levels of Ceremonial spell effects a magician can keep “in reserve” is equal to their own character Level.
Magicians who specialize in Ceremonial magic are naturally called Ceremonial Magicians. The terms Evoker and Invoker are also common.
TALISMANS : A Talisman is a spell bound into an object, which when put in contact with a subject confers an effect constantly. For instance, a "Shield" Talisman provides the constant protection of the Shield spell, for as long as it is worn or carried. Other Talismans may do such things as make the wearer smarter, protect him from arrows, or provide constant warmth. Typically, a Talisman will be made as a pendant or small disk to be kept in a pocket. It is possible, however to create other types of Talismans (such as rings, daggers, etc).
A Talisman must be made for a particular person, object or place, and will have absolutely no effect on anybody or anything else. A Magician can make a Talisman for a friend, for example.
A magician can only have one Talisman active at a time. Every time a magician charges a new Talisman, all other Talismans created by that magician are discharged and deactivated.
A Talisman can only be charged at certain times and in certain places. In game terms, there is only a 1 in 6 chance that a certain Talisman can be made and charged on a particular day, and in a particular location. This roll can be made in advance to determine when and where a Talisman can be created. Failure means the planets are (or will be) in the wrong positions, the day desired is inauspicious, etc. As with magical Ceremonies, a “location” is an area of approximately 20 miles square, or 1 day's journey across. Therefore, Magicians will often relocate, in order to successfully charge a desired Talisman.
Creating the physical basis of a Talisman requires rare materials worth 100 times the square of the spell's Level, in either gold pieces, or XP value of creatures.. Charging a Talisman takes 1 hour per spell Level. For example, the Talisman of a 6th level spell requires materials with a total value of 2,400, in terms of gold pieces and/or the experience point value of needed monsters. It require 6 hours to charge. A 0 Level Talisman is made from common materials, has no real cost, and takes just 10 minutes to create.
The physical basis of a Talisman that has been discharged can be later recharged and reused. If anyone other than the Talisman's maker or its subject touches a Talisman, it is instantly discharged. Likewise, a Dispel Magic spell instantly discharges a Talisman. A Talisman can also be discharged at will by its maker, from any distance away. A Talisman's charge lasts only 28 days (1 moon), after which is must be recharged.
Those magicians who become known for their Talismans are often called Enchanters.
PACTS : A Pact is an agreement with an extra-planer creature, who will cause a specific magical effect to occur, but demand a particular payment each time The terms of payment demanded differ from creature to creature, but usually involve the gradual degradation of the Magician's abilities and resources. The player of a Magician character must record the terms of each Pact that the character can employ.
A typical pact might require the sacrifice of specific creatures with a total HD approximately equal to the Level of the spell, the permanent loss of wealth equal to 100 gp per spell level, the loss of a point of Constitution (or other Ability) per spell Level for a day, or cause 1d4 hit points of actual (not subdual) damage per spell Level to the Magician. Sometimes the spiritual powers will demand that the magician perform a specific act in order to activate the spell's power, or specify that the spell can only be cast for certain uses. 0 Level pacts generally require the sacrifice of a small animal of less than 1 HD, the loss of 1 hp, or the destruction of materials worth only 1 gp. The CK should design each pact to reflect both the nature of the spirit granting the power, and the overall impact for the Campaign.
Pacts of Levels 0 - 3 are often implicit, working without requiring an explicit prior agreement between the Magician and the empowering entity. They can be learned like any other spell. For example, the Magician knows that if he properly sacrifices a dog to the demon princess Gyzarath, he will be temporarily transformed into a dog himself, even if he has never actually spoken to Gyzarath. Pacts of Level 4 and above are always explicit, however, and must be granted directly by extra-planer creatures. Generally, an extra-planer creature will grant Pacts that allow a Magician to replicate the entity's own abilities.
A magician can use a Pact spell as often as they like, provided they are willing to pay the price each time. Almost any effect could be created through a Pact, but miracles of healing and restoration are particularly likely to be granted in this way.
A Magician who primarily employs Pacts is often called a Witch (if female), or a Warlock (if male). Magicians who serve the will of the Devils are furthermore differentiated by the term Diabolists, while those whose Pacts are Demonic in origin are called Demonolaters. Those who have many Pacts with the Fairy Folk are often called Fairy Doctors, while those who receive their powers from Angels are often called White Witches, or Theurgists.
ENCIPHER (Intelligence) : Magicians love codes, since they serve to further distinguish the learned Magician from from the ignorant masses. Furthermore, the threat of persecution from religious authorities often forces Magicians to conceal their knowledge. With a successful Intelligence Check, the Magician is able to encode information (such as a written text) in a baffling way. Unless the Magician reveals the the cipher's key, information so encrypted requires an Intelligence Check (with a CL equal to the Level of the Magician who encoded it) to be deciphered. Alternately such codes can become in-game puzzles to be solved by players, at the CK's discretion. Magicians often encipher the written forms of their spells, or sometimes even play elaborate jokes by passing off meaningless texts as encoded works of magical power.
ESOTERIC KNOWLEDGE (Intelligence) : In the course of their arcane studies Magicians learn much strange and occult lore. Whenever the Magician is presented with another Magician's cipher, a bizarre symbol, a fragment of a dead language, magical runes, or another bit of esoterica, they are entitled to an Intelligence check to see whether or not they have some idea of it's meaning. At the CK's discretion, a Magician could use this ability to read any glyphs inscribed on an enchanted item, thus identifying it.
INITIATE : Starting at 3rd Level, a Magician is able to begin others on the magical path. This simply allows the person initiated to become a 1st Level Magician – the new initiate must still learn or be taught actual spells in order to create magical effects. As previously stated, no person can become a Magician without being Initiated by an existing magician, or else by an extra-planer entity.
WEAKNESSES
MAGICAL IMPLEMENT: A Magician must employ a special implement in order to use their Incantations. This implement is separate from any object(s) required to perform specific magical Ceremonies. The Magician can choose their Magical Implement, and each choice has certain advantages and drawbacks.
Typical Magical Implements include:
Staff: A staff's advantages are that it can be used offensively, and can be carried as a walking stick without arousing undue suspicion. It's drawback is its size and awkwardness in tight situations.
Wand: A wand has the advantage of small size, making it concealable. Its drawback is its fragility.
Sword: A sword has the advantage of also being extremely effective in hand-to-hand combat, if needed. Its big drawback it that it is an obvious offensive weapon, and the Magician may not be able to carry it in certain social situations.
Dagger: A dagger can also be used in combat, like a sword, but it is smaller, concealable, and less likely to be banned from social situations.
Book: The advantage of using a small book of arcane writings as a Magical Implement is that it can easily be carried without suspicion (provided nobody else can read it), and, easily concealed (up a wide sleeve, for example). It's disadvantage is that it can be easily destroyed, and has no other use (except perhaps as a coaster for the Magician's ale).
Pantacle: The Pantacle is an arcane design painted or engraved on a flat object, typically circular. Its big advantage is that it can take the form of a buckler or small shield, adding to the Magician's defensive capability. Its disadvantage is that a Pantacle is the most obvious form of Magical Implement, and thus an easy target for the Magician's enemies.
A Magician character starts play with an appropriate Magical Implement of the player's choice. Replacing a lost Magical Implement generally costs 100 gp per Level of the Magician.
POWER OBJECT: Every Magician possesses an object that embodies their magical power. Sometimes, this object is identical with the Magician's Magical Implement. Other times, it take the form of a separate ring, pendant, crown, or other article of clothing or jewelry. Often, the Power Object is a large book that contains the written forms of all of the Magician's spells. The Power Object could even be a tattoo. In cases where the magician received their power by means of a contract with a Devil, the Magician will often have a copy of the contract as their Power Object.
If a Magician does not have their Power Object on their person, they use magic as if they were one Level lower. In the case of a first Level Magician, this means they would lose all ability to use magic at all, until they are back in contact with their Power Object. If any Magician's Power Object is ever actually destroyed, the character will likewise lose the use of all their spells, until they can recreate the object exactly as it was. In cases where the object cannot be replaced or recreated, (such as in the case of a Diabolical contract), the character will lose all magical abilities permanently. Thus, many Magicians will leave their Power Object in a secure place when adventuring, accepting a reduction in abilities in return for peace of mind.
Replacing a Power Object will cost 1,000 gp per Level of the Magician.
PRIME ATTRIBUTE: Intelligence
HIT DICE: d4
ALIGNMENT: Any
WEAPONS: Blowpipe, Cat-O-Nine-Tails, Club, Dagger, Dart, Dirk, Katar, Knife, Light Crossbow, Longsword, Pistol (if used), Poniard, Scimitar, Scythe, Shortsword, Sickle, Sling, Staff, Trident, Whip
ARMOR: Breastplate (Bronze or Steel), Buckler, Helmet (any), Leather Coat, Mail Shirt, Small Shield
ABILITES: Incantations, Ceremonial Magic, Talismans, Pacts, Encipher, Esoteric Knowledge, Initiate
WEAKNESSES: Magical Implement, Power Object
Level | Hit Dice | Basic To-Hit Bonus | Maximum Spell Level | Experience Points
1 | d4 | +0 | 1 | 0
2 | d4 | +1 | 1 | 2,251
3 | d4 | +1 | 2 | 5,001
4 | d4 | +1 | 2 | 9,001
5 | d4 | +1 | 3 | 18,001
6 | d4 | +2 | 3 | 35,001
7 | d4 | +2 | 4 | 70,001
8 | d4 | +2 | 4 | 140,001
9 | d4 | +2 | 5 | 300,001
10 | d4 | +3 | 5 | 425,001
11 | +1 HP | +3 | 6 | 650,001
12 | +1 HP | +3 | 6 | 900,001
13+ | | | 7, and so on. | +250,000 per level
MAGICIAN STARTING SPELLS:
A Magician character starts play knowing four 0 Level Spells, and two 1st level Spells. These spells can represent any mix of Incantations, Ceremonies, Talismans, or Pacts the player desires. The Magician is assumed to automatically gain 1 new spell per Level gained, which can also be of any kind the player desires (Incantation, Ceremony, Talisman, or Pact), and any Level the Magician can currently employ. All other spells learned must be gained in the course of regular game play.
The player of a Magician character must keep a current list of all the spells that her PC knows, broken down by Incantations, Ceremonies, Talismans, and Pacts. The same spell may in fact be found as a Incantation, Ceremony, Talisman, or Pact, but each version must be learned separately.
The strongest level of spell that the Magician is able to use is equal to one half his Level, rounded up.
Note: Extra-planer sources who teach spells can choose to impart the spell as an Incantation, Ritual, Talisman, or Pact.
Typical titles for Magicians:
Level 1-2: Apprentice, Neophyte, Tyro
Level 3-8 : Journeyman, Fellow, Adept
Level 9+: Wizard, Magus, Magister, Thaumaturge
0 & 1st LEVEL MAGICIAN SPELLS
Magician's spells are identical in most respects to the versions in the Player's Handbook, except the casting times and costs (if applicable) are uniform for each type of spell (as stated above). Also, the spell components listed in the Player's Handbook do not apply.
INCANTATIONS
Magical Implement required to cast.
Suffer Subdual damage equal to spell's Level.
0 LEVEL - Cast Freely
Dancing Lights
Endure Elements
First Aid
Ghost Sound
Influence
Know Direction
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Purify Food and Drink
1st LEVEL - Suffer 1 point of Subdual damage per use.
Alter Size
Burning Hands
Cause Fear
Change Self
Charm Person
Color Spray
Comprehend Languages
Create Water
Detect Chaos/Evil/Good/Law/Neutrality
Detect Illusion
Detect Magic
Detect Poison
Detect Secret Doors
Detect Undead
Erase
Feather Fall
Hold Portal
Hypnotism
Invisibility To Undead
Jump
Magic Missile
Obscuring Mist
Protection From Chaos/Evil/Good/Law
Read Magic
Remove Fear
Shield
Shocking Grasp
Silent Image
Spider Climb
Unseen Servant
Ventriloquism
MAGICAL CEREMONIES
1 in 6 chance that a Ceremony can be held on a given day in a desired 20 mile square area.
Can take effect at a distance, if the Magician has an item belonging to the subject.
* Indicates that an effect that can be held “in reserve” until the Magician wants it to take effect. The total Levels of Ceremonial spell effects a Magician can keep “in reserve” is equal to their own character Level.
0 LEVEL - No cost, 10 minutes to perform.
Arcane Mark
Feather Fall*
Ghost Sound
Influence*
Magical Aura
Mending
Message
Purify Food and Water*
1st LEVEL - Require 10 gp worth of materials, 30 minutes to perform.
Cause Light Wounds
Charm Person*
Cure Light Wounds
Identify*
Summon Familiar
Unseen Servant
TALISMANS
Constant effect for the intended possessor of Talisman.
1 in 6 chance that a Talisman can be charged on a given day in a desired location.
Discharged if touched by anyone other than Magician and intended possessor.
No more than 1 Talisman active at a time.
Talismans last 28 days before needing to be recharged.
0 LEVEL - Requires 1 gp of materials, 10 minutes to charge.
First Aid
Know Direction
Prestidigitation
1st LEVEL - Requires 100 gp, or the body parts of 100 xp worth of creatures. 1 hour to charge.
Detect Chaos/Evil/Good/Law
Detect Magic
Detect Poison
Endure Elements
Light
Mage Hand
Purify Food And Drink (personal effect)
PACTS
The following list is not exhaustive, since extra-planer beings can potentially grant Pacts that replicate any of their spell-like abilities, but represents suggested Pacts the Magician might possibly know at First Level, or gain by an increase in Levels.
The terms of each Pact must be defined, using the guidelines given in the Magician class description, and bearing in mind the character of the entity that fulfills the Pact.
0 LEVEL
Aid
Create Water
Endure Elements
First Aid
Influence
Light
Mending
Purify Food & Drink
1st LEVEL
Alter Size
Animal Friendship
Bane
Bless
Cause Light Wounds
Cure Light Wounds
Darkness
Identify
Invisibility to Undead
Protection From Chaos/Evil/Good/Law
Resist Elements
Sanctuary
Shield
Shillelagh
Sleep
Spider Climb
Summon Familiar
Unseen Servant