d20 Heyoka Studios Class Distinctions - The Magus.pdf

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Class Distinctions #1
The Magus
By Rogan R. Hamby
ADDITIONAL CREDITS:
Editor: James Stubbs
Layout: James Stubbs
Playtesting: The Atomic Brain Gaming Group
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lenge to the trademark or copyright concerned. This book is compatible with the Revised 3rd Edition rules. This edition of Class Dis-
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This document is a work of fiction. Any similarity to actual people, cats, organizations, places, or events is purely coincidental but
hopefully humorous in context.
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The Role of the Magus
Sample Magus
Gheron: Male Human Magus 12: CR 12; Medium
Humanoid ; HD 12d4; hp 31; Init + 0; Spd 30 ft.; AC 11,
touch 11, flat-footed 10; Base Atk +6; Grp +6; Atk +5
melee (1d4/19-20 dagger); SA: spells. AL CG; SV Fort
+4, Ref +5, Will +10; Str 10, Dex 13, Con 11, Int 17, Wis
14, Cha 14.
The magus (plural magi) is an arcane caster of a tradition
dating back to human civilizations only dimly remembered
today. The first magi were the fire priests who led the
worshipping people of desert coasts that mistrusted the
gods. As the leaders and scholars of their people, the magi
were free to study the depths of arcane sciences. They
pushed their abilities to the limit, using all of their mental
attributes to further their mastery of magic. Today, the
very term for common arcane manipulation, magic, is
borrowed from their title but few know that the magi still
exist.
Skills & Feats: Concentration +15, Craft (Bookbinding)
+7, Craft (Calligraphy) +7, Craft (Illustration) +7,
Decipher Script +18, Knowledge (arcana) +18,
Knowledge (history) +8, Knowledge (monsters) +8,
Knowledge (religion) +8, Spellcraft +18. Common,
Draconic, Elven, Orc. Spell Mastery (Teleport, Magic
Missile, Polymorph), Silent Spell, Extend Spell,
Maximize Spell, Quicken Spell, Arcane Spontaneity
(Polymorph).
Magi are spellcasters above and beyond all else. Their
closest counterparts are wizards but they tend to be less
adventurous and do not bother with binding familiars
as wizards do. A magus treasures the chance to focus
on their research that isolation brings rather than create
companionship. Additionally, while many wizards treasure
their role as item creators, magi prefer to research spells.
Magi respect discipline and are comfortable with wizards
and psions despite their differences. Magi consider
wizards distracted and psions limited but nonetheless
compatriots. Clerics are respected but their allegiances
with gods are mistrusted and druids are admirable but
… odd. In contrast, the lack of formal processes around
wilders, bards and sorcerers make them wild at best and
dangerous at worst.
Rotes: 256, used 254
Spells Prepared (save DC 13 + spell level): 0 -Detect
Magic x2, Read Magic x2, Mage Hand; 1 st - Cure Light
Wounds, Expeditious Retreat, Comprehend Languages,
Magic Missile x3, Shield x1, Mage Armor*; 2 nd - Bull’s
Strength, Cat’s Grace, Alter Self; 3 rd - Water Breathing,
Blink*, Wind Wall, Dispel Magic x2 ; 4 th - Scrying,
Charm Monster, Wall of Ice; 5 th - Teleport**, Persistent
Image, Break Enchantment, Waves of Fatigue; 6 th - True
Seeing*, Disintegrate.
* This spell is modified with the Extend Spell feat
** This spell is modified with the Quicken Spell feat.
Non-magic users such as fighters, monks and rogues are
seen as belonging to a different social class. Although
a magus will typically voice polite regard for those that
choose non-mystic paths, there is some contempt for those
who do not master the powers. Magi regard character
classes with limited magical knowledge, such as psychic
warriors, soul knives, rangers, and paladins as dilettantes.
Despite their personal biases, magi are practical, having
survived as a tradition for many thousands of years by
learning to get along with others and keep their profiles
low. There are many who mistrust people who cross as
many boundaries of lore as the magi do.
Gheron is a typical adventuring magus. He grew up in a
small riverside village as a priest and, when of age, was
exposed to the fact that it was not the Fire God that granted
magic but the magi’s own study of lore that did. Since
then, Gheron has left the village and found companions
whose treasure seeking has complemented his own interest
in the old desert ruins. Gheron hopes to one day return
home and, with enough original research and old artifacts
of his people, impress the elders enough to earn a post
among the order.
In a party, the magus has a similar function to that of a
wizard and is often the academic guru who can also play
a support role, function as a wild card or provide heavy
firepower depending upon spell selection. Magi often
adventure hoping to comb through ancient ruins and other
places of lost knowledge to gain a boost in their research.
Gheron’s equipment is typical of an adventuring magus
of his level (not listed here) and also has a pet cat named
Greymalkin.
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The Magus
To learn, prepare, or cast a spell, the magus must have an
Intelligence score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against a magus’s spell
is 10 + the spell level + the magus’s Intelligence modifier.
Alignment: Any.
Hit Die: d4.
A magus can cast a limited number of spells per day
limited by their allocation of rotes. Her base daily spell
allotment is given on Table: The Magus. In addition, she
receives bonus rotes per day if she has a high Intelligence
score.
Class Skills
The magus’s class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int),
Intimidate (Cha), Knowledge (all skills, taken individually)
(Int), Profession (Wis), and Spellcraft (Int).
Unlike a bard or sorcerer, but like a wizard, a magus may
know any number of spells. She must choose and prepare
her spells ahead of time by getting a good night’s sleep and
spending 1 hour studying her spellbook. While studying,
the magus decides which spells to prepare.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the magus.
Bonus Languages: A magus may substitute Draconic,
Celestial and Infernal for any of the bonus languages
available to the character because of her race.
Weapon and Armor Proficiency: Magi are proficient with
the dagger and quarterstaff, but not with any type of armor
or shield. Armor of any type interferes with a magus’s
movements, which can cause her spells with somatic
components to fail.
Spellbooks: A magus must study her spellbook each day
to prepare her spells. She cannot prepare any spell not
recorded in her spellbook, except for read magic , which all
magi can prepare from memory.
Spells: A magus casts arcane spells, which are drawn from
the sorcerer/wizard spell list. A magus must choose and
prepare her spells ahead of time (see below).
A magus begins play with a spellbook containing all 0-
level spells from the wizard/sorcerer spell list plus three
1st-level wizard/sorcerer spells of your choice. For each
point of Intelligence bonus the magus has, the spellbook
holds one additional 1st-level spell of your choice. At each
Table: The Magus
Fort
Save
Ref
Save
Will
Save
Spell
Level
Personal
Lore
Research
Adept
Level BAB
Special
Rotes
1st
+0
+0
+0
+2
Research Tome 7
I
2nd
+1
+0
+0
+3
10
3rd
+1
+1
+1
+3
16
II
4th
+2
+1
+1
+4
25
I
5th
+2
+1
+1
+4
34
III
6th
+3
+2
+2
+5
49
7th
+3
+2
+2
+5
64
IV
8th
+4
+2
+2
+6
85
II
9th
+4
+3
+3
+6
106
V
10th +5
+3
+3
+7
133
1st
11th +5
+3
+3
+7
160
VI
12th +6/+1
+4
+4
+8
193
III
13th +6/+1
+4
+4
+8
226
VII
14th +7/+2
+4
+4
+9
265
15th +7/+2
+5
+5
+9
304
VIII
16th +8/+3
+5
+5
+10
349
IV
17th +8/+3
+5
+5
+10
394
IX
18th +9/+4
+6
+6
+11
445
2nd
19th +9/+4
+6
+6
+11
472
20th +10/+5 +6
+6
+12
541
V
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new magus level, she gains two new spells of any spell
level or levels that she can cast (based on her new magus
level) for her spellbook. At any time, a magus can also add
spells found in other magi’s spellbooks to her own.
metamagic feat would increase the original spell times
the level of the spell being modified. So, for example, a
silenced third level spell would require 12 rotes: 9 for the
third level spell and 3 for silencing it.
Research Tome: One thing that follows a magus
throughout their career is a research tome. Unlike spell
books, research tomes are journals that function as spell
books secondarily. As a magus’s career goes on, it is
common to destroy old research tomes and create new
ones, removing pages from the old one to rebind and
adding pages.
A magus gains a bonus number of rotes equal to their
Intelligence modifier times the highest level of spell she
can cast each time she gains the ability to cast a new level
of spell. So, a level 11 magus with an Intelligence of 16
would gain 18 bonus rotes (level 6 spells times +3 from
Int). She would have last gained 15 bonus rotes at level 9
if her Intelligence had been 16 then as well.
A research tome has several advantages for an adventuring
magus as well as drawbacks. The primary drawback is that
the tome, due its interaction with the magus, is a mystic
link that can be used by appropriate rituals. Someone who
understands the text could also use it to gain insight into
the magus’s thinking.
A magus may also choose to not allocate all of their rotes
to use for spontaneous metamagic. See: Research Adept
Spell Level: This is the maximum spell level that the
magus can cast. At any level they can cast spells of this
level and lower that they have in their research tome
available for memorization.
Magi may memorize any spells they learn by researching
them, as a wizard does, from their research tome as if it
was a spell book. These spells do not require material
components if the magus has their research tome in their
hand and the components are 1 gold or less in value. This
limit increases to 2 gold at 10 th level, 3 gold at 15 th level
and 4 gold at 20 th .
Personal Lore: A magus pushes their knowledge of magic
to the degree that they can learn the casting secrets of
another class though it has risks. At 10 th and 18 th level, a
magi may choose another spell casting class whose spells
the magi may now research as arcane spells. Typically,
the class spell lists selected are cleric and druid though,
with GM permission, the Psion power list could be adapted
and learned as well. These spells must be researched
from scratch and cannot be learned from another source.
Additionally, this learning reflects the magus’s personal
insight so the spell is useless even to another magi who can
research spells from that class list.
Magi typically take great pride in their research tomes,
using the most expensive inks, bindings, covers and papers.
Many magi learn scribing and drawing skills in their craft.
Additionally, many enhance their tomes with protective
and utility spells. One natural ability of the magi, however,
is to have a vague awareness of their tome’s location
regardless of distance so long as they are on the same
plane. At 12 th level, the magi may scry on the tome at will.
Tapping into this knowledge is not without risk. As the
magus is now learning magic that they do not have the
inherent safeguards for, it can take a toll on her mind.
Every time a spell from another class list is researched, the
magus may develop a phobia. Spells of a level equal to or
lower than the magus’s Charisma bonus, are safe to learn,
as their sense of self-identity is strong enough to withstand
the stress. Magical spells or equipment that enhance
charisma do not count towards this limit. So, a magus with
a Charisma of 13 and a cloak of charisma +4 is still only
considered to have a charisma bonus of +1 for purposes of
determining what spells from another spell list are safe to
learn.
Magi research spells just as a wizard does.
Rotes: A magus memorizes spells by allocating rotes.
Rotes are units of memory, representing the ability of a
magus to apply the intensive process of embedding the
pattern of arcane magic onto the neural networks of the
magus’s mind. Each level of spell casting requires a
number of rotes as indicated below:
0 level
- 1rote
1 st level
- 3 rotes
2 nd level
- 6 rotes
3 rd level
- 9 rotes
Any spells with a level above the charisma bonus require a
Will save DC 20 + the level of the spell. Failure to make
the save means that they must roll on the fear chart below.
The fears that may be gained are not infinite and some
believe that the reason is that the magus’s mind is damaged
by exposure to knowledge that their mind is unprepared to
handle.
4 th level
- 12 rotes
5 th level
- 15 rotes
6 th level
- 18 rotes
7 th level
- 21 rotes
8 th level
- 24 rotes
9 th level
- 27 rotes
When spells are memorized, the magus may apply any
metamagic feats that she knows. Applying a metamagic
feat requires 1 rote per additional level of spell that the
The first time a phobia is rolled, the magus becomes
Shaken if exposed to the cause of their phobia. If they
roll that result again they instead become Frightened when
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