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Magewright

(Eberron Campaign Setting variant, p. 256)

Minor spellcasters who weave arcane magic into the practice of their trade.

Hit die

d4

Starting gold

2d4 ×10

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Magewrights are proficient with all simple weapons. Magewrights are not proficient with any type of armor or with shields. Armor of any type interferes with a magewright's arcane gestures, which can cause his spells with somatic components to fail.

Spells: A magewright casts arcane spells. He is limited to a certain number of spells of each spell level per day, according to his class level. Like a wizard, he prepares his spells ahead of time each day. Unlike wizards, magewrights do not keep spellbooks (see Spell Mastery, below) and cannot learn spells they find in spellbooks or on scrolls. The DC for a saving throw against a magewright's spell is 10 + spell level + the magewright's Int modifier. When a magewright gets 0 spells of a given level (see the class table), he gains only the bonus spells for that spell level that he would be entitled to based on his Intelligence score.

Spell Mastery: A magewright prepares spells as a wizard does, but does not need a spellbook to do so. Rather, a magewright's training emphasizes a small number of spells to such a great extent that he learns to prepare them without referring to a spellbook. A magewright begins play familiar with a number of spells (of any level he can cast) equal to his Intelligence modifier, exactly as though he had taken the Spell Mastery feat. Every time he gains access to a new spell level, and again at 20th level, he learns a number of new spells equal to his current Intelligence modifier, plus one 0-level spell. For example, a 1st-level magewright with an Intelligence of 15 knows two spells, and might choose mending and magecraft. When he reaches 4th level, he increases his Intelligence to 16 and learns three more spells: detect magic, unseen servant, and make whole. At 8th level, he increases his Intelligence to 17 (which does not improve his Intelligence modifier) and learns three more spells: arcane lock, explosive runes, and glyph of warding.

Advancement

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Spell mastery 3 1
2nd +1 +0 +0 +3 3 1
3rd +1 +1 +1 +3 3 2
4th +2 +1 +1 +4 Spell mastery 3 2 0
5th +2 +1 +1 +4 3 2 1
6th +3 +2 +2 +5 3 2 1
7th +3 +2 +2 +5 3 3 2
8th +4 +2 +2 +6 Spell mastery 3 3 2 0
9th +4 +3 +3 +6 3 3 2 1
10th +5 +3 +3 +7 3 3 2 1
11th +5 +3 +3 +7 3 3 3 2
12th +6/+1 +4 +4 +8 Spell mastery 3 3 3 2 0
13th +6/+1 +4 +4 +8 3 3 3 2 1
14th +7/+2 +4 +4 +9 3 3 3 2 1
15th +7/+2 +5 +5 +9 3 3 3 3 2
16th +8/+3 +5 +5 +10 Spell mastery 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 Spell mastery 3 3 3 3 3 2

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Handle Animal CHA yes no
Knowledge Int yes no
Profession WIS yes no
Spellcraft INT yes no

Spells for Magewright

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