So I wanted to come up with a variant cleric for the Sunset Kingdoms in the Auran Empire setting (particularly Celdorea and Somirea), and the result is what I'm calling the Magus. The flavor of the class is meant to reflect the Hellenistic conception of the Magus as a seer and magician, with a healthy dose of the generic "sinister vizier" archetype thrown in for good measure. The weapon list is largely inspired by various divine weapons appearing in Hindu mythology; it seemed to fit with the generally Indic character of Somirea… and I couldn’t come up with anything more appropriate.
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Magus
For centuries a hereditary caste of chthonic priests have held sway over the souls of the Sunset Kingdoms of Celdorea and Somirea, presiding over grisly sacrifices and intoning dissonant hymns to their dark masters. Most commonly known by the Celdorean title of Magus, these chaotic spellcasters trace their bloodlines back to the days of the Zaharan Empire, and praise the primordial goddess Iskara as the supreme power in the universe. Rewarded for their obedience with perceptions that pierce the illusions of time and distance, they have long influenced the rulers of the West as oracles and advisers. Though cast out of the palaces and temples of Somirea by the Maharaja Xandrames, they continue to bedevil his heirs with their schemes and hold sway over the aristocrats of the Celdorean cities.
Magi are skilled combatants, albeit not as good as fighters. At first level, magi hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience (i.e. the same progression as clerics). Magi are trained only in a narrow selection of traditional weapons which are tied to the iconography and myths of their faith. These include battle axes, daggers, maces, shortbows, tridents (treat as spears), and whips. They may wear chain mail or lighter armor and may fight wielding a weapon two-handed or with a weapon in each hand, but may not use shields. Magi can use any magic items usable by clerics.
Magi have the ability to control undead as chaotic clerics of their level. In addition, a magus has the ability to gaze into the void, either studying the stars or meditating in a darkened chamber, in order to gain insight into past, present, and future. This process takes one turn to complete, and functions as the commune spell. Because of the tremendous strain communing with the primordial abyss places on the magus’ mind and soul, he may not attempt to gaze into the void more than once a week.
Starting at 2nd level, magi may manifest the power of the Chthononic Gods in the form of divine spells, which are granted through sacrifice and worship. The power and number of divine spells available to the character are determined by level according to the Magus Spell Progression table.
When a magus reaches 5th level, he may begin to research spells, scribe scrolls, and brew potions. At 9th level, he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a magus may learn and cast ritual divine spells of great power (6th and 7th level), craft magical constructs such as golems and animated statues, create necromantic servants, and even become undead himself. These activities are explained in the Campaign chapter.
Upon attaining 9th level a magus may establish a cult. So long as the cleric is currently in favor with his god, he may buy or build a sactuary for his cult at half the normal price due to divine intervention. Once a fortified church is established, the magus’ reputation will spread and he will attract 5d6x10 0th level soldiers armed with various weapons, plus another 1d6 magi of 1st-3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the magus’ service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc.
Experience |
Title |
Level |
Hit Dice |
Special Abilities |
0 |
Mumbler |
1 |
1d6 |
Control undead, gaze into the void |
1,500 |
Initiate |
2 |
2d6 |
Divine spellcasting |
3,000 |
Cultist |
3 |
3d6 |
- |
6,000 |
Hymnist |
4 |
4d6 |
- |
12,000 |
Astrologer |
5 |
5d6 |
Magic research (minor) |
24,000 |
Dogmatist |
6 |
6d6 |
- |
50,000 |
Mystigogue |
7 |
7d6 |
- |
100,000 |
Magus |
8 |
8d6 |
- |
200,000 |
Grand Magus |
9 |
9d6 |
Cult, magic research |
300,000 |
Grand Magus |
10 |
9d6+1 |
- |
400,000 |
Grand Magus |
11 |
9d6+2 |
Ritual spells |
500,000 |
Grand Magus |
12 |
9d6+3 |
- |
600,000 |
Grand Magus |
13 |
9d6+4 |
- |
700,000 |
Eternal Master |
14 |
9d6+5 |
- |
Magus Spells
1st Level
Cause Fear*
Cause Light Wounds*
Command Word
Darkness*
Detect Danger
Detect Evil*
Detect Magic
Predict Weather
Protection From Evil*
Resist Cold
2nd Level
Bane*
Choking Grip
Enthrall
Find Traps
Hold Person
Holy Chant
Resist Fire
Righteous Wrath
Silence 15’ Radius
Snake Charm
3rd
Alter Self
Bestow Curse*
Cause Disease*
Charm Person
Continual Darkness*
ESP
Glyph of Warding
Locate Object
Speak With Dead
Striking
4th
Animate Dead*
Cause Serious Wounds*
Clairaudience
Clairvoyance
Dispel Magic
Fate
Infravision
Protection From Evil, Sustained*
Sticks To Snakes
Tongues
5th
Atonement
Charm Monster
Commune
Finger of Death*
Insect Plague
Polymorph Self
Quest*
Scry
True Seeing
Weakness of Mind*
Spells marked with an asterisk may be reversed.
Proficiencies: Alchemy, Apostasy, Battle Magic, Beast Friendship, Combat Trickery (disarm, incapacitate, knock down), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Illusion Resistance, Knowledge (astrology), Leadership, Loremastery, Magical Engineering, Martial Training, Mystic Aura, Perform (poetry), Prestidigitation, Quiet Magic, Sensing Power, Theology, Unflappable Casting, Weapon Finesse, Weapon Focus