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<blockquote data-quote="Celebrim" data-source="post: 6689458" data-attributes="member: 4937"><p>Whatever you do you should by no means make accessible the big problem solving spells like fireball, fly, and invisibility. The other thing which you should by no means do is give them at will abilities. The problem with at will abilities is that the 1e M-U is always balanced by resource management, and essentially you are saying with an at-will ability, "You don't have to manage resources." That may sound interesting, but its actually going to be boring.</p><p></p><p>The biggest problem a 1e low level M-U has is their lack of spell slots. If you don't want to make spell progression look more like 3e, I would give them some simple sort of staff of spell storing, which they could charge with say 6 1st level spells before the adventure begins, and refill during days that they have down time. The staff can only store 1st level spells, and otherwise acts as a +1 staff. If that is not enough because of the high pace of your game, give the staff some simple 1/day or 3/day powers like:</p><p></p><p>3/day: Emit light from its tip, as the spell light cast at 6th level of ability.</p><p>1/day: Produce flame, as the spell cast at 6th level of ability.</p><p>1/day: Cast Melf's Minute Meteors at 6th level of ability. </p><p></p><p>Have the staff be inherited from their former master, and make sure to convey to them just how powerful and valuable this item is.</p><p></p><p>The second biggest problem a wizard has is their lack of AC/hit points. To keep a wizard alive at this level, they need a reliable meat shield. I'd suggest giving the wizard a normal, non-magical, guard dog that fights as a 2HD monster but is well trained, obedient and generally loyal. Use the loyalty of henchmen rules in the DMG. If this doesn't strike you as good enough, because of all the missiles you expect to be flying around, consider providing a minor defensive item such as bracers of armor (AC 8). </p><p></p><p>During the adventure, make sure you place among the treasure various minor wands - detect secret doors is a good one - with a handful of remaining charges.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6689458, member: 4937"] Whatever you do you should by no means make accessible the big problem solving spells like fireball, fly, and invisibility. The other thing which you should by no means do is give them at will abilities. The problem with at will abilities is that the 1e M-U is always balanced by resource management, and essentially you are saying with an at-will ability, "You don't have to manage resources." That may sound interesting, but its actually going to be boring. The biggest problem a 1e low level M-U has is their lack of spell slots. If you don't want to make spell progression look more like 3e, I would give them some simple sort of staff of spell storing, which they could charge with say 6 1st level spells before the adventure begins, and refill during days that they have down time. The staff can only store 1st level spells, and otherwise acts as a +1 staff. If that is not enough because of the high pace of your game, give the staff some simple 1/day or 3/day powers like: 3/day: Emit light from its tip, as the spell light cast at 6th level of ability. 1/day: Produce flame, as the spell cast at 6th level of ability. 1/day: Cast Melf's Minute Meteors at 6th level of ability. Have the staff be inherited from their former master, and make sure to convey to them just how powerful and valuable this item is. The second biggest problem a wizard has is their lack of AC/hit points. To keep a wizard alive at this level, they need a reliable meat shield. I'd suggest giving the wizard a normal, non-magical, guard dog that fights as a 2HD monster but is well trained, obedient and generally loyal. Use the loyalty of henchmen rules in the DMG. If this doesn't strike you as good enough, because of all the missiles you expect to be flying around, consider providing a minor defensive item such as bracers of armor (AC 8). During the adventure, make sure you place among the treasure various minor wands - detect secret doors is a good one - with a handful of remaining charges. [/QUOTE]
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