Magic Knight

A Magic Knight is trained in a method of spell casting that most view as lazy or incomplete. The Knights themselves believe it to be efficient and who really has time to cast spells in the thick of a sword fight anyway?

D8

BaB - 3/4

F + R - W+

Armor and Weapon Proficiency: A Magic Knight is trained in the use of Simple and Martial weapons, as well as Light armor and basic non-tower shields.

1 - Sigil Casting - A Magic Knight's spell casting is much less sophisticated than other magic users, due to using a sort of arcane shorthand, they are always able to cast their sigils as a swift action. Studying and learning a Sigil is difficult, as the action to cast one successfully must be perfect due to the shortcuts taken. Due to leaving no room for error, Magic Knights must instead focus in and select a narrow few Sigils to master. Magic Knights with a high Intelligence are able to cast additional Sigils per day.

1 - Minor Sigils - These quick effects are much akin the the cantrips of a wizard or the orisons of a cleric. Once attained they are not limited per day like higher level sigils. Minor sigils have an effect die of d3.

1 - Lesser Sigils - Lower tier Magic Knights only have access to the basics, Sigils must be selected from the Lesser Sigil list. Lesser Sigils have an effect die of d6.

4 - Bonus Combat Feat - At 4th level and every 4 levels beyond, a Magic Knight gains a bonus combat feat of their choice, as long as they meet normal prerequisites.

7 - Full Sigils - Upon reaching 7th level a Magic Knight is able to perform Full Sigils, increasing the power of their casting to a d8.

11 - Medium Armor Training - A Magic Knight gains medium armor proficiency and the ability to move unimpeded in medium armor at 11th level.

13 - Greater Sigils - a 13th level Magic Knight is capable of putting more power into their sigils, further increasing them to a d10.

19 - Heavy Armor Training - A Magic Knight gains heavy armor proficiency and the ability to move unimpeded in heavy armor at 19th level.

20 - Sigil Mastery - at 20th level a Magic Knight is able to harness incredible magical energy in a split second, casting their sigils at 2d6.

## Sigil Types

### Elemental Sigil

Harnessing an element of their choice, a Magic Knight may imbue their attacks with an additional effect die of elemental damage of their choice. When cast as Lesser or above it lasts for one minute, a Minor Sigil lasts only for the round it was cast.

### Accuracy Sigil

Harnessing divination magics, a Magic Knight can help aid their attacks by peeking into possible futures in an instant. When cast as a minor sigil, add a +1 to all attacks that round, otherwise it grants a luck bonus to attack equal to double the level it was cast at for one minute. (example: casting Accuracy Sigil 3 would grant a +6 luck bonus to attack for 10 rounds.)

### Protection Sigil

Learning the basics of abjuration magic, then squeezing it down to its essentials make for quick defensive sigils that are useful when things get dicey. Minor sigils add a +1 luck bonus to AC for one round, otherwise they provide a bonus equal to twice their level, and last for one minute. (Example: Casting a Protection Sigil 5 would grant a luck bonus of +10 AC for one minute for the Magic Knight.)

### Warding Sigil

Utilizing a variant protection sigil at just the right time to 'parry' an incoming attack can reduce damage taken. Used as an immediate action upon being attacked, a Magic Knight may cast a warding Sigil to grant themselves an instant damage reduction. A minor sigil grants DR 1 for one series of attacks, otherwise it provides triple its level in DR for a series of attacks. (Example: Warding Sigil 2 would provide DR 6 against a single targets attacks for that round.)