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===Making a Magic-User===
A magic-user, with an hour of down-time, can refresh a few spells and keep going. Like most mages, his focus isn't with weapons and physical defenses. Almost everything he does, he uses his spells for. He does possess a mix of charismatic and intelligent mental-based 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:''' [[SRD:Intelligence|Intelligence]], [[SRD:Wisdom|Wisdom]] or [[SRD:Charisma|Charisma]] determines a magic-user's primary casting ability and is paramount for their potential. [[SRD:Constitution|Constitution]] and [[SRD:Dexterity|Dexterity]] typically follow in importance for defense/survival purposes.
:''Regaining Spent Spells:'' A magic-user restores all spent slots after a full rest. A magic-user cannot regain a spell slot for a spell that is currently active. 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 (see [[#Unlimited Focus|Unlimited Focus]]). His spell allotment total is given on [[#Table: The Magic-User|Table: The Magic-User]].
:''Renewing Spells:'' A magic-user receives no bonus spells known or spells per day for a high primary casting ability score. Instead, a magic-user gathers energy which he can use to refresh spent spell slots. The magic-user gathers 1 point of energy every 3 hours, to a maximum of twice his chosen casting ability modifier. As a [[SRD:Free Actions|free action]] on his turn he can expend the points to recover an equal number of spell levels, such as an 8th level slot for 8 charges, or two 4th level slots for 8 charges. A spell slot always costs at least 1 charge to restore.
:At 6th level, when he gains [[#Unlimited Focus|Unlimited Focus]], the cost to restore a slot drops by 1 charge. Thus, to renew a 4th level slot, he need only expend 3 points. The renewal costs drop by 1 charge again at 10th, 14th, 17th and 20th levels.
::''Example:'' A ''[[SRD:Fireball|fireball]]'' is a 3rd level spell. A 16th level magic-user can cast the spell from a 4th level slot, dealing 16d6 damage instead of being capped at 10d6. If he were to [[SRD:Maximize Spell|maximize]] it, raising it to a 6th level slot, he'd still have to heighten it to a 7th level slot to uncap it.
'''{{Anchor|Bonus Feat}}:''' As a magic-user gains levels, he gains bonus feats. These feats may be [[SRD:Metamagic (Feat Type)|Metamagic]], [[Reserve (3.5e Feat Type)|Reserve]] or , [[Publication:Unearthed Arcana/Spelltouched Feats|Spelltouched]] feats (Reference:[[Spelltouched (3.5e Feat Type)|Homebrew Spelltouched feats]])or other feats that specifically modify his spells or spellcasting ability. For Spelltouched feats, he merely needs to have access to the spell level of the exposure spell to meet the prerequisite to choose the feat. He must otherwise meet the prerequisites for these feats. A magic-user gains bonus feats at 2nd, 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 18th levels.
'''{{Anchor|Rapid Dismissal|Rapid Dismissal}}:''' At 2nd level, a magic-user is able to quickly dismiss spells once he's done with them. He gains the [[Rapid Dismissal (3.5e Skill Trick)|Rapid Dismissal]] skill trick and doesn't need to meet the prerequisites for it. After using up his uses of this ability per encounter, he may still dismiss a spell as a [[SRD:Swift Actions|swift action]] instead.