
Magician
Profession, single-classed
A single-classed specialist in Enchantment, the field of illusion and conjuration. Magicians start with fewer spells than dual-classed casters but rise in level faster and alone learn the mightiest illusions and conjurations.
From the book
Magicians practice Enchantment, the field of magic most closely tied to illusion and conjuration.
Because they are single-classed their early spell choice is quite narrow next to dual-classed casters such as wizards, sorcerers and witches, but with only one field to master they advance in level much faster, and as specialists they alone can learn the strongest illusion and conjuration spells. They may be of any alignment and make a living in many ways: novices, like charlatans, sometimes join traveling shows, though few stay long; their skill with powders and magical substances leads some to work with alchemists as assistants or partners; and high level magicians may open shops selling magical and alchemical goods.
All can often see through illusions and tell conjured beings from real ones by observation alone, without magic.
Skills by level
- Level 1
- Any Single Weapon
- Read Magic (100%)
- Spell Casting
- Magical Mixtures
- Level 3
- Level 5
- Level 7
- Level 9
- Level 11
- Rods, Staves, and Wands
- Level 12
- Level 13
At a glance
- Minimum attributes
- INT 12, WILL 12, PER 12
- Alignment
- Any
- Combat training
- Untrained
- Hit points per level
- 1 H.P. per point of CON, plus 2 H.P. at first level; then +2 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Detect Illusion: spots illusory objects and creatures by observation alone, 35% + 5% per level; Detect Conjuration: tells real creatures from conjured ones, same chance; Perception % bonuses apply to both
- Fields of magic
- Enchantment
- Restrictions
- Initially limited choice of spells compared with dual-classed casters
