Magician Class
The Magician class was first given in the Birthright boxed set. The conversions of the magician made for 3E have been prestige classes. As they are actually a more common class than 'real' wizards, I feel that a class of their own is more inappropriate. I have made the Magician into a class of their own, and have written this write up to fill the gap.
Magicians belong to the world of Birthright. These spellcasters specialize in the lesser magics of knowing (divination) and seeming (illusion). Magicians devote their time to a very small number of lesser spells and are thus able to master such spells with far greater facility than most wizards. Magicians whose skills lie primarily in divination are often referred to as seers or diviners.
Magicians tend to be less intimidating to others than true wizards. Regular folk consider them eccentric and mysterious, and might not invite them over for dinner or be happy about one marring into the family. But they do recognize the difference between a seer who can predict the sex of an unborn child or help find lost items and a wizard regent capable of summoning undead legions.
Magicians can not depend on magic alone to earn a living or to defend them from danger. Thus, they become performers, storytellers, and artisans. Magicians also take the time to learn the basics of combat and to wear armor if they must.
Blooded scions may choose to study this craft, but generally choose the path of true magic and advance as a wizard.
- Hit Die: d6
- Base Attack Increment: As Bard
- Saving Throws : Fortitude (Poor), Reflex (Poor), Will (Good)
- Skill Points at Each Level: 4 + Int modifier.
- Class Skills: alchemy (Int), appraise (Int), bluff (Cha), concentration (Con), craft (Int), diplomacy (Cha), forgery (Int), gather information (Cha), innuendo (Wis), intimidate (Cha), knowledge [all skills, taken individually] (Int), pick pocket (Dex), profession (Wis), scry (Int), spellcraft (Int), use magic device (Cha).
Weapon and Armor Proficiency: Magicians are proficient in all simple weapons and with light armor. Note that the standard armor check penalties to skills apply. Like any other arcane spellcaster, a magician can cast spells while wearing armor or using a shield but suffers a chance of arcane spell failure if the spell in question has a somatic component (most do). Magicians do not gain proficiency with shields.
Spells: Magicians calculate their maximum number of arcane spells per day as wizards of equal level. Magician characters, however, may only use arcane spells of 3 rd level or higher from the schools of illusion or divination.
Special Ability: At first level and every four levels, the magician may choose one ability among the following:
- Familiar: The magician can acquire a familiar in exactly the same way a sorcerer or wizard does. See the PH, p 51. This ability may only be taken once.
- Item creation feat: A magician may select a standard item creation feat whose prerequisites they satisfy. This ability may be taken multiple times.
- Metamagic feat: A magician may select a standard metamagic feat whose prerequisites they satisfy. This ability may be taken multiple times.
- School specialization: Magicians are masters of the arts of divination and illusion. They have full access to both schools and eventually gain specialization and focus in each. A magician with this ability gains specialization in either divination or illusion. No opposition school is required. A magician with this ability is not limited to a single school of specialization magicians may specialize in both schools. If so, the caster receives only one bonus spell preparation per spell level, but the spell may be chosen from either school. In addition to the bonus spell preparations, the magician gains +2 to spellcraft rolls to learn spells of the chosen school(s) and all other benefits, which accrue to school specialization. This ability may be taken twice. See PH p. 54 for rules on school specialization.
- Skill focus feat: A will magician often develop a skill to very high levels to overcome the limitations of their magic. This gives them a professional focus, like wise scholar, tricky charlatan or sinister trap builder. The bonus skill focus feat can only be applied to the following skills; alchemy, bluff, craft (locksmithing), craft (trap making), knowledge (local), perform, pick pocket, spellcraft, or use magic device. This ability may be taken multiple times.
- Spell focus feat: A magician may Spell Focus with either the school of illusion or divination. This ability may be taken twice, once for each school.
- Spell mastery feat: A magician may learn the spell mastery feat (which is normally available only to wizards). This ability may be taken multiple times, either as a bonus feat or as a normal feat. See PH p. 54.
Level |
|
Base
Attack Bonus |
Fortitude
Save |
Reflex
Save |
Will
Save |
Special |
1 |
|
+0 |
+0 |
+0 |
+2 |
Special ability |
2 |
|
+1 |
+0 |
+0 |
+3 |
|
3 |
|
+2 |
+1 |
+1 |
+3 |
|
4 |
|
+3 |
+1 |
+1 |
+4 |
Special ability |
5 |
|
+3 |
+1 |
+1 |
+4 |
|
6 |
|
+4 |
+2 |
+2 |
+5 |
|
7 |
|
+5 |
+2 |
+2 |
+5 |
|
8 |
|
+6/+1 |
+2 |
+2 |
+6 |
Special ability |
9 |
|
+6/+1 |
+3 |
+3 |
+6 |
|
10 |
|
+7/+2 |
+3 |
+3 |
+7 |
|
11 |
|
+8/+3 |
+3 |
+3 |
+7 |
|
12 |
|
+9/+4 |
+4 |
+4 |
+8 |
Special ability |
13 |
|
+9/+4 |
+4 |
+4 |
+8 |
|
14 |
|
+10/+5 |
+4 |
+4 |
+9 |
|
15 |
|
+11/+6/+1 |
+5 |
+5 |
+9 |
|
16 |
|
+12/+7/+2 |
+5 |
+5 |
+10 |
Special ability |
17 |
|
+12/+7/+2 |
+5 |
+5 |
+10 |
|
18 |
|
+13/+8/+3 |
+6 |
+6 |
+11 |
|
19 |
|
+14/+9/+4 |
+6 |
+6 |
+11 |
|
20 |
|
+15/+10/+5 |
+6 |
+6 |
+12 |
Special ability |
|
|