+ The Wizard ~

-
SUMMARY: THE WIZARD (REF1)

  • Must have a min. INT of 9
  • Must have a min. DEX of 6
  • If INT is 16 or greater, +10% XP
  • Any alignment possible
  • Can use most scrolls, wands staves, magic items
  • Upon becoming 11th level, can enchant and scribe items and scrolls
  • Stronghold possible

  •  

     
     
     
     
     
     
     
     
     
     
     
     


     
     
     
     
     

    -
    It is absolutely essential to have high INT for a character who is a
    M-U - especially if a broad selection of spells is to be had, as well
    as the use of the highest level spells. A M-U must have an
    INT of no less than 9 and a min. DEX of 6.
    For details of the effects of INT on spell USE, see CHARACTER ABILITIES.
    A magic-user with intelligence of 16 or more also gains the benefit of adding
    10% to XP awarded to him || her by the DM.

    Magick-users draw upon arcane powers in order to exercise their
    profession. While they have mighty spells of offensive, defensive, and
    informational nature, M-Us are very weak in combat. They have but
    four-sided dice (d4) to determine how many HP of damage they can
    withstand, and M-Us have the least favorable table and progression
    as regards missile && melee combat. Furthermore, they can wear no
    armor and have few weapons they can use, for martial training is so
    foreign to magic-use as to make the two almost mutually exclusive. Magic-users
    can be of any alignment (explained hereafter).

    * Spellcasting: When a M-U begins his or her profession, the character is usually
    assumed to possess a strange tome in which he or she has scribed the
    formulae for some of the spells known to the character. This spell book,
    and each book later added (as the M-U advances in levels of
    ability, a book of spells for each higher level of spells which become
    usable will have to have been prepared through study and research), must
    be maintained by the magic-user. He or she must memorize and prepare
    for the use of each spell, and its casting makes it necessary to reabsorb the
    incantation by consulting the proper book of spells before it can again be
    cast. (See CHARACTER SPELLS for more details.) As with all other types of
    spells, those of magic-users must be spoken || read aloud.

    There are many powerful items of magic which only this class of character
    can employ. Most magic scrolls, wands, staves, and many of the
    miscellaneous items of magic are usable only by this class. Thus, while
    magic-users are not strong in combat with weapons, they are possibly the
    most fearsome of all character classes when high levels of ability are
    finally attained. Survival to that point can be a problem, however, as low level
    magic-users are quite weak.
     

    MAGIC-USERS TABLE I.
    Experience 
    Points
    Experience 
    Level
    4-Sided 
    Dice for 
    HP
    Level Title Abilities THACO Saves Proficiencies 0 1 2 3 4 5 6 7 8 9 NPC 
    XP 
    Value
    -2,000 ---- -1,001 0 - Neophyte Book of Cantrips - - - 1 - - - - - - - - - -
    -1,000 ---- -501 0 - Initiate - - - - 2 - - - - - - - - - -
    -500 ---- -1 0 - Apprentice - - - - 3 - - - - - - - - - -
    0 ---- 2,500 1 1 Prestidigitator Spellbook, Level 1 20n d14, p13, r11, b15, s12 1/3 * 1 - - - - - - - - -
    2,501 ---- 5,000 2 2 Evoker - 20n d14, p13, r11, b15, s12 - * 2 - - - - - - - - 36 (T1)
    5,001 ---- 10,000 3 3 Conjurer - 20n d14, p13, r11, b15, s12 - * 2 1 - - - - - - - -
    10,001 ---- 22,500 4 4 Theurgist - 20n d14, p13, r11, b15, s12 - * 3 2 - - - - - - - -
    22,501 ---- 40,000 5 5 Thaumaturgist - 20n d14, p13, r11, b15, s12 - * 4 2 1 - - - - - - 240 (T4)
    40.001 ---- 60,000 6 6 Magician - 19 d13, p11, r9, b13, s10 - * 4 2 2 - - - - - - -
    60.001 ---- 90,000 7 7 Enchanter Brew potions, 
    Inscribe scrolls
    19 d13, p11, r9, b13, s10 2/4 * 4 3 2 1 - - - - - -
    90,001 ---- 135,000 8 8 Warlock<(Witch)> - 19 d13, p11, r9, b13, s10 - * 4 3 3 2 - - - - - 2025 (T1)
    135,001 ---- 250,000 9 9 Sorcerer <(Sorceress)> - 19 d13, p11, r9, b13, s10 - * 4 3 3 2 1 - - - - 4024 (T3), 4012 (T4)
    250,001 ---- 375,000 10 10 Necromancer - 19 d13, p11, r9, b13, s10 - * 4 4 3 3 2 - - - - -
    3751001 ---- 750,000 11 11 Wizard - 16 d11, p9, r7, b11, s8 - * 4 4 4 3 3 - - - - -
    750,001 ---- 1,125,000 12*, ** 11+1 Wizard (12th level) Make magic items, Stronghold 16 d11, p9, r7, b11, s8 - * 4 4 4 4 4 1 - - - -
    1,125,001 ---- 1,500,000 13 11+2 Wizard (13th level) - 16 d11, p9, r7, b11, s8 3/5 * 5 5 5 4 4 2 - - - -
    1,500,001 ---- 1,875,000 14 11+3 Wizard (14th level) - 16 d11, p9, r7, b11, s8 - * 5 5 5 4 4 2 1 - - -
    1,875,001 ---- 2,250,000 15 11+4 Wizard (15th level) - 16 d11, p9, r7, b11, s8 - * 5 5 5 5 5 2 1 - - -
    2,250,001 ---- 2,625,000 16 11+5 Wizard (16th level, or Mage) - 13 d10, p7, r5, b9, s6 - * 5 5 5 5 5 3 2 1 - -
    2,625,001 ---- 3,000,000 17 11+6 Wizard (17th level) - 13 d10, p7, r5, b9, s6 - * 5 5 5 5 5 3 3 2 - -
    3,000,001 ---- 3,375,000 18 11+7 Wizard (18th level or Arch-Mage) Lichdom (NPC only) 13 d10, p7, r5, b9, s6 - * 5 5 5 5 5 3 3 2 1 -
    3,750,000 19 11+8 Wizard (19th level or Arch-Mage) - - - 4/6 * 5 5 5 5 5 3 3 3 1 -
    4,125,000 20 11+9 Wizard (20th level or Arch-Mage) - - - - * 5 5 5 5 5 4 3 3 2 -

    375,000 XP per level for each additional level beyond the 18th.

    <>
    * Item enchantment is possible at this level.
    ** A stronghold (with attendant income) may be built at this level.

    SPELLS USABLE BY CLASS AND LEVEL -- MAGICK-USERS
                        Magic-User's Spell Level
    Magic-Users Level 0 1 2 3 4 5 6 7 8 9 10 11 12
    0 1 - - - - - - - - - - - -
    0 2 - - - - - - - - - - - -
    0 3 - - - - - - - - - - - -
    1 * 1 - - - - - - - - - - -
    2 * 2 - - - - - - - - - - -
    3 * 2 1 - - - - - - - - - -
    4 * 3 2 - - - - - - - - - -
    5 * 4 2 1 - - - - - - - - -
    6 * 4 2 2 - - - - - - - - -
    7 * 4 3 2 1 - - - - - - - -
    8 * 4 3 3 2 - - - - - - - -
    9 * 4 3 3 2 1 - - - - - - -
    10 * 4 4 3 3 2 - - - - - - -
    11 * 4 4 4 3 3 - - - - - - -
    12 * 4 4 4 4 4 1 - - - - - -
    13 * 5 5 5 4 4 2 - - - - - -
    14 * 5 5 5 4 4 2 1 - - - - -
    15 * 5 5 5 5 5 2 1 - - - - -
    16 * 5 5 5 5 5 3 2 1 - - - -
    17 * 5 5 5 5 5 3 2 2 - - - -
    18 * 5 5 5 5 5 3 3 2 1 - - -
    19 * 5 5 5 5 5 3 3 3 1 - - -
    20 * 5 5 5 5 5 4 3 3 2 1* - -
    21 * 5 5 5 5 5 4 4 4 2 - - -
    22 * 5 5 5 5 5 5 4 4 3 - 1* -
    23 * 5 5 5 5 5 5 5 5 3 - - -
    24 * 5 5 5 5 5 5 5 5 4 - - 1*
    25 * 5 5 5 5 5 5 5 5 5 - - -
    26 * 6 6 6 6 5 5 5 5 5 - - -
    27 * 6 6 6 6 6 6 6 5 5 - - -
    28 * 6 6 6 6 6 6 6 6 6 - - -
    29 * 7 7 7 7 6 6 6 6 6 - - -

    Q. Can a 3rd level M-U choose
    three 1st level spells instead of the
    two 1st and one 2nd level spells that
    he is entitled to?
    A. No.  Spell casting characters are
    entitled to precisely the number and
    level of spells that are listed on the
    appropriate table for their class and
    level.  Spell levels cannot be 'traded'.
    For example, a 5th level spell does
    not equal two 2nd level plus one 1st
    level, although the 'spell mix' might
    be more usueful to the mage in
    question.
        The exception to that rule (there's
    always one) is in the case of Cantrips
    in the Advanced Game.  The 0-th
    level spells can be traded on a 4-to-1
    basis with 1st level M-U
    or illusionist spells.
    (Imagine #16)
     
     

    Q: I understand that a magic-user can
    cast only the spells in his book, but
    how often can a spell in a book be
    cast? A friend told me that a 1st level
    wizard can cast only 1 <a 1st level wizard can cast more than one 1st-level spell per day>
    spell per day, but the DMG says that
    a 1st-level magic-user has a book of
    4 spells.
    A: You seem to be confused by the difference
    between the number of spells a
    magic-user can have memorized at any
    given time and the number of spells that
    he can have written in his spell book.
    The number of spells that any magicuser
    can have memorized at any one time
    is given on the Spells Usable By Class And
    Level chart in the PHB (page 26). To use
    the chart, find the level of the spell-caster
    (first column). The total number of spells
    his brain can hold is given to the right of
    his level. For example, the "Magic-users
    Spell Level" line for a 4th-level magic-user
    reads: 3 2. This means that a 4th-level
    magic-user can memorize up to three firstlevel
    first-level spells and two second-level spells.
        When a magic-user prepares for an
    adventure, he studies his books and commits
    spells to memory, up to his "full load."
    When he casts one of these spells, the
    memory of it goes away (as explained on
    page 40 of the PHB), and he must memorize
    it again before he can cast it again.
    The number of spells a magic-user can
    have in his spell book is determined by his
    intelligence score.
        There are two ways, however, that the
    magic-user could cast a spell without memorizing
    it first. The first is by using a
    scroll' a temporary magical writing. Any <typo>
    time after a magic-user has studied a scroll
    while using a read magic spell, he can read
    that scroll aloud and cast the spell written
    on it, whether or not he has that spell
    memorized. A spell written on a scroll can
    be CAST once only; the writing disappears
    when the spell is cast. (See pages 100-101
    of the 1st Edition PHB and pages 127-128
    of the 1st Edition DMG for more information
    on the use of scrolls.) The second is to
    read the spell directly out of the spell
    book. This causes the spell to disappear
    from the book (so that the magic-user
    cannot memorize it again until he can
    write it into the book again) and may also
    cause other spells to disappear from the
    book (see page 80 of Unearthed Arcana
    for more details on casting spells directly
    from books).

    Q: How do you extend the spell list
    for magic-users beyond level 29?
    A: As follows:
    30th level: Add one each fifth-, sixth-, and seventh-level spell.
    31st level: Add one each eight- and ninth-level spell.
    32nd level: Add one each first-, second, third, and fourth-level spell.
    For 33rd level and up, keep repeating this progression.
    (145.56)

    <>



    Quote:
    Originally Posted by Edena_of_Neith
    When we first attempted the infamous Tomb of Horrors (your creation, Gary  ) my character was the only survivor of the battle against Acererak.
    We all learned the hard way what Acererak could do to you simply by rising up and looking at you (I won't go further, since I would never spoil the surprise for those wishing to attempt the Tomb and the destruction of Acererak! <big grin> )

    Ok, this attack of Acererak: if it is a spell, what level would it be?
    If it's over 9th level - and I'm guessing it is well over 9th level - then does Acererak have access to 10th, 11th, and higher level spells from the Arcane Age that existed in the days of the power of the Suloise Imperium?
    If the attack is an innate spell-like power, the same question applies: what level is it equivalent to, and if higher than 9th does it come from the Suloise Arcane Age?

    Yours Sincerely
    Edena_of_Neith
     


    Indeed!

    The demi-lich is a terror.
    Roblilar assessed that at a glance (a few words of my description), scooped up the treasure, and ran away.

    I envisaged the the terrible power Acererak possesses as coming from the nether planes deity he served, not from any human source.
    It is cleaner assuming such, for then there is no lost lore of super magic to be discovered.

    that said, I do believe that 10th level spells, even 11th and 12th, are appropriate in high-level campaigns.
    such should be available only to mages of 19 or greater Intelligence at 20th, 22nd, and 24th level perhsps.

    Cheers,
    Gary


    * Item Enchantment:
    When a M-U attains 7th level (Enchanter) or higher, he or
    she may scribe magic scrolls and concoct potions, and upon achieving 12th
    level (Wizard) or higher may attempt to enchant items.
    This process requires the undivided
    attention of the magic-user for quite long periods of time - weeks to
    months - and it is also costly. As the DM is carefully
    instructed to keep exact record of game time spent in such activity, the
    magic-user will effectively remove himself or herself from a number of
    adventures while enchanting items or inscribing scrolls of magic spells. As
    this relative inactivity means that the character will not get experience
    points and treasure (monetary or magical) gained from adventures which
    toke place during the inactive period, it is not usual for a Wizard to
    manufacture many items or scrolls. However, as occasional enchantment
    of items or penning of magic scrolls will take place, your referee has
    complete information on the process, including probabilities, time
    required, materials needed, and costs.

    ** Strongholds: It is possible for a magic-user of 12th or higher level to construct a
    stronghold and clear the countryside in a 10 or 20 mile radius of all
    monsters, thus ruling an area much as a noble. If this is accomplished, a
    revenue of 5 s.p. per inhabitant per month is generated in the
    territory ruled.
     
     


    Magic-Users (Including Illusionists)

    AT A GLANCE:
    In many races, and predominantly in humanity, certain individuals have the ability to channel the ambient magical energies of the world to produce a desired effect.
    This ability is called magic, or "the art", in the FR, and there are a larger number of practitioners of it.


     
     

    ELMINSTER'S NOTES:
    There are all manner of spell-casters in the FR, and though universities and magical schools are on the rise, the majority of spell-casters learn their skills in the time-honored fashion; by apprenticeship to a higher-level mage.
    After years of what seem to the student to be arduous and unpleasant tasks, the tutoring mage will begin instructions in the easiest cantrips, then later moving on to the first spell books. <> <>
    Upon learning the basics, the young spell-caster usu. journeys out to gain some real-life experience with his craft.
    Some go no further in their development, seeking other safer pursuits, and some perish in their adventures,
    Those that survivve return to their former masters, or to others of greater skill, to learn greater magics, and to share what they themselves have discovered.

    The universities && schools of magick are this simple procedure written large, with many such wizards and sages with various specialties.
    These are a novel thing in the North, becoming popular only in the past ten winters, though they are more common (and, it is added, more expensive) in the South.
    Outside the town of Beregost is an old school of magic, now ruined, which pre-dates such activity in the North.

    Universities, as they now stand, teach general magical knowledge, and are found in the larger cities, such as Waterdeep, or operating out of a string of private homes, such as in Cormyr, and can produce a would-be mage candidate in a few years. <>
    Schools of Magic are similar, save they tend to concentrate on particular disciplines, such as illusion, necromantic magic, or alterations.
    Today, the bulk of powerful mages were trained by a single hand, but a growing percentage of the new magic-users in the world are coming from such universities and schools of magic.

    Practitioners of the Art of Magic are found in most walks of life, and there are former mages among the merchant class and courtiers.
    Many make their living at magic, either as court wizards, adventurers, or sages (the last being the least well-paid or recognized).
    Often they devote long periods of time to producing magical items.
    When they adventure, they are looking both for money to fund their researches, for magical items to understand and comprehend, and for books to expand the scope of their learning. <>

    Magic-users develop a "signature rune" which they use to identify thier belongings, sign as their name, and mark or warn others.
    As a mage gains in power, more individuals recognize the rune and connect it with a mighty mage, not to be trifled with.
    Since some runes are connected with magical spells, this enforces the tendency of ordinary people to shy away from such magically-marked items.
    A few of the well-known mage-ruens are found on this page.
    There is no set penalty for violating another mage's signature rune or using it without their permission.
    Powerful magic-users tend to punish such activity themselves to discourage further use.

    GAME INFORMATION:
    Magic-users and Illusionists in the FR are as delineated in the PH and UA.
    Their origins are similar whether they are university-schooled or the product of a lone wizard's tutoring.
    If the character comes from a background of a large city, he may choose; otherwise it is 90% likely that the new magic-user was instructed by a lone wizard (the remaining 10% means origin in a particular location, such as the Moonshaes, and training at a magical academy).

    A MU can gain additional MU spells from another mage of sufficient level, as delineated in the DMG.
    Where a spell is learned does not usually determine its abilities.

    Magic-users relearn their spells from spell-books, and usually maintain two sets: a traveling set for USE in the wildernesss, and a large, more complete set in the AREA of home base.
    SUch books are very important, and there are many specialized books which were once MU's tomes that are highly valued for the original spells therein.
    Such books, are handled in the DM's Sourcebook of the Realms.

    Finally, a mage's signature rune may be developed by a mage at any time, though it should not be altered once created (to avoid confusion).
    This rune is used in all spells which require writing (including symbol spells), and in non-magical terms to indicate property or for messages.
    In a world where the majority of the people speak, but do not read, a common language, such runes are important to instruct the unknowing and warn the cautious.
     

    Azuth (Patron of Magic Users)
     


    orgcandman wrote:
    (2) Had you planned on other specialists (Necromancers, Diviners, Evokers, etc..) in future works?
     


    2) I was indeed considering a special class for elementalists and sorcerers for a revised edition of AD&D/

    <note: the Sorcerers that Gary is referring to are NOT the 3e sorcerers. basically, a conjurer/demonologist. see the Sorcery spells in MYTHUS, and, the Demonurge in LA.>
     


    Stormcrow wrote:
    Col_Pladoh wrote:
    2) I was indeed considering a special class for elementalists and sorcerers for a revised edition of AD&D.
     

    Gary,

    What in your mind is the difference between a sorcerer and a standard magic-user?
    In non-RPG usage sorcererand wizard often mean the same thing, though sometimes sorcerer implies evil where wizard does not.
    (My dictionary defines sorcery as "the use of magic, esp. black magic.")
     


    Heh, easy...

    Sorcerers practice sorcery, that is the summoning of demons or devils.
    They have no magical power, inate or learned.

    Cheerio,
    Gary
     


    IlexGarodan wrote:
    I'm not Gary, but I always considered Sorcerers to have inate magic ability-- that is, they don't use material components or spellbooks, and the magic is "in the blood."
    On the downside, they know less spells, and can cast less spells per day than your typical M-U.

    Then again, that's just me.
     


    Nah, that's just 3E jive.

    Look up the meaning of the word "sorcery."

    Cheers,
    Gary
     


    I'm not Gary either, but I'd be willing to guess that the 3E version of the Sorcerer as an "innate spell-caster" is not what he had in mind,
    given that the class completely contradicts the Vancian "fire-and-forget" magic system.
     


    Quite so.

    Magicians learn the ability to use magic.

    Sorcerers summon demonic entities and command them to perform.

    Cheers,
    Gary
     


    IlexGarodan wrote:
    Well, as I said, I was introduced in 3rd Edition.

    Please don't kill me!
     


    Sure 

    Most game designers take some liberty with facts or what passes as actual.
    In FRPGs there are no real bases save myth, folklore, legend, fairy tales, and how the make-believe or imaginary is defined in books dealing with such subjects, or in dictionaries.

    As it happens I prefer to keep my fantasy definitions as close to those "sources" as possible as long as it doesn't adversely affect the game.
    Other designers have their own ideas.

    Cheers,
    Gary
     


    Stormcrow wrote:
    Aha! In that case, the sorcerer and elementalist class(es?) you had in mind would have been quite excellent!
     

    Have a look at the Lejendary Adventure game Avatar Orders some time.
    They include Geourge (elementalist), Augur (a euphonism for necrourge), and Demonurge (sorcerer).
    Orders in the game reflect archetypes, real of imagined for a magic-active world.

    Cheers,
    Gary
     

    Darius wrote:
    So, while completely different systems, it would not be a far fetched idea to think of the LA Elementalist and Sorcerers as the "types" of characters/magic user that would have ended up in 2nd edition if you had stayed and worked on the project. The spells would be different, but those are the basic archtypes of magic users you were thinking about.
     


    Generally speaking, yes.
    Do not forget that I planned on adding some other archetypes as well.
    An elementalist would have been a sub-class of magic-user.
    A sorcerer would havbe been a class unto itself.

    Cheerio,
    Gary


     

    Quote:
    Originally posted by sword-dancer
    A few other questions from german threads, not from me.

    quote:
    --------------------------------------------------------------------------------
    Why is an Mage so Poweerless at the beginning ?

    --------------------------------------------------------------------------------
     


    Powerless magic-users at first level? Ha!
    That's an old question, and one I can deal with easily using the OAD&D rules, the main origination of the m-u in most play.
    Questioner, you be an ogre, a big strong 4th-level monster.
    I am a poor weak magic-user.
    We are at 30-foot distance.
    You move to attack, I cast my Sleep spell.
    You loose. So, now I'll be any other sort of PC, and you remain the ogre.
    You win...unless my character succeeds in running away.

    The low-level magic-user is mainly a one- or two-shot weapon, but the "artillery" is potent.
    This fits well with a balanced party of low-level PCs, none of wom are really very strong singly.

    Quote:
    Originally Posted by Omand
    Gary,

    Here is my question for you. You seem to have a preference for magic-user characters, yes? Or is it simply my reading too much into the posted exploits of your characters?

    Cheers 


    The options for m-us are more interesting to me than are those for most other classes.
    I have played a good number of fighters, but I prefer to play a PC that can whip out a spell now and again.
    My highest level PC is Mordenkainen, my last PC, created some five years back, is a gnome illusionist-thief, with about four levels in each class.
    I had some fun playing a half-orc cleric-assassin, but when he was killed the other (Evil) PCs with him simply looted his corpse and moved on...

    In the play-test sessions of the Lost City of Gaxmoor module I played a straight fighter, and it was interesting, but I had to do a lot of improvisational role-playing to make it so, and many of the young gamers there were somewhat taken aback at such thespianism. Worst of all, playing in-character, I boasted to an orc chieftain that he had better comply with the group's demands for the cooperation of his force in our forthcoming attack on another band in the city...or else. That gave DM Luke Gygax all the excuse he needed to have the orcs pack up and steal away, depriving us of their help, and thefeafter our attacking and looting of the lot <EEK!>

    Cheers,
    Gary

    Comments
    <greenbox>  OMG!

    Quote:
    Originally Posted by airwalkrr
    Just in case you missed it. 


    Yes, I sure did miss it 

    You have the thinking, the 6th level spell gain was considered a great boost to the wizard's repertorie.
    It is as simple as that.
    No one I know of found an 11th level m-u underpowered either...

    Cheers,
    Gary


     


    Last but by no means least:

    Hi Edena,

    In genaral I concur with the restrictions you placed on m-es, but I find some overboard to my way of thinking., Certainly there are no magic shops selling any form of real items. However, added spells upon level gain as given in the OAD&D PHB are reasonable. A magic-user doesn't just spring up full-blown. Ine must be an apprentice, so there are plenty of higher level mages around. The m-u's former master, or an associate of his or hers, will assuredly train and provide the fledgling wizard with one or more new spells for a service and perhaps some added payment in magic items. Also there might well be a m-u's guild in many of the larger cities. At such place the PC spell-caster can petitin for membership, pay initiation fee and regular dues, and be entitled to use the guild library.

    You ignore completely magic scrolls. In my campaign the majority of new spells gained were those copied from a scroll, thus destroying it and losing any XPs that might have been gained from its possession.

    Finally, I do find that the end result you suggest is too dominant a figure in a campaign, although that does underscore why I devised a good deal of the material in the UA book that beefed up fighter-types 

    Cheers,
    Gary
     


    Quote:
    Originally Posted by haakon1
    A kind DM also helps. I've seen the M-U taken out by area effect spells the rest of the party survived in two different campaigns I've run now. (In the second one, I allowed a second saving throw, which worked and counted. In the first, I allowed Raise Dead to be acquired in a plot-coolness way.)

    Normally, I don't "nerf" anything, but for the M-U (or Wizard/Sorcerer in later editions) caught in a Fireball at 4th-5th level, a special break seems fair.


    In OAD&D the m0u gets a slightly better save vs such attacks, and there are a fair number of items that help protect against fire, many of which are not unreasonable for a 4th-5th level one to possess...

    Cheers,
    Gary
     

    Quote:
    Originally Posted by rossik
    wow, tx gary!

    so simple and and feel so right!
    also, if you see a 80 years old mage, maybe you are in big trouble!
    but if you see a 80 yo fighter.... 


    OTOH,

    If you see a gaggle of young, fresh-faces chaps in pointy hats it is also a good idea to beat feet immediately, as one is sure to fail at least one saving throw against charm person

    Cheerio,
    Gary


     

    Quote:
    Originally Posted by JohnRTroy
    Hi Gary,

    I had a question, which the answer would benefit the members of ENWorld, so I'll ask it here.

    With 4e potentially removing the "schools" of magic, I had a question. In 1e you established for spells the "school"--alteration, abjuration, conjuring/summoning, etc. The schools were interesting but in terms of the game, they never really seemed to be more than flavor text--outside of what detect magic would detect. In Unearthed Arcana, you started indicating what auras surrounded the new magic items, and you started mixing the schools a bit. (In the PHB there were 9 schools--mostly 8 and 1 called possession, in UA you started mixing elements of the two for certain spells).

    Now, after you left, Wizards decided to do something with this classification--the Illusionist spell list was merged, some spells redefined and a few added, --possession being removed and "universal" being added for critical things like read magic. And then there were 8 "specialist" wizards, 1 for each school, so you had Enchanters and Evokers and Transmutists who were restricted to opposing schools.

    But what was your original intent for the schools. Were you planning something in the expansion to deal with these classifications? Maybe something involving spell creation or negation or specialization? Schools in 1e didn't really have that much effect on the game, so I was wondering if you had any master plan for it that never saw the light of day.
     


    Howdy JRT!

    Yes, I did intend to have schools of magic based on the types of spells as you note above.
    The m-u would begin with one specialization, but at verious points along the level progression ladder he could opt to add a new field or intensify his capacity in the original one.
    This was meant to make m-us interesting beyond the point where they could use 9th level spells, any diversion from specialization delaying the advanced spell level possession but adding new lower level spells of a new school.

    No, I never began to work out the tables for such school of magic progression.
    They would depend in part on how I prolonged the progression of the other classes of characters.

    I did employ some of the thinking behind this concept in the DJ Mythus magic system.

    Ciao,
    Gary
     


    Now this thread is turning into a mine of puns, some of which are gems--take your pick. That is why I am shoring it up like this...

    Cheers,
    gary
     


    <note: try to find the creator's Name, to credit him -- he has done this for other classes as well -- good job!>



     


    MAGIC-USER

    1. SUBCLASS = n/a
    2. SOCIAL CLASS MINIMUM = MMC (21: LMC)
    3. ABILITY SCORE MINIMUMS
        STRENGTH = 3 (4d6)
        INTELLIGENCE = 9:16 (9d6)
        WISDOM = 6 (7d6)
        DEXTERITY = 6 (8d6)
        CONSTITUTION = 6 (6d6)
        CHARISMA = 6 (5d6)
        COMELINESS = 3 (3d6)
    4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = Dark elf (male: 12+) (female: 5+), gray elf (11+), high elf (10+), valley elf (11+), wood elf (9+), half-elf (7+), human (U)
    5. MULTI-CLASS POSSIBILITIES = CM, DM, FM, RM, MT, MA, CFM, FMT
    6. HIT DIE TYPE = d4
    7. MAXIMUM NUMBER OF HIT DICE = 11
    8. SPELL ABILITY = yes
    9. ARMOR PERMITTED = no
    10. SHIELD PERMITTED = no
    11. WEAPONS PERMITTED = caltrop, dagger, dart, knife, sling, staff
        Q. Can a M-U wear armor & use a sword if they are magickal & he or she made them? (Basic/Advanced)
        A. In both games, M-Us cannot use any weaponry other than from a restricted list (dagger, dart or staff). <Update with UA>
        Although in the Advanced game magical items can be constructed by a M-U, including swords, this does not imply the ability or inclination to use such items.
        In both games M-Us are intellectual types who have dedicated themselves to the powers of the mind.
        Learning to cast spells is a time-consuming occupation requiring total devotion, and M-Us do not have the time or the inclination when they are young (the years before they begin adventuring) to practise swordslinging.
        As a result, they leave this activity to the mayhem specialists -- fighters.
        Elves (in the Basic game) and non-human fighter/magic-users (in the Advanced game) can use any waponry and armour and cast spells.
        This is because <of> their longer childhoods and lifetimes allow greater diversity in training.
        They also have a different philosophy of life.
        These character types might seem to have better options available to them, but their progression is slower, and results in a less powerful end product, than their fully specialized human colleagues.
        (Imagine #2)
    12. OIL PERMITTED = yes
    13. POISON PERMITTED = DM's option
    14. ALIGNMENT = any
    15. STARTING MONEY = 20-80 gp
    16. WEAPON PROFICIENCIES = 1, 1/6 (1st: 1, 7th: 2, 13th: 3, 19th: 4, 25th: 5, 31st: 6)
    17. NON-PROFICIENCY PENALTY = -5
    18. NON-WEAPON PROFICIENCIES = 3, 2/6 (1st: 3, 7th: 5, 13th: 7, 19th: 9, 25th: 11, 31st: 13)
    19. STARTING AGE = elf (150+5d6: YA || mature), half-elf (30+2d8:YA || mature), human (24+2d8: mature)
    20. COMBAT = MU
    21. SAVING THROWS = MU
    22. MAGIC ITEMS = MU