Dragon's Maw

The Magus

The Magus


Magi form a sub-class of magic-users, representing those through which arcane energy flows naturally. Some intelligence is required for working their innate magics, but far less so than other magic-users; while some may be scholarly sorts, or become so in old age, most are likely to be from the school of experience. A magus must have an intelligence of no less than 9, a minimum dexterity of 13, a minimum constitution of 11, and charisma of at least 15. Magi do not gain any experience bonus for having high scores in their required abilities.

The racial stock of magi (with limitations) is as follows: Humans (U), Elves (8), Skuld (Half-Elves) (11), and Horkos (Half-Orcs) (6). Horkos may consider their charisma when dealing with orcs for the purposes of qualifying to be a magus. Magi can be of any alignment.

Demi-human characters may multi-class Magus with either one of the Fighter classes or the Thief, so long as they qualify for both classes chosen. Multi-class magi cannot utilize shields while casting spells, but may wear armor otherwise permitted by their second class. Magi multiclassing with Thief must still abide by armor restrictions of that class, as usual.

Magi have a decent array of options for weapons and armor when compared to the typical magic-user, but this is restricted to those that do not require much skill or training to use. They use the thief matrix for attacks and magic-user for saving throws.

Armor & Weapons Permitted; Proficiency


Magi (Magic-Users) Table I.

Experience Points Experience Level 6-Sided HD Level Title
0-3,000 1 1 Novice
3,001-6,000 2 2 Guru
6,001-12,500 3 3 Spellshaper
12,501-25,000 4 4 Spellweaver
25,001-50,000 5 5 Spellwright
50,001-95,000 6 6 Arcanist
95,001-180,000 7 7 Mystic
180,001-365,000 8 8 Magus
365,001-730,000 9 9 Grand Magus
730,001-1,095,000 10 9+1 Grand Magus (10th level)
1,095,001+ 11 9+2 Grand Magus (11th level)

365,000 experience points per level for each additional level beyond the 9th

Magi gain 1 HP per level after the 9th


Spells Usable by Class & Level - Magi (Magic-Users)

Level 1st 2nd 3rd 4th 5th 6th 7th
1 2
2 3
3 4
4 4 2
5 5 3
6 5 3 2
7 6 4 3
8 6 4 3 2
9 6 5 4 3
10 6 5 4 3 2
11 6 6 5 4 3
12 7 6 5 4 3 2
13 7 6 6 5 4 3
14 7 6 6 5 4 3 2
15 7 6 6 6 5 4 3
16 7 7 6 6 6 5 3
17 8 7 6 6 6 6 4
18 8 7 7 6 6 6 4
19 8 7 7 6 6 6 5
20 8 7 7 7 6 6 5
21 8 8 7 7 7 6 6
22 9 8 7 7 7 7 6
23 9 8 8 7 7 7 6
24 9 8 8 7 7 7 6
25 9 8 8 8 7 7 6
26 9 9 8 8 8 7 7

The starting age of a magus tends to be more variable than other classes, reflecting that their powers can manifest earlier or later in life, and the time it takes to master.


Beginning at the 10th level of experience, a magus may build a tower and rule an area as a magic-user might, though they gain no special followers from doing so.

Magi are very limited in how many spells they know, possessing knowledge of only one (1) spell to start, determined randomly and automatically learned, and learning or working out one (1) new spell upon reaching each new level, following the same procedure for learning a spell as a magic-user would. A high intelligence may add additional spells known (see the chart on this page), but otherwise only a wish may grant more, if worded properly. Spells are cast in a manner similar to other classes, but a magus never "forgets" a spell, as they are tricks hard learned over time. Unlike other spellcasting classes, the magus does not need to prepare each casting of a spell; they may freely and spontaneously assign a spell to a spell slot for casting. Material components are likewise ignored unless there is a gold cost associated with it. Spell slots are regained through rest, as with the other spellcasting classes; for example, to regain first or second level spell slots, they must rest for 4 hours, then meditate 15 minutes per level of spell slot desired.

Pertaining to magic items, magi may utilize most useable by magic-users, save for those of a written nature useable only by a magic-user. Since they do not memorize spells as other spellcasters do, magic items such as the rings of wizardry or pearls of power are of no use to magi. A magus may only make use of magic-user scrolls if they know read magic. Magi may also use magic weapons and armor of the types allowed by the sub-class.

Magi are generally not as skilled or learned as other magic-users at making items. They may brew potions as a magic-user can, but they lack the facility of the mage or clergy with the written word, only able to scribe scrolls upon attaining the 14th level of experience, at which point they scribe as a magic-user does. Magi can also create charged or temporary magic items at this level, such as wands, staves, rods, etc. Truly permanent items remain beyond their abilities, though (at the GM's discretion) the aid of magical devices may be of use. This can result in unique items, such as a mace bearing charges of enchanted weapon or a suit of leather armor that could invoke fireshield spells. Such items would generally only be usable by magi or multiclass magic-users.


Spells Known Adjustments by Intelligence & Spell Level*

Score 1st 2nd 3rd 4th 5th 6th 7th
9
10
11
12
13 1
14 1 1
15 1 1 1
16 1 1 1 1 1
17 2 1 1 1 1 1
18 2 1 1 1 1 1 1

* These adjustments are not cumulative, and are only gained at the appropriate experience level that the spell levels become available to the magus.


Magi are beholden to the spell level limitation derived from intelligence. A magus with 9 intelligence is limited to 4th level spells, up to the 14 intelligence required for 7th level spells.

Should anyone under the effects of detect magic gaze upon a magus, they will see that they give off magical radiation and, if allowable to them, detect an intensity based on the level of the magus, beginning at dim and increasing one step every third level (3rd, 6th, etc.). Should the school be important, they emanate the school of their last used spell.

Additionally, no more than two magi may ever operate together at any time, else their radiations would feed off one another to cataclysmic results. Similarly, areas of dense magic may pose special risks to a magus.

These quirks are caused by their origin. Mere centuries ago, in a forgotten part of the world that now surely lies in ruin, an order seeking to bypass the normal laws of spellcasting performed a dangerous and intricate ritual to beseech a higher power to facilitate this. Amused at their hubris, the being granted their wish; arcane energies would flow through them like a font, but with so many unchecked sources of magic in the same area in bodies not capable of handling them, they all exploded.

A side-effect of this wish-granting is that there are now those rare few in the world that awaken to a similar power, albeit at a trickle instead of a rush, allowing the body to acclimate to the power flowing through them as ever more is gathered.


Magus Spell List

1st Level

  1. Affect Normal Fires
  2. Audible Glamer
  3. Burning Hands
  4. Dancing Lights
  5. Detect Invisibility
  6. Detect Magic
  7. Feather Fall
  8. Flame Arrow
  9. Friends
  10. Forget
  11. Jump
  12. Light
  13. Magic Missile
  14. Mending
  15. Message
  16. Protection from Evil (or its reverse)
  17. Ray of Enfeeblement
  18. Read Magic
  19. Shatter
  20. Shield
  21. Shocking Grasp
  22. Sleep
  23. Spider Climb
  24. Unseen Servant

2nd Level

  1. Blindness
  2. Blur
  3. Charm Person
  4. Comprehend Languages
  5. Darkness
  6. Enchanted Weapon
  7. Enlarge (or its reverse)
  8. ESP
  9. Fire Trap
  10. Fog Cloud
  11. Hypnotic Pattern
  12. Identify
  13. Knock
  14. Levitate
  15. Locate Object
  16. Magic Mouth
  17. Mirror Image
  18. Monster Summoning I
  19. Phantasmal Force
  20. Protection from Normal Missiles
  21. Rope Trick
  22. Strength
  23. Web
  24. Wizard Lock

3rd Level

  1. Blink
  2. Clairaudience
  3. Clairvoyance
  4. Continual Light (or its reverse)
  5. Detect Illusion
  6. Dig
  7. Dispel Magic
  8. Extension 1
  9. Fear
  10. Fireball
  11. Fire Charm
  12. Hold Person
  13. Ice Storm
  14. Improved Phantasmal Force
  15. Infravision
  16. Invisibility
  17. Lightning Bolt
  18. Monster Summoning II
  19. Plant Growth
  20. Remove Curse (or its reverse)
  21. Stinking Cloud
  22. Suggestion
  23. Tongues
  24. Water Breathing

4th Level

  1. Animate Dead
  2. Cloudkill
  3. Cone of Cold
  4. Confusion
  5. Conjure Elemental
  6. Dimension Door
  7. Extension II
  8. Emotion
  9. Fly
  10. Fire Shield
  11. Haste
  12. Invisibility, 10' Radius
  13. Lower Water
  14. Mass Morph
  15. Minor Creation
  16. Monster Summoning III
  17. Move Earth
  18. Paralyzation
  19. Reverse Gravity
  20. Slow
  21. Stone Shape
  22. Wall of Fire
  23. Wall of Ice
  24. Wizard Eye

5th Level

  1. Airy Water
  2. Animal Growth (or its reverse)
  3. Charm Monster
  4. Contact Other Plane
  5. Death Spell
  6. Extension III
  7. Glassee
  8. Minor Globe of Invulnerability
  9. Hold Monster
  10. Improved Invisibility
  11. Magic Jar
  12. Major Creation
  13. Mass Suggestion
  14. Monster Summoning IV
  15. Part Water
  16. Passwall
  17. Polymorph Other
  18. Polymorph Self
  19. Wall of Stone
  20. Wall of Iron

6th Level

  1. Charm Plants
  2. Control Weather
  3. Delayed Blast Fireball
  4. Disintegrate
  5. Geas
  6. Glassteel
  7. Legend Lore
  8. Mass Invisibility
  9. Maze
  10. Monster Summoning V
  11. Power Word Blind
  12. Power Word Stun
  13. Project Image
  14. Repulsion
  15. Stone to Flesh (or its reverse)
  16. Teleport
  17. Transmute Rock to Mud (or its reverse)
  18. Vanish
  19. Veil
  20. Wall of Force

7th Level

  1. Antipathy (or its reverse)
  2. Anti Magic Shell
  3. Astral Spell
  4. Mass Charm
  5. Meteor Swarm
  6. Mind Blank
  7. Monster Summoning VI
  8. Phase Door
  9. Polymorph Any Object
  10. Prismatic Spray
  11. Temporal Stasis
  12. True Sight

#adnd #homebrew #ttrpg