Magic Users

DM Note:  What follows are a few changes to the Magic User Class as it exists in Titan,

 

Creating your Character
Magic Users automatically start with 4 hit points (plus any Constitution bonus if applicable.)

Armor
Magic Users ARE permitted to wear an Arming Doublet, AC=9 or, Padded Armor AC=8     Or, more specifically to the class (and Titan) a Gambeson.  AC = 7

Magic Users ARE permitted to wear an Arming Cap or Hood  AC= 8  Or a  Leather helm/cap. AC= 8

Weapons
In addition to Dagger, Dart and Staff, a Magic User on Titan may select from: Club/baton (size and weight equal to a Rod or stout walking stick.)   Crossbow (Light) only.
(Crossbows require little training to use and are a perfect fit for a bookworm.)

Spell Book
All Magic Users begin with a Grimoire containing 20 blank parchment pages and the information on the spells they begin play with at no cost.  See Magic Shops for more detail.

Spell Notes
Read Magic is an Ability of Magic Users, NOT a spell.  No memorization is required.  The language of Magic is an ancient and archaic form of Elvish.  See Languages for details.  This applies ONLY to Magic Users.

Sensing Magic

The Detect Magic spell is primarily for ranged detection. A Magic User’s’s training and ability allows an innate Detect Magic TOUCH. Essentially the ability to feel the magic inherent in something.  This is a sensation or feeling. It is not the  ability to analyze the type or strength of the magic, but only to feel its presence.
The Touch requires the object to be picked up, held or otherwise handled. For a large object, ex: a statue, the Magic User must press his hand or hands firmly against the object. In any case the contact must be maintained for at least half a minute.

Wish List
The Wish List contains the notes on the spells that the Magic User is currently researching, contemplating and studying in preparation for the next level advancement.  These are NOT spells that the Mage is able to presently cast!  These are spells the mage wants to be able to cast! 
The Wish List  consists of research notes that are all but complete, on a spell that the Magic User will be able to cast when reaching the appropriate level.
Example:  Magus, a 4th level magic user, has a Wish List that contains notes on the 3rd level spell Fireball.  When Magus reaches 5th level all that research he has done on Fireball will gel in his brain and, presuming he makes his Chance to Learn a new Spell Roll, he can start memorizing and casting Fireball.  (If Magus fails the roll he can try again when he hits 6th level.)
Once the MU has learned this new spell, his immediate stock of notes and research is exhausted and a new Wish List must be assembled when research opportunity permits.  Magus must start assembling notes on a 4th level spell for his Wish List.

Note: The point of the Wish List is to allow MU characters who may be far from any research facility or other MUs, to have a method of adding 1 new spell from a new spell level, to their repertoire on short notice.  It is not intended as a source for all new spells.

 

Cantrips
These ‘0’ level spells represent mastering the fundamentals of Magic.  There simplicity makes it easy for a Magic User to retain a few in his memory for casting even when he has long since moved on to highly advanced spell casting.
A 1st level Magic User may cast 3 Cantrips per day, along with their single 1st level spell.

Level of Magic User

Cantrips Memorized

1st

3

2nd

3

3rd

3

4th

4

5th

4

6th

4

7th

5

8th

5

9th

5

10th

6

11th

6

12th

6

13th

7

14th

7

15th

7

16th

7

17th

7

18th

7

19th

7

 

 

 

Material Components
The DM is not going to nickle and dime the PC Mage over every spider, cricket leg, bit of gauze or whatever.  Nor is the DM going to roll for shop inventories and role play shop keepers selling insect parts.
UNLESS the spell description calls for something unusual, rare or expensive, it will be ASSUMED that the mage’s pockets/pouch/sleeves etc contain the required component.  The player MUST purchase (beg, borrow or steal) a few pouches or other containers that are in the character description to explain WHERE the components are stashed. 
At 1st level it is assumed you start with all the components needed to cast the spells you know at least a dozen times.  (12 grasshopper legs, etc…)  At some point the character will need to spend some money to restock.  (Find a Magic Shop)  The cost of Material Components is lumped together as 5gp per Level of the HIGHEST level spell the Magic User can cast.  So a 5th level mage, who can cast 3rd level spells, will spend 15gp (5 x 3) to replenish ALL of his/her material components (except the weird/expensive etc.)  For convenience assume that the supply is sufficient for a month of steady, daily, spell casting at which point the mage must resupply.  (So for a sea voyage or wilderness excursion that may last several months, the MU must stock up.)
Examples of Unusual or expensive items.  Pearls, gem stones, monster parts, pieces of Saints, etc.  These things (and others as determined) WILL require role play!