So, this is an entirely revamped version of the Magic-User, built using the magic system I linked in my article on my New Magic System. IT IS HIGHLY RECOMMENDED THAT YOU READ IT IN ORDER TO FULLY UNDERSTAND WHAT IS HAPPENING HERE. (PDF at the bottom of this article.)
In my opinion, this is what a Wizard should be in a low-ish magic setting. They start out with an incomplete mastery of their ability to use magic, and are only able to access relatively simple and mundane magic. Their magic, however, is very utilitarian. Casting complex, very powerful magic, is a time-consuming and expensive process.
The reason I made this is because, in my world of Azorynia, magic is a very real and very well known thing that is also very complex and very difficult to control.There are little examples of magic in most large towns and cities, and even people from isolated places are aware of magic, with very few exceptions. So having a magic-user in a party isn’t some mind-boggling event, because people know that their innate spell casting ability is probably rather basic.
I couldn’t have an adventuring party where just about anybody who studies magic with enough dedication can be doing insane magic whenever they want. I needed something a bit more grounded, and I needed the REAL magic, the leveled spells, to be MAGICAL in the emotional sense of the word. Deciphering and casting a fireball spell should be a HUGE FUCKIN DEAL.
Just like the mages of folk-lore, they can do many a small trick on-the-spot, but large exertions of immense power take something else. This is hard to do in terms of game mechanics without making it needlessly complex, though. So instead, scrolls are required to cast actual, real spells. Of course they can be scribed, just like the normal rules, although the paper they are scribed on is usually the leather of an animal that is associated with magic in some way. This acts as a conduit with which the Wizard can channel more power than ever thought possible.
Although the base power level of the Wizard is relatively low, their training takes years to get to the point of being a level 1 magic user. And even then, they only have a 40-60% chance of successfully casting their Cantrips at level 1. This is, of course, increased as the character progresses, eventually reaching a point where the success is all-but guaranteed.
As a note, typical B/X style Magic-Users do exist in my setting, and they do have all the typical skills and spells that come with it. However, they are extremely rare because their existence seems to be caused by either some genetic anomaly, or by some sort of touch by the gods. While you could have both a Wizard and a Magic-User in the same party, this would make for a very unusual dynamic, and is not recommended in general.
I owe Gavin Norman and his Mage and Acolyte classes a big nod, because they provided the base of what inspired this new magic system.
The Wizards Other Abilities
In addition to using magic, they are capable of using their staff as a magic weapon, doing damage to creatures immune to mundane attacks. They can use armor with a penalty to casting attempts, and they can add their INT mod to their DEX mod when calculating Unarmored AC. Crafting magic items that are not scrolls, comes in at 7th level.
Arcane Cantrips
Below are all of the currently available Arcane Cantrips, and I will be adding more down the line.
Conjure Sound - Target: 9
Conjure a small sound at a distance of up to 20’ + the caster’s level. The sound is simple, such as knocking, a couple light footsteps, an object falling, or unintelligible mumbling. The sound lasts no more than one round.
Detect Magic - Target: 7
Concentrate on an area within 60’ for one turn, magic objects, areas, or creatures will begin to glow in a way only visible to the caster, for one turn. Failed checks may be reattempted, but will take another turn of focus.
Fear - Target: 10
Force an enemy to make a morale check. Cannot be used more than once per turn.
Light - Target: 7
An object of the Caster’s choosing will radiate soft light the same as a torch, for 1 turn per level. Can be ended at-will.
Nap - Target: 10
Similar to the sleep spell, Nap causes a magical slumber to come upon creatures, excluding the undead. A total of (1d6 + caster level) HD worth of creatures may be affected, from lowest to highest HD. No creature over 4 HD may be affected. The effect lasts one turn per caster level. May only be attempted once per turn.
Open/Close - Target: 9
Magically opens or pushes closed an unlocked object, and holds it open or closed for 1 round per level of the caster. May only be attempted once per portal per day.
Rally - Target: 10
Counters magical fear effects for the caster and allies within 20’ + another 10’ per caster level. Cannot be used more than once per turn.
Read Magic - Target: 8
Enables the caster to read scrolls, spell books, magical inscriptions or runes, and magic items. After successfully casting on an object, the caster is always able to read the magic of that particular object. May only be used once per turn.
Suggestion - Target: 10
Up to one HD of people per caster level, may save versus spells. Upon failure, they must listen to the caster’s commands for 1 round per caster level. The subject will save automatically if asked to put themselves in mortal danger. Can be used once per turn.
Below is the class, in both photographed, and PDF form.
It is important to note that I have stepped up the HD for every class. My Wizard’s d6 HD is the equivalent of the typical d4 Magic-User.
HERE IS THE WIZARD CLASS. This is a sort of “Living Document” and will be updated as things change, if they change. I will post about it if it happens.