You are a magic user, a student of strange and supernatural powers that are not well understood. You might be a mysterious conjurer, a dread witchdoctor, or an eccentric sorcerer with a six demon bag.
Magic is the most multi-faceted power in the game: it can conjure lightning, invoke spirits, beguile onlookers, or mend wounds in the blink of an eye. But there is a price to be paid, and no spell is uttered lightly. Like any adventurer, the magic user knows the value of a sharp blade and steady arm.
**Key Attribute**
Intelligence
**Hit Points**
Equal to Con score + Level.
**Weapons**
One handed [[weapons]], light crossbows, sling.
**Armour & Shields**
Light [[armour]].
**Class Starting Gear**
Spellbook, Longsword (1d8), Leather [[armour]] (+1 AC).
**Skills**
Arcane Lore, Apothecary plus roll **1d10** three times: (i) Animal Lore, (ii) Deception (iii) Detection, (iv) Divine Lore, (v) Gather Info, (vi) General Lore (vii) Persuasion, (viii) Watercraft (ix) Stealth, (x) Wilderness Lore.
| Level | AB | Ability |
|---|---|---|
| 1 | 0 | Spellcraft, Sense Magic |
| 2 | +1 | New Skill, Mental Apparatus |
| 3 | +2 | Unique Feature |
| 4 | +2 | +1 AC |
| 5 | +3 | New Skill, Veil Amulet |
| 6 | +4 | Unique Feature |
| 7 | +5 | Battle Foci |
| 8 | +5 | +1 AC, New Skill |
| 9 | +6 | Unique Feature |
## Spellcraft
At 1st level, you know a number of spells equal to your Int bonus; **roll 1d100** & consult the [[Spell List]] p.100 to determine which. With each new level, you may learn one new spell during Downtime through Magical Research (including studying spellbooks, scrolls, and so on acquired as loot).
You begin an adventure with **one use of this ability per level.** You may expend a use of this ability to attempt to cast any spell you know (see the [[Sorcery]] chapter p.91 for more). You may regain expended uses by taking Short or Long Rests.
**Spellbook**
No warlock can hold the workings of magic in their mind for long. The process of learning a spell is, in truth, a thought destroying one; the Veil inexorably warps perception, riddles memories, and erodes sanity. To counter this, sorcerers bind their most dangerous secrets in spellbooks, storing them apart from their daily consciousness until required. How often a Magic User must study their spellbooks is abstracted, but a wizard without their scrolls and tomes eventually finds themselves unable to invoke magic, cackling mad, or destroyed in an ill fated miscast (as the GM determines).
## Sense Magic
Once per point of Int modifier per adventure, you may spend an action to attempt an Int (Arcane Lore*) check to sense magic within line of sight up to Close range. If successful, you sense whether magic is present or absent, and its location. On a Great Success, you also confirm its general nature (eg protection, etc). Illusions cannot be detected in this way (p.91). On a failure, you cannot use this ability again until you sleep for six hours.
## Mental Apparatus
At 2nd level, you craft a circlet, cap, high rimmed collar, or other headgear that strengthens your mind against mental attacks (costs 50 sp). While openly wearing it you gain adv to resist mind based attacks including charm, fear, and so on, but excluding Madness. Your mental apparatus only functions for you or other Magic Users. If lost or destroyed, you may create another during Downtime.
## Unique Feature
At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45.
## New Skill
At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list).
## Veil Amulet
At 5th level, you craft an amulet, torc, or other talisman (100 sp) that assists you to curb adverse Veil effects. While openly wearing it you may spend a [[Rerolls|Reroll]] use to reroll a [[Dark and Dangerous Magic|DDM]] effect. Your amulet only functions for you or other Magic Users. If lost or destroyed, you may create another during Downtime.
## Battle Foci
At 7th level, you craft a wand, staff, or sword (200 sp) to better channel arcane energies. While wielding it you may spend a [[Rerolls|Reroll]] use to reroll any or all spell damage dice, or the number of targets affected by a spell. If lost or destroyed, you may create another during Downtime.
## Beyond 9th Level
If you survive this long, you retire to a remote tower to study the secrets of the multiverse, perhaps with an apprentice and strange servants in tow.