The one common sacrifice for choosing a template over the standard Magic-User is...(because otherwise, why would anyone just be a Magic-User?)
- You use the Magic-User spell progression but only half as fast, gaining spells at levels 1,3,5,7,9,11,13,etc.
Seer -- You have the sight; you see things. Every night, you dream of what may or may not come to pass. Your mind is a cloud of possibilities; you can affect the fortunes of many...
- Visions -- Every morning you receive a number of visions equal to 1d4 + wisdom bonus. Roll this many d20 and record the results. You may replace (after the fact) any d20 rolled by anyone that day with one of your vision rolls. In games where skills are rolled on a d6 (or for secret door type rolls), you may roll any number of d6 instead of d20s. You may also spend one of your vision rolls to reverse the numbers of a percentile roll. Unused visions fade away like old dreams by the end of the day. You receive one extra vision at levels 4, 8, and 12.
- Fortunes -- You may sacrifice one of your daily visions and let someone else roll one in the form of a fortune. The recipient of the fortune can apply that fortune roll just like a vision roll but it can only apply to themselves, i.e., their own skill/attack/saving-throw roll or the roll of someone trying to harm them. A fortune can also be spent to reverse the numbers of a percentile roll.
- Example of a fortune -- During morning preparations, the party fighter notices that the seer keeps staring at him. "What?" he asks. The seer wanders over and whispers something in his ear (or maybe he throws some bones or flips a few cards.) The fighter's eyes widen as he receives a cryptic message that will make more sense at a later time. He nods as he gives the seer an odd look. Later, in a fight against an ogre, the fighter zigs when he could've zagged, avoiding what might have been a fatal blow.
- You can cast both Magic-User and Cleric spells.
- Evil Eye -- If you have not yet acted this round, you can immediately give someone or something the Evil Eye, thus placing a hex on whatever roll they are about to make. The target of this hex suffers extra-disadvantage on that roll (rolling three dice and taking the worst result.) Using the Evil Eye uses up your action for this round. A Witch can use the Evil Eye a number of times per day equal to 1d4 + her charisma bonus.
- Cauldron -- You can prepare, as potions, any spell you know with cure or remove in the title, along with sleep and charm, and any other spells your DM agrees to. You do not need to lug around a large cast-iron cauldron to do this, a small, portable leather one (2 GP) will do.
Alchemist -- You've discovered that the secrets of magic can be distilled from substances in the physical world. Potions, vapors, ointments, powders, and oils are your game, but your work isn't necessarily, an exact science.
- You can cast both Magic-User and Cleric spells.
- Alchemical Spells -- Any of your daily spells can be prepared as, or later converted to, elixirs, potions, oils, ointments, vapors, etc.,(use your imagination) that anyone can use. These alchemical spells lose their potency after one day if not used. Converting an already prepared spell takes 1 turn per 2 levels of the spell.
- Examples -- Drinking a fireball elixir might result in someone spitting said fireball from their mouth. After drinking a charm person elixir you may only need to breath softly in someone's face. A web elixir might expand when the vial is shattered on the floor. Alchemical sleep might result from the vapors released from an small uncorked jar. Remove fear could require sniffing some sort of powder. Locate object would be a bead of rolling mercury. Spider climb might be an oil rubbed on your hands.
- Volatility -- Alchemical Spells are unstable and have a chance of exploding or corroding equal to the spell's level in 20 (d20 rolled by the user.) If the solution proves volatile, the spell fails and the user must save vs. poison to avoid taking 1d3 points of damage per spell level. Alchemists can safely use their own Alchemical Spells and if using one created by another alchemist, they have advantage on the saving throw.
- A portable Alchemy Kit is required to make alchemical spells. The initial kit usually comes in the form of briefcase-sized box, costs 75 GP and can produce 12 levels of alchemical spells. There-after, the equipment (vials and such) needed to produce 10 levels of alchemical spells is 30 GP.
Necromancer -- Pariah doesn't even begin to cover it. Nobody likes you. You smell of death because you play with death. You are cold and dark and morbid and consumed with secrets from beyond the grave.
- Necroscope -- By cutting open and sifting through the innards of a corpse, you can glean it's secrets. This morbid, trance-like process takes as long as one turn per hit die of the corpse and often results in quite a mess. Once a corpse has been torn apart by this ritual, you can never glean secrets from that spirit again. Anyone watching (who isn't a necromancer) must save vs. death or violently retch for 1d4 rounds and also suffers disadvantage on their next saving throw vs. death in whatever form that takes. A Necroscope ritual can be used for the following:
- Cause of Death -- Use this ritual to discern exactly how and when someone or something died. This isn't so much a conversation, as it is, a reliving of the experience.
- Spells From Beyond -- You can use Necroscope to speak with dead Magic-Users, directly from their corpse (as above) or by sleeping on their grave, to gain a bonus spell that is potentially far more powerful than any spell you can ordinarily cast. Make a 2d6 charisma-based reaction roll as you discourse with the dead. If you roll 8+, you can choose any magic-user spell of any level the deceased wizard had access to. If you roll 3-7, the spirit gives you nothing. If you roll snake-eyes (natural double 1's) the spirit blasts you violently from their "rest" and you must save vs. death or suffer 1d4 points of necrotic backlash damage and cannot cast any spells for 1d4 days. You can only have one of these spells in your mind at a time, can cast it only once, and it fades from your memory if not cast within 1d4 + intelligence bonus days.
- Other Classes -- Communicating with a dead Fighter gives you a "to-hit" bonus equal to 1/2 their level (and the ability to use any weapon.) From a Cleric you gain turn undead equal to 1/2 their level or a Cleric Spell From Beyond -- see above. And from a Thief you gain thieving abilities at 1/2 their level. All levels are rounded up with a minimum level of one. Gaining these abilities requires a reaction roll of 8+ (double 1's have the same backlash as above.) These abilities stay with you for 1d4 + intelligence bonus days. You can only have one classes' abilities at a time and none if you currently have a Spell From Beyond.
- Skeleton Minions -- While others pay for hirelings, you raise yours from the grave. You need access to a long-dead corpse (graveyards are great) and 1 hit point of blood. The blood must be spilled onto the corpse (or grave) and a ritual performed that takes 1 turn to complete. Finally, you must successfully save vs. death, after which one skeleton will claw itself out of the grave and serve you until destroyed (use standard skeleton stats.) If your saving throw fails by 5 or less, the skeleton rises but will not serve you and may even attack. If your saving throw fails by more than 5, then the ritual fails completely. A Necromancer can have a number of skeleton minions at any time equal to their 1/2 their level (rounded up) plus their charisma bonus.
- Graveyards -- A typical graveyard will yield up to 2d6 raiseable skeletons (assume they come with rusted armor and weapon.) There is also a 13% chance (rolled by the Necromancer) that any particular graveyard is the resting place of some sort of adventurer. Roll 1d12 to determine the adventurer's level and 1d4 to determine the class: 1. Cleric, 2. Fighter, 3. Magic-User, 4. Thief.
Warlock -- You're a mysterious one, a haunted loner who makes his living by sword and spell. Your spells function more like powers, bestowed to you by a distant patron whose pawn you undoubtedly are.
- You may use weapons and armor like a Fighter, but still attack as a Magic-User.
- Your spells must be determined randomly, as it is up to your patron what powers you possess.
- Invoke Patron -- You can call upon your patron for assistance giving you one of the following boons:
- Advantage on attack rolls for 1d4+1 rounds.
- Cast a spell that you have already expended.
- Cast a spell that you do not know, but of a level that you have access to.
- Invoke Patron functions with a usage die, starting at d6. When you invoke your patron, roll your usage die, on a 3+ your boon is granted. On a 2 your boon is granted, but the usage die now becomes one die lower. On a 1, your boon is ignored, and your usage die becomes one die lower. If you roll a 1 or 2 on a d4 usage die, your patron ignores you for the rest of that day. At 5th level, your usage die becomes a d8, and at 10th level it becomes a d10. Your usage die resets to the maximum die every day. You can invoke your patron and take action in the same round.