THE STREET MAGE
Street Mages (or Dromomancers) live by their wits in big cities of the Realm They have developed magical arts based around hustling, street theatre and aggression. Many of their spells are gadgets, illusions or feats of sleight-of-hand and trickery. They are limited to 8th level, must be Chaotic or Neutral and are entitled to learn Thieves Cant as a language. Like other Magic-Users, they are entitled to familiars and tend to summon rats, dogs, lizards or monkeys or else clockwork or steampunk robots.
Armour & Weapon Restrictions
Like normal Magic-Users, Street Mages may not wear any armour. They are limited to Staves and Daggers but, unlike normal Magic-Users, they may use Clubs and Short Swords, including magical versions of these.
Spell Casting
Street Mages cast the same spells as ordinary Magic-Users and progress in the same way. However, they are limited to 4th level spells and depend on gadgets, gizmos and theatrical tricks to cast their spells. They cannot cast spells without these props. The highest level of spell they are currently capable of is particularly involved: the spell only takes effect at the end of the melee round after it has been cast. Street Mages often use fast talk to distract people while waiting for their spells to take effect.
Legerdemain
Street Mages have a skill similar to Thievery, which they can use to make objects appear or disappear and pick pockets as well as simple hypnosis to produce a mild trance in average-to-low Wisdom marks. The skill starts at 1-2 (on a d6) and improves to 1-3 at 4th level and 1-4 at 7th level.
Prestige
Prestige is a skill to produce useful props such as:
Normally the Street Mage rolls for a prop and makes the best use of whatever comes to hand, but the Mage can choose one prop at first level that can always come to hand (no roll needed) and another at 3rd, 5th and 7th level.
Saving Throws
Street Mages gain a +2 bonus against Spells and Traps, but only in a city/town setting (including Inns).
Thieves Guild
Street Mages often work for the local Thieves Guild. Although they do not establish a Tower of Guild of their own, at 8th level they may attract a gang of thieves, assassins, street mages and other ruffians (possibly including urban monsters like Wererats) who will work for them.
Trauma
Street Mages do not gain Trauma from spells cast on them or through testing miscellaneous magic items, wands, staves or rings. They also do not gain Trauma for negotiating with monsters from a position of weakness.
Street Mage Feats
Street Mages choose from the same Feats as other Magic-Users but can also choose from the following:
Gadgeteer: You can always choose which Legerdemain prop comes to hand without rolling.
Grenadier: Your firecrackers deal 1d6+1 damage on a hit and 1d6 damage to bystanders within 5’.
Mesmerist: With Legerdemain, you can hypnotise unwilling subjects and plant post-hypnotic suggestion (similar to Charm Person) or treat Derangements as if you provided Spiritual Comfort.
Quack Doctor: Once a day, in a lab or kitchen, you can create a random potion that has a 50% chance of working when consumed. These potions lose their effectiveness within 24 hours.
Urchins: You employ a gang of street urchins who grant you an extra City Downtime activity each week and a +1 bonus on City Random Encounters.
Gadgeteer: You can always choose which Legerdemain prop comes to hand without rolling.
Grenadier: Your firecrackers deal 1d6+1 damage on a hit and 1d6 damage to bystanders within 5’.
Mesmerist: With Legerdemain, you can hypnotise unwilling subjects and plant post-hypnotic suggestion (similar to Charm Person) or treat Derangements as if you provided Spiritual Comfort.
Quack Doctor: Once a day, in a lab or kitchen, you can create a random potion that has a 50% chance of working when consumed. These potions lose their effectiveness within 24 hours.
Urchins: You employ a gang of street urchins who grant you an extra City Downtime activity each week and a +1 bonus on City Random Encounters.
Street Mage Spells
Floating Disk
Spell Level: M1
Range: 6ft
Duration: 1 hour per level
This creates an invisible magical platform about the size of a shield which floats at waist height, follows you around and can carry 500lbs weight.
Spell Level: M1
Range: 6ft
Duration: 1 hour per level
This creates an invisible magical platform about the size of a shield which floats at waist height, follows you around and can carry 500lbs weight.
Mirror Picture
Spell Level: M2
Range: Caster
Duration: 1 hour
You create 1d6 illusion duplicates of yourself. Any attack on you automatically hits a duplicate instead, dispelling it. The spell ends when the duplicates are all dispelled.
Spell Level: M2
Range: Caster
Duration: 1 hour
You create 1d6 illusion duplicates of yourself. Any attack on you automatically hits a duplicate instead, dispelling it. The spell ends when the duplicates are all dispelled.
Magic Pocket
Spell Level: M3
Range: Caster
Duration: 1 hour per level
You create a magical pocket that can hold up to 200ilbs weight and any object that can fit into its opening (about a foot in width). Only you can see the pocket or take objects out of it. When the spell ends any objects in the pocket fall to the floor around you.
Spell Level: M3
Range: Caster
Duration: 1 hour per level
You create a magical pocket that can hold up to 200ilbs weight and any object that can fit into its opening (about a foot in width). Only you can see the pocket or take objects out of it. When the spell ends any objects in the pocket fall to the floor around you.
Magic Door
Spell Level: M4
Range: Touch
Duration: 1d6 rounds
You create a doorway on a wall (or floor or ceiling) that only you can open. It gives passage through to whatever space is on the other side, so long as the wall is not more than 3' thick or lined with a magic-dampening metal. Other people can pass through the door so long as you hold it open for them.
Spell Level: M4
Range: Touch
Duration: 1d6 rounds
You create a doorway on a wall (or floor or ceiling) that only you can open. It gives passage through to whatever space is on the other side, so long as the wall is not more than 3' thick or lined with a magic-dampening metal. Other people can pass through the door so long as you hold it open for them.