Magus

 

hd armor intial wp start nwp alignment
D7 Any Three One Any
thaco weapons gained wp non-prof start gp
Warrior Any Every 3rd Cannot Use 4D6

Magii are part weapon-saavy fighter and part reckless mage - good at both but master of neither. Their class often goes by the name of "Spellsword", "Spellstaff", or 'spellsomething' depending on their weapon of choice. As Magii gains levels, their weapon becomes more and more ornate. They name their weapons. The following conditions apply to Magii:

Unique Life Score Rolls a D7 + Constitution Bonus + Magic Bonus for Life
Synthesis Life score serves as both mana and HPs
Weapons Training Uses warrior proficiencies on a single weapon & styles
Spell Limits Can cast up to 5 Life spells
Rough Caster Must always roll to see spell success
Exhaustion A magii must rest at least 8 hours to refill 10 Life
Distinct Lifeforce A magii may never be healed by spells

Magii also gain skills at certain levels, their cost is paid in Life and they do not require rolls:

Ability Level Cost Effect
Indestructible 1 - weapon cannot be destroyed
Enchant 2 2 weapon strike can harm invulnerable creatures
Channel 3 var. can blast for D4 / per 1 Life spent* [lvl = max]
Reflection 4 5 weapon can reflect a spell, 50% of the time
Shatter 5 3 'shatter' enemy's weapon on a succesful block
Ease 6 - can move & block while casting spells
Freedom 7 - can wear leather armor and still cast spells
Sanctuary 8 7 can mark an area where no one can pass
Ego 9 - weapon manifests a personality (3D6 ego score)
Eros 10 - weapon expresses desire and feeling (+D6 ego)

* the channel power has many uses, including blasting the Magii up (like a propellant) or channeling the Magiis own HPs into another friend. It can knock over obstacles or dent iron. Damage done from channeling cannot be healed. Also note that ego is a measure of drive and intelligence. In most every case, the weapon seeks to serve the Magii, when there is conflict the Magii's magic score is opposed to the weapon's ego.

At level 9 or any time after, a Magus may elect to become a Sword Saint (or Scythe Saint, or whatever their weapon is). Sword Saints may not be revived from the dead, and require 13xp to gain a level. Sword Saints gain the following powers.

Ability Cost Effect
Absorb - D100: 1 - 50, gain mana/damage in life, 51+ take full
Vorpalize 10 cause one strike to be vorpal
Negatize 7 cause one strike to kill spell shield or spellcasting ability
Whisps 5 strikes leave streaks of brilliant light, magii AC = +5
Toss 3 throw weapon and have it return

 

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