I've been toying with an idea of allowing Magic Users to be able to choose a spell slot combo which would consist of a combat/non-combat spell (would be offensive/defensive/utility in your example). They have to decide on the combo (for example, magic missile/feather fall/mending) at memorization time, but during cast time, they could decide which one they would use and then the combo slot would be gone (if they decided to cast magic missile, then the feather fall and mending spell wouldn't be available). This would allow them more flexibility, but wouldn't allow them any more power.Starting Spells
A beginning prestidigitator begins with knowledge of a number of cantrips of their choice equal to their minimum number of learnable spells by level. Additionally, they have from their master (an unthinkably powerful master of the arcane arts of perhaps 6th level) some small store of 1st level spells from the completion of their training with which to make their way in the world.
Each 1st level M-U begins having learned read magic, as well as one of each spell from the following categories as determined by rolls of the D10:
D10 Result
Offensive Spells
Defensive Spells
Utility Spells
1
Burning Hands
Affect Normal Fires
Comprehend Languages
2
Charm Person
Dancing lights
Detect magic
3
Enlarge
Feather Fall
Erase
4
Friends
Hold Portal
Find Familiar
5
Light
Jump
Identify
6
Magic Missile
Protection From Evil
Mending
7
Push
Shield
Message
8
Shocking Grasp
Spider Climb
Unseen Servant
9
Sleep
Ventriloquism
Write
10
(Player’s Choice)
(Player’s Choice)
(Player’s Choice)
Having determined which spells are known automatically, the player then may select 1 spell from amongst the 27 options which is not known and attempt to learn it using their chance to learn check. If this fails, they must add that spell to those which they have failed and pick a new spell to attempt, repeating this process until they finally have 5 spells with which to begin their adventuring career.
Preparation of Spells
As previously described, spells must be prepared by the recitation of incantations and other arcane rituals prior to being cast. This must be done after a good night’s rest to restore the arcane energies and clear the mind. Each spell to be prepared requires 3 minutes per spell level to be fully memorized and readied for use, to be unleashed at some later point by the triggers that guide and channel the stored energies. (Cantrips require but a single minute to prepare.) For a lowly prestidigitator capable of casting only a few of the weakest sort of spells, restoring their spells fully is a relatively simple task. But for more powerful mages, hours in careful study must be spent before they have regained their full puissance.
Production of Magical Items
M-U of at least 7th level are able to brew magical potions and scribe magical scrolls. This process is long, arduous and expensive, for it requires creating magical elixirs and inks via secret formulae from rare and valuable items. A fortunate M-U may encounter one or more such formulae on their adventures in lost tomes and grimoires, otherwise they must quest to learn such formulae from those that guard the secrets of their manufacture, or engage in lengthy magical research to discover the secrets. The DM will be able to provide the necessary information once characters are sufficiently powerful to utilize it.
M-U of at least 11th level are able to begin to manufacture many of the various magical items that they may encounter in their adventures, but again, the methods and rituals and formula for the construction, anointing and empowering of such items are secrets which must be uncovered by some means and the process is costly and requires long periods of the M-U undivided attention during which adventuring may not take place. Likewise, the most puissant such items may require spells the M-U does not know or else cannot yet cast in order to complete their manufacture.
I would allow a new spell of recharge wand at level 1 and allow MUs to recharge wands (but would have the upper charge limit to be less over time, so that a wand couldn't be used forever. Been thinking about a 10-20% reduction on each recharge. Could also do something like if you overcharge the wand, it explodes which would require the MU to keep track of how many casts they have done with the wand and maybe gamble on if they know the max).
Scrolls would be allowed at level 1, but would require exotic materials for the ink which would be different for each spell and maybe person.
Alchemy wouldn't be allowed as I would want to keep that for NPCs (mainly for quest lines of monster parts for potions).
Wouldn't use cantrips at all, but I prefer more low magic than high magic settings.







