Ultimate Magician

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Game Rule Information

Magicians have the following game statistics.

  • Abilities:
  • Alignment: Any.
  • Hit Points per Level: 1d4 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The magician's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), and Spellcraft (Int).

Class Table

       Base            Fort  Ref   Will
Level  Attack Bonus    Save  Save  Save   Special            .
1st    +0              +0    +0    +0     Harmless -1, Spellcasting
2nd    +1              +0    +0    +0     -
3rd    +1              +1    +1    +1     -
4th    +2              +1    +1    +1     Scribe Scroll
5th    +2              +1    +1    +1     Harmless -2
6th    +3              +2    +2    +2     -
7th    +3              +2    +2    +2     Deft Hands
8th    +4              +2    +2    +2     -
9th    +4              +3    +3    +3     Harmless -3
10th   +5              +3    +3    +3     Bonus Feat

Weapon and Armor Proficiency: A magician is proficient with 5 simple weapons of her choice and no armor.

Harmless (Ex): A magician is treated as his Challenge Rating was lower by 1 for the purposes of him gaining experience and for others gaining experience for defeating the magician. His “virtual CR” is further reduced by 1 at 5th and 9th level.

Spellcasting: A magician casts arcane spells spells, which are drawn from the wizard's spell list. To learn or cast a spell, a magician must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a magician's spell is 10 + half the magician's level + the magician's Charisma modifier. Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day (excluding invocations, see below). The magician doesn't receive bonus spells per day for having high Charisma score. Like bard or paladin, a magician may know a number of spells from each spell level equal to 3 + his Charisma modifier. It is possible for him to learn spells above that limit, but the costs are high. Magician's spell slots regenerate after good night's sleep. If she did not have such a luxury, she cannot fill emptied slots until she rests. A magician need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that level. She does not have to decide ahead of time which spells she’ll cast. magician's caster level is equal to her class level.

Spells per day

  Spells per day    Invocations
Level   0 1 2 3 4   C.L.  known
1st     3 - - - -   1     1
2nd     3 1 - - -   1     2
3rd     3 2 - - -   2     2
4th     3 2 1 - -   2     2
5th     3 3 1 - -   3     2
6th     3 3 2 - -   3     3
7th     3 3 2 1 -   4     3
8th     3 3 3 1 -   4     3
9th     3 3 3 2 -   5     3
10th    3 3 3 2 1   5     4

Learning New Spells: Learning New Spells: A magician can learn any spell, but doing so is very expensive and time consuming. Learning a spell requires expenditure of gold equal to spell's level squared x 50 (or 25 gp in case of 0-level spells) for special rare materials. In addition, the magician must either have a teacher (another arcane spellcaster who knows the spell - that person need not to be a wizard though), a scroll with the spell (which is destroyed in the process of learning it), or spend a number of days equal to spell's level squared on developing the spell from scratch (6 hours for a 0-level spell). If a magician attempts to learn a spell and she already reached her limit of spells known for that level, multiply gold cost by 10. A newly created 1st level magician knows a number of 0-level level spells equal to her Cha bonus.

Spellbooks: Spells are difficult to contain in memory. Every day a magician must study her spellbook for 1 hour (this can be done at any time of day, but a magician must not be fatigued or otherwise tired). Studying spells written in the book allows the magician to refresh her memory and keep her spellcasting abilities at peek efficiency. For each day the magician does not study her spellbook, her caster level is cumulatively reduced by 1 when determining effects of spells, unless she studies her spellbook for an hour.

Invocations: A magician can cast some spells as invocations. That means that she doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. A magician can cast invocations even if she has no slots left. At 1st level, a magician learns how to cast one 0-level spell from the list below as invocation (provided she knows that spell). At 2nd level and every 4 levels thereafter, a wizard learns how to cast another spell from the list below as invocation. A magician can choose a spell she doesn't yet know, but she is unable to cast it until she learns it. She cannot, however, choose a spell she can't yet cast because her class level is too low to access that level of spells. List of spells a magician can cast as invocations:

  • 0-level - Prestidigitation, Daze, Flare, Mage Hand
  • 1st level - Animate Rope, Lesser Confusion, Obscure Object
  • 2nd level - Misdirection, Pyrotechnics
  • 3rd level - Dispel Magic

Scribe Scroll: At 1st level, a magician gains Scribe Scroll as a bonus feat.

Deft Hands: At 7th level, a magician gains Deft Hands as a bonus feat.

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