How to be an adventurer
Everyone is an Adventurer, if you wanted to be a wizard or specialist you should have stayed in school.
All saving throws start at 16
Level gain works off the XP needed for a fighter
Each level you can pick either fighting, learning, or cunning
If you pick fighting you get +1 attack modifier, D8 HP and -1 Poison & Breath saves with an additional point anywhere you like (this could be used to double up poison or breath)
If you pick learning you get 2 skill points, D6 HP, and 4 points deducted from saves of your choice
If you pick cunning you get D6 HP, -2 to saves of your choice and 3 random spells from any level
No more memorisation, you know all the spells you know.
To cast a spell, lose maximum HP equal to the spell's level. Maximum as in off the top, not the total. You total HP will reduce if you max HP drops below it. (this prevents just healing yourself to ignore the difficulty of magic and also allows magic users to not stop casting spell from fear of killing themselves)
If a spell would be unavailable to a magic user of your level (according to default Lamentations rules) it costs double. Example: A level 4 character casting a level 3 spell (not normally available until level 5) would lose 6 max HP when casting it
You max HP recover after 8 hours rest
The only way to learn a spell is to level up. However if you have found a spell book or scroll of a particular spell then you may pick that one instead of a single random choice. This represents you having spent time learning it.
In the meantime you are still able to duplicate it and do everything except cast it off the cuff.