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 1d3 force damage.
    • This is treated as a magical attack.
  • 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.