-
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.
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!>
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