Magic-User (3.5e Class)

Summary::A basic spellcaster designed to fit alongside traditional casters. Length::20 Minimum Level::1 Base Attack Bonus Progression::Poor Fortitude Save Progression::Poor Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Spontaneous Arcane Spellcasting Class Ability::Spontaneous Divine Spellcasting Class Ability Progression::Full

Magic-User
This is a trim arcane spellcaster designed to fit in between the sorcerer and wizard while gaining a few interesting features of its own. It doesn't (currently) gain a familiar, but it can regain its spell slots with less down time. Most of its spells will be weaker than counterpart casters of the same level. It can cast low level spells in high level slots for added effectiveness beyond heightening and eventually gains 10th level spell slots. As a magic-user gains levels, it can continually cast its lowest spells from select chosen schools.

Making a Magic-User
A magic-user, with an hour of down-time, can refresh a few spells and keep going. Like the typical mage, he's weak with weapons and physical defenses. Almost everything he does, he uses his spells for. He isn't particularly skillful, but does possess a mix of charismatic and intelligent skills, allowing him to function as a diplomat and leader or a scholar and advisor. He's also slightly more robust than a sorcerer or wizard and can actually cast spells while holding a staff in both hands.

Abilities: Intelligence or Charisma determines a magic-user's primary casting ability and is paramount for their potential. Constitution and Dexterity typically follow in importance for defense/survival purposes.

Races: Any. Races with favorable Intelligence or Charisma are most common.

Alignment: Any.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: Moderate.

Class Features
All of the following are class features of the magic-user.

Weapon and Armor Proficiency: A magic-user is proficient with simple weapons (Reference: homebrew weapons). Simple weapons don't affect a magic-user's somatic components when held/wielded, counting as a "free hand" for spells with somatic components.



He may not learn spells from other lists, even if they are arcane. A magic-user may cast a spell he knows so long as he has an appropriate slot available. At first level, he chooses to use either his Intelligence or Charisma as his primary casting ability score.

To learn or cast a spell, a magic-user must have his primary casting ability score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a magic-user's spell is 10 + the spell's slot + the magic-user's primary casting ability score modifier.


 * Regaining Spent Spells: A magic-user, upon meditating for an hour, has a number of his spent spell slots restored equal to his primary casting modifier bonus (minimum 1), starting with the lowest slots restored first. Optionally, a magic-user may meditate for an hour and restore a number of his spent spell slots equal to 1/2 his primary casting modifier (minimum 1), restoring the slots of his choice.


 * A magic-user can cast only a certain number of spells until he meditates to regain his spent slots. However, as he gains higher levels, he may cast spells from his lowest level slots an unlimited number of times provided that they are not from a neglected school. His spell allotment total is given on Table: The Magic-User. He receives no bonus spells known or spells per day for a high primary casting ability score.


 * Ingraining Spells: A magic-user's selection of spells is rather limited. The spells a magic-user learns are ingrained into his soul (or animating force), allowing him to function much like a wizard's spellbook with an amount of available spaces equal to his ECL &times; 10. A spell takes up 1 space per spell level (one space each for 0-level spells). A 1st level magic-user begins with knowing six 0-level spells and two 1st-level spells of the player's choice.


 * A magic-user learns new spells in three ways. At each new magic-user level, he may learn two new spells for any spell level he is able to cast. Alternatively, a magic-user may ingrain himself with a new spell from a spellbook or arcane spell scroll with a Spellcraft skill check (DC 15 + spell level) while meditating, taking 10 minutes per spell level to do so. If the process is interrupted or the Spellcraft check fails, it can be re-attempted. Lastly, a magic-user may practice through trial and error to produce a desired spell effect with a Spellcraft skill check (DC 25 + spell level of the target spell) taking 1 hour per attempt, regardless of success. After success, another 8 hours is required to fully learn and ingrain the spell. If the spell to be learned has a costly material component or focus, it is required for the practice.


 * Neglected Schools: A magic-user temporarily neglects four spell schools of his choice. He may not normally cast spells from a neglected school, but may change his neglected schools after meditating. He may only cast spells from a neglected school if he has available slots in an Unlimited Focus spell level. The spell schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. The Universal spell category cannot be neglected.


 * A magic-user may cast spells from non-neglected schools without expending a slot from any of his Unlimited Focus spell levels, even if those levels are empty from casting neglected-school spells.


 * If a magic-user first identifies a spell as it is cast with a Spellcraft check (DC 15 + the spell's level) as a free action, and that spell is not of a neglected school, he may attempt to counterspell the spell as an immediate action rather than as a readied standard action.


 * Metamagic Spells: A magic-user's spells may have metamagic effects applied without increasing casting time. A magic-user may enhance his spells with metamagic effects, choosing when to apply these effects as the spell is cast.


 * Retraining Spells: A magic-user may flush a spell from himself permanently, freeing up the space it took, by meditating uninterrupted for 1 hour while taking no other actions.


 * Spellcaster's Power: A magic-user casts spells differently than other spell casters. His spell's levels are treated as the minimum spell-slot level from which it can be cast. He may cast spells in higher level slots where they are treated as spells of that level (similar to heightened spells). His spells are treated as the minimum level required to cast the spell from that slot's level (until he reaches 18th level and gains Spellcaster's Power Up). Spells that normally have linearly-scaling limitations based on caster level have those limitations scaled and raised to the caster level the spell is cast at.


 * Example: A fireball is a 3rd level spell. For a magic-user, this is the minimum level slot the spell may be cast from. If he is a 16th level magic-user, he can cast the spell as an 8th level spell as if it where cast by a 15th level caster, dealing 15d6 damage with a Reflex save (DC 18 + his primary casting ability score modifier).


 * {| class="zebra d20"

! rowspan="2" | Spell Level !! rowspan="2" | Effective Caster Level !! colspan="3" | Spellcaster's Power Up ! +1 @ 18th || +2 @ 19th || +3 @ 20th
 * 0 || 1st || 2nd || 3rd || 4th
 * 1st || 1st || 2nd || 3rd || 4th
 * 2nd || 3rd || 4th || 5th || 6th
 * 3rd || 5th || 6th || 7th || 8th
 * 4th || 7th || 8th || 9th || 10th
 * 5th || 9th || 10th || 11th || 12th
 * 6th || 11th || 12th || 13th || 14th
 * 7th || 13th || 14th || 15th || 16th
 * 8th || 15th || 16th || 17th || 18th
 * 9th || 17th || 18th || 19th || 20th
 * 10th || — || — || 19th || 20th
 * }
 * 6th || 11th || 12th || 13th || 14th
 * 7th || 13th || 14th || 15th || 16th
 * 8th || 15th || 16th || 17th || 18th
 * 9th || 17th || 18th || 19th || 20th
 * 10th || — || — || 19th || 20th
 * }
 * 9th || 17th || 18th || 19th || 20th
 * 10th || — || — || 19th || 20th
 * }
 * 10th || — || — || 19th || 20th
 * }

He may also cast spells from his neglected schools in these slots. At 10th level, he gains this ability for his 1st level spells. At 14th level, he gains this ability for his 2nd level spells. At 17th level, he gains this ability for his 3rd level spells and at 20th level, he gains this ability for his 4th level spells. This ability does not extend to casting gained from other sources.



It is traditional among magic-users that the first spell cast from his 10th level slot is a cantrip.

Epic Magic-User
An epic magic-user continues to gain feats as normal as he levels, but he may now gain Epic Feats for which he qualifies.







Human Magic-User Starting Package
Weapons: Quarterstaff (1d6/1d6, 4 lbs., bludgeoning), dagger (1d4 19-20/&times;2, 1 lb., piercing or slashing)

Skill Selection: Pick a number of skills equal to 4 + Int modifier +1 for being human.

Feat: Improved Initiative.

Bonus Feats: Silent Spell for being human.

Gear: Backpack (2 lbs.), bedroll (5 lbs.), scroll case (1/2 lb.), flint & steel, ink & inkpen, parchment &times;4, trail rations &times;4 (4 lbs.), torch &times;4 (4 lbs.), waterskin (4 lbs.).

Gold: 57 gp, 9 sp, 6 cp.

Campaign Information
This class is purposely designed to be sparse on flavor. Your character provides the flavor you want while the class provides the mechanics to back it up. Call him a shaman or a wizard, an eldritch enchanter or an occult incantator. Have him gain arcane inspiration from a powerful outsider patron, or from ancient tomes, or from a tribal ritual.

Do you find the above mechanics interesting but something is a little off? Check the variations and adaptations below and maybe you'll find what you're looking for there.

Playing a Magic-User
Religion: Religion isn't a focused aspect of a magic-user, though some may worship deities of magic.

Other Classes: Magic-users are often accompanied by a fighting man and a cleric when adventuring.

Combat: Magic-users focus on specific roles for expected situations. If needed, they can provide battlefield control, ranged artillery, support augmentations, summoned monsters or circumventive solutions with their spells. As they are fairly delicate and less able in combat, they attempt to avoid direct confrontation that puts them in danger. A magic-user's counterspelling lets him handle enemy spellcasters.

Advancement: Most magic-users continue through the class for their full career, aiming for those capstone abilities.

Magic-Users in the World
"It is the deep of night and the time that monsters awaken."

The magic-user has always had a place in high-fantasy realms.

Daily Life: The life of a magic-user is a life often reflected over during meditation. However, it is often tactics and strategies that they review, rather than introspection.

Organizations: Magic-users don't form colleges like wizards and they don't naturally develop their full potential like sorcerers. Magic-users rely on others who have maintained collections of spells, and may eventually form magic libraries or magic item shops. With their diplomatic charm, they often gain access to what resources other arcane casters have squirreled away.

Magic-users are most likely to gather for militaristic purposes or under the employ of rich patrons in need of spell casters capable of putting in a robust work day.

NPC Reactions: Common folk fear and revere magic. Wielding such a pervasive and destructive force makes others cautious.

Magic-User Lore
Characters with ranks in Knowledge (arcana) can research magic-users to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Magic-Users in the Game
PC magic-users fill the role reserved for a primary arcane spellcaster, which is usually the sorcerer or wizard, bringing the same spells to the table but with a little twist that requires some tactical forethought and decision making when choosing which spells to focus and neglect (and even learn in their limited capacity). They can hold a lot more low-level spells for greater versatility, or just a few higher level spells with room for a few lower spells to fill in their lower slots.

NPC magic-users are often temporary hirelings, merchant shopkeeper, magical emissaries and ambassadors, guides or squads under the employ of warring leaders.

Variants & Adaptations
Simply swap out the references to arcane and divine spells above, remove Eschew Materials for light and medium armor proficiency and set the primary casting ability modifier to Wisdom. At early levels, they'll be able to fully heal the party between combat given some downtime. Since by default they can't turn undead, summon animals, wear platemail or turn into tyrannosaurs, a divine magic-user has to focus on providing support and make use of spells that become uncapped.

Get rid of it and use the basic magic-user instead. A basic magic-user casts spells similarly to a spontaneous wizard with fewer known spells. For starters, he gains Heighten Spell at first level instead of Eschew Materials. He no longer gains the Spellcaster's Power Up ability (and epic equivalent), instead gaining a bonus feat for which he meets the prerequisites at those levels. His "Spells" entry now reads as this:

He may not learn spells from other lists, even if they are arcane. A basic magic-user may cast a spell he knows so long as he has an appropriate slot available. At first level, he chooses to use either his Intelligence or Charisma as his primary casting ability score.

To learn or cast a spell, a basic magic-user must have his primary casting ability score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a basic magic-user's spell is 10 + the spell's slot + the basic magic-user's primary casting ability score modifier.


 * Regaining Spent Spells: So long as a basic magic-user is able to meditate for 4 hours while taking no other actions, he is able to regain any spent spell slots.


 * A basic magic-user can cast only a certain number of spells of each spell level slot until he meditates to regain his spent slots. However, as he gains higher levels, he may cast spells from his lowest level slots an unlimited number of times provided that they are not from his neglected schools. His spell allotment total is given on Table: The Magic-User. He receives no bonus spells known or spells per day for a high primary casting ability score.


 * Ingraining Spells: A basic magic-user's selection of spells is rather limited. The spells a basic magic-user learns are ingrained into his soul (or animating force), allowing him to function much like a wizard's spellbook with an amount of available spaces equal to his ECL &times; 10. A spell takes up 1 space per spell level (one space each for 0-level spells). A 1st level basic magic-user begins with knowing six 0-level spells and two 1st-level spells of the player's choice.


 * A basic magic-user learns new spells in three ways. At each new basic magic-user level, he may learn two new spells for any spell level he is able to cast. Alternatively, a basic magic-user may ingrain himself with a new spell from a spellbook or arcane spell scroll with a Spellcraft skill check (DC 15 + spell level) while meditating, taking 10 minutes per spell level to do so. If the process is interrupted or the Spellcraft check fails, it can be re-attempted. Lastly, a basic magic-user may practice through trial and error to produce a desired spell effect with a Spellcraft skill check (DC 25 + spell level of the target spell) taking 1 hour per attempt, regardless of success. After success, another 8 hours is required to fully learn and ingrain the spell. If the spell to be learned has a costly material component or focus, it is required for the practice.


 * Neglected Schools: A basic magic-user temporarily neglects four spell schools of his choice. He may not cast spells from a neglected school, but may change his neglected schools after meditating. Universal category spells as a special case and may never be neglected. The schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation.


 * If a basic magic-user first identifies a spell as it is cast with a Spellcraft check (DC 15 + the spell's level) as a free action, and that spell is not of a neglected school, he may attempt to counterspell the spell as an immediate action rather than as a readied standard action.


 * Metamagic Spells: A basic magic-user's spells may have metamagic effects applied without increasing casting time. A magic-user may enhance his spells with metamagic effects, choosing when to apply these effects as the spell is cast.


 * Retraining Spells: A basic magic-user may flush a spell from himself permanently, freeing up the space it took, by meditating uninterrupted for 1 hour while taking no other actions.