Beyond the veil of the mortal coil lies a mysterious void of ethereal nether, roiling phlogiston, and swirling star stuff where the very fabric of the universe is loosened, and the threads of reality may be plucked and woven through occult rituals, arcane patterns, and powerful magic words. The ancient dragons devised formulaic methods to control these bizarre forces, and none are as studied in these ways than those who are known to be called magic-users.
Magic-users are learned practitioners of the arcane arts, studying ancient tomes of occult lore to discover the secrets of magic. They use this knowledge to cast powerful arcane spells and bend reality to their whims. But this great power likely comes at the ultimate price, as the workings of magic are inherently unpredictable and dangerous, so many magic-users find themselves selling their souls for the secrets they so desire.
Hit Dice: Magic-users gain +1d4 hit die per level.
Restrictions: Magic-users cannot use shields or wear any armor. They can wield daggers, slings, darts, and staves.
Alignment: Magic itself has no alignment, existing as a mysterious, supernatural force in the universe with no known origin, and no apparent direct relation to the gods. Thus, magic-users come in equal lots from every alignment, as none can deny its allure. The meticulous, orderly methods of ritualistic, hermetic magic fit comfortably within the ideals of the lawful. Chaotic magic-users are often drawn to necromancy and the black arts, willing to strike deals with infernal entities in exchange for terrible powers. Neutral sorcerers seek to master the elements and tame the madness of the arcanum through willpower alone, consulting with whichever patron would serve their needs best.
MAGIC-USER EXPERIENCE LEVEL TABLE
| Level | Title | XP | HD | Attack |
| 1 | Medium | 0 | 1d4 | +0 |
| 2 | Seer | 2500 | 2d4 | +0 |
| 3 | Conjurer | 5000 | 3d4 | +1 |
| 4 | Theurgist | 10,000 | 4d4 | +1 |
| 5 | Magician | 20,000 | 5d4 | +2 |
| 6 | Enchanter | 40,000 | 6d4 | +2 |
| 7 | Warlock | 80,000 | 7d4 | +3 |
| 8 | Sorcerer | 150,000 | 8d4 | +3 |
| 9 | Mage | 300,000 | 9d4 | +4 |
| 10 | Wizard | 450,000 | 10d4 | +4 |
| 11 | Archmage | 600,000 | 11d4 | +5 |
| 12 | Archwizard | 750,000 | 12d4 | +5 |
MAGIC-USER SAVING THROW TABLE
| Level | Death/Poison | Wand/Rod | Petrify/Poly | Dragon Breath | Spells/Staves |
| 1 | +3 | +2 | +3 | +0 | +1 |
| 2 | +3 | +2 | +3 | +0 | +1 |
| 3 | +4 | +3 | +4 | +1 | +2 |
| 4 | +4 | +3 | +4 | +1 | +2 |
| 5 | +5 | +4 | +5 | +2 | +3 |
| 6 | +5 | +4 | +5 | +2 | +3 |
| 7 | +6 | +5 | +6 | +3 | +4 |
| 8 | +6 | +5 | +6 | +3 | +4 |
| 9 | +7 | +6 | +7 | +4 | +5 |
| 10 | +7 | +6 | +7 | +4 | +6 |
| 11 | +8 | +7 | +8 | +5 | +7 |
| 12 | +8 | +7 | +8 | +5 | +8 |
MAGIC-USER SPELLS PER LEVEL TABLE
| MU Lvl | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
| 1 | 2 | – | – | – | – | – | – | – | – |
| 2 | 2 | 1 | – | – | – | – | – | – | – |
| 3 | 3 | 2 | 1 | – | – | – | – | – | – |
| 4 | 4 | 3 | 2 | – | – | – | – | – | – |
| 5 | 4 | 3 | 2 | 1 | – | – | – | – | – |
| 6 | 4 | 3 | 3 | 2 | – | – | – | – | – |
| 7 | 4 | 4 | 3 | 2 | 1 | – | – | – | – |
| 8 | 4 | 4 | 4 | 3 | 2 | – | – | – | – |
| 9 | 5 | 4 | 4 | 3 | 3 | 1 | – | – | – |
| 10 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | – | – |
| 11 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | – |
| 12 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | 1 |
Special Features
Spellcasting: A magic-user is able to cast arcane spells by studying and memorizing a magical formula from a book of spells which they carry with them in their travels. Each spell that is written in the spell book is considered to be a known spell. A magic-user starts knowing two spells; one of them is read magic and the other is randomly determined.
Magic-users can select from any spells that they know when memorizing spells. They can memorize a maximum number of spells per day as shown on the table above. When the magic-user rests, they are able to memorize a new selection of spells for the following day so long as they have access to their spell books and there is sufficient light to read by.
Magic-users carry one spell book per level of magic they can use. There is no limit to the number of spells each book can hold. Thus, magic-users are encouraged to seek new spells and assemble a large repertoire to bolster their list of known spells.
See Magic & Spells for more information.
Counterspelling: Magic-users can attempt to interrupt another spellcaster using a technique called counterspelling. A counterspell is declared during the spellcasting declaration phase of combat. The counterspeller must be able to see the target spellcaster and no other action or movement can be taken that round. Any condition that would prevent the magic-user from casting a spell also prevents them from counterspelling. A magic-user cannot counterspell other classes.
When a magic-user who is casting a spell is being counterspelled, they must pass a save vs spells with a DC of 11 + the counterspelling magic-user’s level. On a success, the spell is cast. On a failure, the spell is interrupted.
Arcane Research: A magic-user can spend time and money to research new spells, identify magical items, decipher magical text, or perform other magical research. Through arcane research, a magic-user can create arcane scrolls and potions. See Magic & Spells for more information.
Languages: The magic-user gains a bonus language of their choice at 1st, 3rd, 5th, 7th, 9th level, and 12th level.
Read Languages: On a successful intelligence check, a magic-user is able to read any non-magical writing or language, as well as decipher non-magical codes. Failure means the magic-user may not try again until they reach the next experience level.
At 9th Level: If the magic-user controls a stronghold, they attract 1d6 mediums to serve as apprentices, plus 3d6x10 animated servants to perform menial labor.
At 10th Level: The magic-user can create magic items using arcane research, including wands, staves, rings, and other miscellaneous types. See Magic & Spells for more information.

