The rest of this post is designated Open Gaming Content according to the Open Gaming License.
The Magus
The Magus is a mysterious figure, a student of
arcane powers and spell casting. Usually cloaked in robes woven with
mystical symbols, Magi can be devastating opponents. However, they
are usually physically weaker than other adventuring classes, and are
untrained in the use of armour and weapons.
As Magi progress in level, they generally become
the most powerful of the character classes, but at lower levels they
are quite vulnerable and must be protected by the other party
members. Perhaps one day, though, you will rise to such heights of
power that you can build a mystically protected tower for your
researches, create fabulous magic items, and scribe new formulae for
hitherto unknown spells. Such arch-mages can sway the politics of
kingdoms, and command respect and fear across the realms.
Table
6: Magus Advancement
Level
|
XP
|
d4 HD
|
BHB
|
ST
|
---|---|---|---|---|
1
|
0
|
1
|
+0
|
15
|
2
|
2,500
|
2
|
+0
|
14
|
3
|
5,000
|
3
|
+0
|
13
|
4
|
10,000
|
4
|
+0
|
12
|
5
|
20,000
|
5
|
+0
|
11
|
6
|
40,000
|
6
|
+0
|
10
|
7
|
80,000
|
7
|
+0
|
9
|
8
|
160,000
|
8
|
+0
|
8
|
9
|
320,000
|
9
|
+0
|
7
|
10
|
640,000
|
10
|
+0
|
6
|
Table
7: Magus Known Spells
Spell Level
|
|||||
---|---|---|---|---|---|
Level
|
1
|
2
|
3
|
4
|
5
|
1
|
2
|
–
|
–
|
–
|
–
|
2
|
4
|
–
|
–
|
–
|
–
|
3
|
6
|
2
|
–
|
–
|
–
|
4
|
8
|
4
|
–
|
–
|
–
|
5
|
8
|
4
|
2
|
–
|
–
|
6
|
8
|
4
|
4
|
–
|
–
|
7
|
8
|
6
|
4
|
2
|
–
|
8
|
8
|
6
|
6
|
4
|
–
|
9
|
8
|
6
|
6
|
4
|
2
|
10
|
8
|
8
|
6
|
4
|
4
|
Magus Class Abilities
XP Modified by Intelligence: The
Intelligence Modifier applies to XP gained by this class.
Saving Throw: Magi get +2 on saving throws
vs. magic.
Weapon/Armor Restrictions: Magi tend to
spend their waking hours in study of arcane tomes and scrolls, and as
such tend to not have much training in combat. They may use any
weapons, but suffer a -2 penalty to hit with all weapons except
daggers or staves. Likewise, while Magi may wear whatever armour they
choose, their lack of training means that they gain no benefit from
it – the protective benefits being negated by the
unaccustomed bulk.
Spell Casting: A Magus has mastered the
formulae for a number of spells depending on his level. These spells
may be cast freely, but each time a spell is cast it fatigues the
Magus, draining his hit points (see Game Rules).
Starting Spells: A starting Magus has
learned his initial spells either from an Arch-mage or from studying
a spell book or arcane library. The player should choose one of the
spell books, libraries and Arch-mages which are described in the magic booklet. The Magus' initial spells are then
determined randomly by rolling on the list of spells available from
the chosen source.
Learning New Spells: Upon gaining a level a
Magus is able to learn new spells, according to the known spells
table, from any available sources. If a Magus has no available
sources he will have to wait to learn new spells.
Specialist Knowledge: Magi spend much of
their lives absorbed in the study of obscure and esoteric areas of
knowledge. From his education, a Magus character can choose a number
of specialist areas of knowledge, based on his or her Intelligence
attribute. These are fields of study which the character has
researched during his or her education, and represent learning far
beyond what is common knowledge. Instead of an area of specialist
knowledge, an additional 1st level spell can be chosen, if the player
wishes.
Intelligence
|
Areas of Specialist Knowledge
|
---|---|
13 - 15
|
1
|
16 - 17
|
2
|
18
|
3
|
Some example areas of specialist knowledge are
given below, but players and Referees should feel free to invent
others. The use of these areas of expertise is left open to
interpretation and improvisation.
Alchemy:
The study of the physical substances of the world, and how their
admixture and transformation can give insight into the world of
spirit.
Ancient History: Detailed knowledge of the
history and legends of one or more ancient cultures.
Ancient
Languages: A Magus with this specialism would not be
penalised when making Language skill rolls to understand ancient or
dead languages.
Arcane
Languages: Various esoteric languages, which fall outside
of the scope of the Languages skill, are possible areas of study for
a Magus. Examples would include Faerie or angelic tongues, or the
languages of birds or burrowing animals.
Astrology / Astronomy: An intimate
knowledge of the stars, planets and constellations. The Magus may be
able to perform minor divinations by studying the night sky.
Demonology: Study of the various types and
ranks of demons, and their powers and vulnerabilities.
Herbalism:
Knowledge of wild and cultivated plants, and their effects on the
human body.
Medicine and Anatomy: The study of the
human body, its organs and their functions.
Undead:
Study of the various types of undead creatures, and their powers and
vulnerabilities.
Looks like a neat variation, though more of a support class than a primary adventurer, IMO. I like the adventurer/sage combo. Very much looking forward to the full magic book so that I can get a better handle on how it'll all work. (Fatigue rules, spell lists and so on.)
ReplyDeleteAnother great idea Gavin!
Glad to have peaked your interest Koren :)
ReplyDeleteYeah I guess the Magus makes more sense in the larger context of the rules and what I have in mind for the setting... I'll post more bits & pieces as things solidify.
Nice write-up. Is the picture from Buckland's Book of Saxon Witchcraft? It has been a while (15 years maybe) since I last looked at it, but I believe I remember that illustration.
ReplyDeleteHi Shane, no idea about the picture I'm afraid... google image search just threw it my way ;)
ReplyDeleteI dig the "skills" / specialist knowledge keyed to Int like that.
ReplyDelete