Sesamar Campaign
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Updated October 15th, 2023 


 
   
MAGIC-USERS


Magic-Users are scholars of the arcane.
Michael Summers @blackfireink01
Magic-users rely on their intelligence and dexterity to cast intensive spells. Whether they realize it or not, their power is derived directly from Sesamar and Desamar, but they may worship some avatar.

Magic-user hierarchy is this:

InitiateLevel 1
SpellcasterLevels 2 - 4
SorcererLevels 5 - 7
WizardLevels 8 - 10
Master WizardLevels 11+

Due to the misguided transmutations of old (see History), magic-users are strongly compelled to be affiliated (to some capacity) with casters of Kornas or Nithnamar. It is a preventive way of protecting the realm from rogue casters who can cause great damage.

There are also advantages for casters who associate with casters of Kornas and Nithnamar. Rubbing elbows with other magic-users allows casters to: a) learn of events that are occurring in the realm, b) have greater access to spell components, and c) enables casters to share spells.

Magic-users must maintain a spellbook. This is the accumulation of spells a magic-user has obtained over the course of time. A magic-user may have more than one such book and can make copies of the book, given time and/or price for doing so.

A magic-user can cast a memorized spell once/day. After at least 6 hours of restful sleep and 2 hours in a relatively calm environment for meditation, a magic-user's spells will return to memory. If a magic-user chooses to reconfigure his/her spells, this will require time and access to grimoire(s) that contain the desired spells to be memorized. The time it will take to reconfigure these spells is intelligence dependent, explained as follows.

A magic-user who wants to reconfigure his/her spells should make a list of all spells with their respective spell levels. The sum of the spell levels must be gained. Divide the sum by the magic-users intelligence and round up. This final number is the number of days it will take the magi-user to make the exchange of spells to memory. If the process is interrupted, the DM will make a determination on the known spells the magic-user gets memorized.

The final number of days will be adjusted according to this table.

SituationAdjustment
serene environmentnone
intermittent low noise or minor noises+1 days
intermittent loud noises+2 days
constant loud noisespell adjustment prevented
more than 3 brief interruptions+1 day
2 or less lengthy interruption+2 days
3 or more lengthy interruptions+1 day for each such interruption
magic-user's safety is in jeopardyhalts adjustment, DM intervention

A magic-user who wants to use a new spell must devout time to learn it. Casting spells is no easy feat, considering it requires accurate articulation and/or exact gestures. Divide the spell level of the spell by 2, rounding up, to determine how many days it will take to learn a new spell. The magic-user must have a quiet, safe space with no major interruptions in order to memorize the spell.

All magic-users are able to utilize 2 cantrips +1/per level. A magic-user cannot sacrifice spell slots for cantrips. Here is a list of cantrips all magic-users have access:

Air (Evocation):
Area of Effect: 10x10x10 or 1,000 cubic feet
This cantrip will summon air to the caster if there is some available with 100 yards/level. Poisons in the air will not be summoned, but only nitrogen and oxygen will be brought forth. Such air will fill the area around the caster up to 1000 cubic feet (enough air for one man sized, resting creature, to last 24 hours before the carbon dioxide build up would be sufficient to kill him, assuming no other air source is handy and the room or cavern or whatever is hermetically sealed). Any other non-magically summoned poisonous air already in the vicinity of the caster will be removed on a one-to-one basis (by volume). If the mage fell into a pit of methane, this may save the caster's life. Trapped in a cave in or sealed in a portable hole or other hermetically sealed room, it may prolong it. It will not, however, affect dragon breath, Cloud Kill, Stinking Cloud, or other such spells. On the other hand, the cantrip may simply freshen a room's air, removing smoke and lingering odors and replacing them with fresh air from outside.

Clean (Abjuration):
Area of Effect: 4 square yards
This removes heavy soils, dirt, and similar material from the area of effect such as floors, walls, dishes, windows, a pile of vegetables, etc. The total material removed may not weigh more than 50 lbs. This material does not vanish, but will be collected in a container provided by the mage (a dustbin for example) or piled up where the mage so designates within the 1" range.

Distract (Enchantment):
Area of Effect: Special
This cantrip will cause creatures of low intelligence or lower, 1 Hit Dice or lower, or 0th level to look for one segment to the left or the right of the caster (up to 10 feet away) allowing the caster to do something with their opposite hand and have it go unnoticed. Creatures of 1st level or higher AND intelligence higher than "low" (must have both these qualities), or 1+1 Hit Dice or higher, get a save vs. spell to avoid this distracting effect. Thus, for example, a farmer or shopkeeper would not typically get a save, but all adventurers would.

Fire Finger (Alteration):
Area of Effect: 6-inch line (one half of a foot)
This cantrip causes a 6-inch jet of flame to spring from the caster's finger causing easily combustible objects to ignite. It lasts 6 seconds. The aura of living creatures (of more than animal intelligence or more than 1 Hit Point) can ward of its effects (no damage). The cantrip is handy for starting campfires and the like, or even sterilizing daggers and needles. It is better than Spark, for example, in that it may set aflame harder to burn objects, but worse than Spark, in that it has no "within 10-foot" range and must be used up close.

Giggle (Charm):
Area of Effect: One person
This will cause the target to giggle or laugh. Save indicates one slight chuckle, while failure indicates 1 to 3 seconds of giggling.

Glow (Conjuration):
Area of Effect: 3-inch diameter sphere
This summons a blue light (1/4 of a foot) and illuminates a 5' radius area with a mystical blue light as long as the caster concentrates upon it. It will not affect Infravision or Ultravision, nor cast reflections outside its sphere of illumination. The caster may read by this light, but may not do battle, cast spells, memorize spells, or in other ways devote too much concentration elsewhere other than to maintain the illumination. In any event, the duration is no more than one hour/level.

Mouse (Summoning):
Area of Effect: One mouse
If a mouse is within 1 mile/level of the caster, this cantrip summons it to within 10 feet of the caster and it will magically appear and behave as a mouse would.

Untangle (Alteration):
Area of Effect: One object, up to one cubic yard
Similar to Tie, this works on finer material like thread, hair, small grasses, causing them to become untwisted and free of tangles. It may be used to good effect on windblown hair and will leave such hair free of tangles and looking rather well brushed or combed.

Warm (Evocation):
Area of Effect: 1 cubic foot
Nonliving, non-magical liquid or solid materials may become up to 40 degrees F higher in temperature (not to be higher than 212 degrees F, so you may not boil water, (at one atmospheric pressure, anyway)). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature and conditions. Thus, a cold liquid (cold tea or coffee, for example) may be warmed to a higher temperature. Even a bath may be warmed, though 1 cubic foot only, and then its heat will spread out according to normal laws of physics. This cantrip could easily turn one cubic foot of snow or ice into water (assuming such material was at least -8 degrees F or warmer to begin with in order to reach its minimum melting temperature).

Water (Evocation):
Area of Effect: 1 quart
The mage holds his hands in the shape of a cup and utters the words and summons (from the nearest, freely available source) fresh, pure, water. Even a tainted or poisoned source will do as only the water is summoned and not the impurities. Unless pure water is available within 1 mile/level of the caster, the water is rather tasteless (distilled), but provides up to one quart of the required liquid. If NO liquid (or frozen) water (fresh or otherwise) is within 1 mile/level, the cantrip has no effect. As always, spells attempt to bring forth the easiest source, so a friend's water skin is not easy since water in the possession of a creature would get a save. The cantrip will first search for other sources before it even attempts to affect such a "owned" source.

Yawn (Evocation):
Area of Effect: One creature
Save negates the effect, but failing save will cause the target to yawn for 1 to 3 seconds. If a Sleep spell then blankets the area and such a creature (who already failed their save vs. Yawn and could normally be affected by a Sleep spell, will fall asleep, but does not count toward the Sleep spell's normal limit of hit dice that may be affected.