Magic-User
Magic-Users wield arcane power through study and intellect. You’re fragile in combat but devastating when your spells hit—and the higher you level, the more reality bends to your will.
HD: 4 + CON, then 1d4 (avg 2) + CON per level Saves: INT, WIS Ability Boost: +1 INT Weapons: Light Armor: None
Spellcasting
- Casting stat: INT
- Save DC: 8 + PB + INT
- Spell attack: PB + INT
- Preparation: After a rest, prepare spells equal to your level + INT.
- Casting: Spend a slot of the spell’s tier or higher. The slot is lost; the spell remains on your list.
- Progression: Magic-Users use the Spell Slot Progression table (see Magic Overview).
Cantrips
At level 1 you know two cantrips:
- Wizard Bolt: Make a ranged spell attack against one target within Near.
- On a hit: deal
1d3force damage. - This is treated as a magical attack.
- On a hit: deal
- Prestidigitation: Create harmless sensory effects or minor magical tricks (e.g., spark, puff of wind, change in taste). The Referee decides limits.
Boost Hook
When casting a spell marked Boostable, you may spend a Boost Die to trigger its extra effect (e.g., Magic Missile adds an extra dart).
Spellbook
You begin with a spellbook containing Read Magic plus (1 + INT) 1st-tier spells.
- Add spells by copying from scrolls, other spellbooks, or through research.
- Without your spellbook, you cannot prepare new spells.
See Spellbooks & Research for copying, research, and scroll rules.
Starting Kit (pick one)
- Scholar: Dagger, Arcane Staff, Spellbook; Ink & Quill, Scroll Case.
- Apprentice-on-the-Road: Dagger, Arcane Focus, Spellbook; Chalk, Charcoal, Component Pouch.