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Basic Modern - Magic Users

Yeah, couldn't help myself. Enjoy!

Council Mage
You grew up on the streets and learned to take care of yourself by beating those who would have hurt you into the ground. You may not like what the street has made you, but you use it to your advantage and maybe to the advantage of others.
Street Fighters typically become either thugs under the employ of crime bosses or as vigilantes who protect the places the police can’t or won’t.
Required Attributes: Intelligence 14+, Wisdom 13+ (+5% experience Bonus)
Hit Dice: 1d4 +Constitution bonus per level
Defense Bonus: +1
Weapons Permitted: None


Council Mage Class Abilities
Caster Zen – When Casting the Council Mage needs to be able to concentrate on his casting or risk losing the spell for 24 hours. If interrupted or distracted while spellcasting the Mage will lose the spell he is casting and has a 25% chance of losing all casting ability for 24 hours.
Foci – At 2nd level the Council Mage can create a Foci that will help them channel one 1st level spell of their choice and doubling that spell’s effect and allowing the Mage to cast the spell additional times per day equal to ½ his level. Once a spell is inscribed into the Foci it is permanent. Should the Foci be lost or broken the Mage cannot create another Foci until 1 year after the original was lost or destroyed.
Magical Resistance –Council Mages receive a +2 bonus to all saving throws involving magic or magic-like abilities.
Street Wizard
You’ve been able to see the world for what it is since you were young; magic is real and so were monsters. Unlike a Council Mage with their traditions and rules you didn’t have a teacher, a guiding light in the darkness of the world … you had to learn yourself, before the monsters ate you.
Required Attributes: Wisdom 14+, Intelligence 13+ (+5% experience Bonus)
Hit Dice: 1d4 +Constitution bonus per level
Defense Bonus: +1
Weapons Permitted: Small Arms


Street Wizard Class Abilities
Offensive Specialist – Street Wizards are masters of offensive magics and can add ½ their level to all to-hit and damage rolls when casting offensive spells.
Lack of Control – Street Wizards have a 25% chance of losing control of their magic. When attempting to cast a spell roll a d100% if the result is not successful the Street Wizard Loses control of the spell and is hurt for 1d4 HP and cannot cast for 24 hours.
Small Time Con – The Street Wizard has access to several impressive (although mostly useless) cantrips that can be used at-will and or not forgotten.
Cantrip
Effect
Finger Bic
Causes a 6 inch flame to raise from a finger of the caster’s choice
Laundry
Instantly clean and dry the target clothing
Light
A small, independently mobile light with the brightness of a 60watt bulb.
Pest Control
Summon, Speak to and control on small insect.


Table 3 – Caster, spells Known
- Spells Known Per Level -
Level
1
2
3
4
5
6
1
1
-
-
-
-
-
2
2
-
-
-
-
-
3
2
1
-
-
-
-
4
3
2
-
-
-
-
5
3
2
1
-
-
-
6
4
3
2
-
-
-
7
4
3
2
1
-
-
8
5
4
3
2
-
-
9
5
4
3
2
1
-
10
6
5
4
3
2
-
11+
6
5
4
3
2
1


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