Sunday, June 28, 2015

URFAD: The Magic-User

From reading the various OD&D blogs, lurking in the forums or searching through their archives, and recalling how we played the game throughout the 80’s, there is one rule that seems to be frequently worked around: the power of first-level magic-users. I believe I even read somewhere that Gygax suggested starting MUs at third level. In addition, you see bonus spells for high Intelligence, memorizing spells per day rather than adventure, allowing (per Holmes) early-level MUs to make their own scrolls, cantrips that don’t require memorization, spell point systems, and so on.

My contribution is to combine the first two levels (Medium and Seer) into one (Spellbinder), while also following the Holmesian scroll-making rules. A Spellbinder is able to memorize up to three spells per adventure or outing; this assumes at least two full days of rest between outings. All of the other level titles remain the same as do their corresponding spell totals, but now they are one level higher. The XP needed to advance is adjusted to match the fighter’s, which I am using for all classes. Anyway, here is my house Magic-User.
_______________________________________

Magic-User Level Progression
Level
Title
XP
HD
Atk
Spells
1
2
3
4
5
6
1
Spellbinder
0
1
3
2
Conjurer
2,000
2
3
1
3
Theurgist
4,000
3
+1
4
2
4
Thaumaturge
8,000
4
+1
4
2
1
5
Mage
16,000
5
+1
4
2
2
6
Enchanter
32,000
6
+2
4
3
2
1
7
Warlock
64,000
6+1
+2
4
3
3
2
8
Sorcerer
120,000
6+2
+2
4
3
3
2
1
9
Necromancer
240,000
6+3
+3
4
4
3
3
2
10
Wizard
360,000
6+4
+3
4
4
4
3
2
1

Armor: None. • Weapons: Dagger, staff.
  1. To start, magic-users check to see which spells they know (these will be in their spell book, which all beginning MU’s must purchase). Other spells will be acquired through adventuring or research. 
  2. First-level magic-users may memorize up to three first level spells per outing (assuming spell book is kept safely at home). They may not memorize multiple “copies” of the same spell.
  3. Magic-Users may create magic items (scrolls, potions, enchanted jewelry or weapons). Typical scroll cost is 100 gp and 1 week per spell level. Typical potion cost is 200 gp and 1 week per spell level. Enchanting 10 arrows is 500 gp and 2 weeks, armor to +1 is 2000 gp and 2 months. A Wand of Fear is 10,000 gp and 6 months. A ring with a rare, powerful effect is 50,000 gp and 1 year.
  4. Immediately after a scroll spell is cast, the ink disappears (although multiple copies of the same spell may appear on a scroll). Read Magic is not necessary for casting from a scroll.
  5. Read Magic is needed in order to recognize command words on magical items that require them. It cannot be used to transcribe a spell from a scroll, which is impossible to do.
  6. Magic-users casting from scrolls always act after magic-users casting normally, and when casting unfamiliar spells from scrolls they must make a successful check using the above Chance of Learning Spell +/– levels they are above/below the spell level.
  7. Research to add a spell from the rulebooks is 1000 gp and 1 week per level, after which time a spell check is made; after three failed attempts the spell may not be learned. Working from another magic-user’s spell book decreases the cost to 500 gp and adds +1 to the spell check. To discover an entirely new spell it’s 2000 gp and 2 weeks per level, and at the referee’s discretion the spell check may be waived. 

No comments:

Post a Comment