Magician

When the word “magician” is spoken, the first thing that often comes to mind is an image of the consummate entertainer who performs simple tricks of sleight of hand and deception to the delight of children and adults alike. However, there are those who take their prestigious acts to new heights by incorporating powerful illusion spells to mislead those nearby. A true magician employs a special bonded item to enhance his magic, obtain additional spells, and gain powerful new abilities. Magicians are masters of illusions, intrigue, and subterfuge, allowing them to pass by their foes unnoticed or catch their enemies unaware. The main source of their power is their illusions, using them to hide themselves or others from sight, project terrifying images to frighten the masses, or create distractions in hopes of gaining victory over their enemies. Whether it is vanishing from sight, reading another’s fortune, influencing the mind, or pulling the proverbial rabbit from his hat, the magician is a terrific addition to any party in search of a cunning and useful ally.


Role: Magicians seek to perfect their skills in sleight of hand and deception, as well as increase the potency and believability of their vast array of illusory magic. Most magicians spend long hours researching illusion magic, and therefore exhibit a propensity towards patience, mental strength, and creativity. They are often tricksters by nature, and are often found in the company of those who share their inclination for entertainment or exhibit a rakish demeanor, and therefore get along well with bards and rogues, though alchemists and summoners often enjoy their company for eclectic reasons.


Alignment: Any.

Hit Dice: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.