AD&D 1E Revised and Rebalanced Magic-User for 1e AD&D

Celebrim

Legend
Magic-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 and melee combat. Furthermore, they can wear no armor and have few weapons they can use, for martial training is foreign to magic-use who have already so much to learn in order to master their arcane craft and the other skills that assist in its practice. Magic-users can be of any alignment.

It is absolutely essential to have high Intelligence 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 Intelligence of no less than 9 and a minimum Dexterity of 6. A magic-user with intelligence of 16 or more also gains the benefit of adding 10% to XP awarded.

Arcane 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 ready it for casting by storing up the necessary arcane energies. The casting of the spell then makes it necessary to reabsorb the incantation by consulting the proper book of spells and performing again the rituals of preparation before it can again be cast. As with all other types of spells, those of magic-users must be spoken read aloud and many also require complex hand gestures, reagents that or consumed by the spell to power it, or magical foci to direct the energies.

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 and M-U of all levels are subject to sudden death if they are not careful to avoid dangers unforeseen and unprepared for. To succeed as an adventuring M-U, caution and judicious employment of ones amazing powers is required – as well as perhaps to shelter protected behind those more suited to close combat while in turn protecting them with your arcane might.

MAGIC-USERS TABLE I.

Experience

Level

4-Sided Dice for Accumulated HD

Level Title

0

1

2

3

4

5

6

7

8

9

0 - 2,500

1

1

Prestidigitator

4

1

0

0

0

0

0

0

0

0

2,501 - 5,000

2

2

Evoker

5

2

0

0

0

0

0

0

0

0

5,001 - 10,000

3

3

Conjurer

6

2

1

0

0

0

0

0

0

0

10,001 - 22,500

4

4

Charmer

7

3

2

0

0

0

0

0

0

0

22,501 - 40,000

5

5

Soothsayer

8

4

2

1

0

0

0

0

0

0

40.001 - 60,000

6

6

Seer

9

4

3

2

0

0

0

0

0

0

60.001 - 90,000

7

7

Magician

10

4

4

2

1

0

0

0

0

0

90,001 - 135,000

8

8

Enchanter/Enchantress

11

4

4

3

2

0

0

0

0

0

135,001 - 250,000

9

9

Sorcerer/Sorceress

12

4

4

4

2

1

0

0

0

0

250,001 - 375,000

10

10

Wizard

13

4

4

4

3

2

0

0

0

0

375,001 - 750,000

11

11

Wizard (11th level)

14

5

4

4

4

3

0

0

0

0

750,001 - 1,125,000

12

11+1

Wizard (12th level)

15

5

4

4

4

4

1

0

0

0

1,125,001 - 1,500,000

13

11+2

Wizard (13th level)

16

5

5

5

4

4

2

0

0

0

1,500,001 - 1,875,000

14

11+3

Wizard (14th level)

17

5

5

5

5

4

2

1

0

0

1,875,001 - 2,250,000

15

11+4

Wizard (15th level)

18

5

5

5

5

5

3

1

0

0

2,250,001 - 2,625,000

16

11+5

Mage

19

5

5

5

5

5

3

2

1

0

2,625,001 - 3,000,000

17

11+6

Mage (17th level)

20

6

5

5

5

5

3

3

2

0

3,000,001 - 3,375,000

18

11+7

Arch-Mage

21

6

5

5

5

5

3

3

2

1

3,750,000 - 4,125,000

19

11+8

Arch-Mage (19th level)

22

6

6

6

5

5

3

3

3

1

4,125,001 - 4,500,000

20

11+9

Arch-Mage (20th level)

23

6

6

6

5

5

4

3

3

2

4,500,001 - 4,875,000

21

11+10

Arch-Mage (21st level)

24

6

6

6

5

5

4

4

4

2

4,875,001 - 5,250,000

22

11+11

Arch-Mage (22nd level)

25

6

6

6

5

5

5

4

4

3

5,250,001 - 5,625,000

23

11+12

Arch-Mage (23rd level)

26

6

6

6

5

5

5

5

5

3

5,625,001 - 6,000,000

24

11+13

Arch-Mage (24th level)

27

6

6

6

5

5

5

5

5

4

6,000,001 - 6,375,000

25

11+14

Arch-Mage (25th level)

28

6

6

6

5

5

5

5

5

5

6,375,001 - 6,750,000

26

11+15

Arch-Mage (26th level)

29

6

6

6

6

6

5

5

5

5

6,750,001 - 7,125,000

27

11+16

Arch-Mage (27th level)

30

6

6

6

6

6

6

6

5

5

7,125,001 - 7,500,000

28

11+17

Arch-Mage (28th level)

31

6

6

6

6

6

6

6

6

6

7,500,001 - 7,875,000

29

11+18

Arch-Mage (29th level)

32

7

7

7

6

6

6

6

6

6

375,000 XP is required per level for each additional level beyond the 10th. Levels are shown through the 29th to show spell-casting progression. Though few if any campaigns would ever advance to such a degree, past 29th progression follows the pattern established by 25th through 29th.

M-U also are able to cast 3 cantrips per day plus 1 additional for each M-U level they have attained without sacrificing a 1st level spell slot for such minor and inconsequential magic. Cantrips require but one minute each to prepare.

Magic-Users begin proficient with one weapon, which must be selected from among dagger, dart, jo stick, knife, or staff. They gain a new weapon proficiency every 6 levels. Magic-Users begin with 3 non-weapon proficiencies and gain a new one every 3 levels. Additionally, all M-U begin with the scribe NWP. And further, for every 2 points of intelligence above 10, a 1st level M-U gains a starting bonus of 1 crafting NWP which must be drawn from the following list: alchemist, armorer, book binder, blacksmith, gem cutter, glass blower, jeweler, paper maker, wood carver, or weapon smith. This represents training in the apprentice M-U received to prepare them for their career as a magical artisan once their arcane power advanced sufficiently. (Note: This assumes the M-U is a normal magical tradition within the campaign world. Some M-U traditions may offer a different list of bonus NWPs for high intelligence. A M-U should select their three starting NWPs before selecting their bonus NWPs for high intelligence, as well as consulting with their DM to determine if the magical tradition in their particular campaign world differs.)

Each time a magic-user gains a level in magic-user, roll a d20 and add the result as a percentile to the magic-user’s Intelligence score. When this score exceeds 100, increase the magic-user’s Intelligence by 1, carrying over the remainder. This may continue up to the maximum for their race.

INTELLIGENCE TABLE II.: ABILITY FOR MAGIC-USERS

Intelligence Score

Chance to Learn

Minimum Learnable Spells

Maximum Learnable Spells

Bonus M-U Spells (Cumulative)

9

35%

4

6

-

10

40%

4

7

11

45%

5

7

-

12

50%

5

8

-

13

55%

6

9

One 1st level

14

60%

6

10

One 1st level

15

65%

7

11

One 2nd level

16

70%

7

12

One 2nd level

17

75%

8

14

One 3rd level

18

85%

9

18

One 4th level

19

95%

10

22

One 3rd level

20

96%

12

26

One 4th level

21

97%

15

30

One 5th level

22

98%

18

35

One 6th level

23

99%

22

45

One 5th level

24

100%

50

50

One 6th level

25

100%

All

All

One 7th level

Chance to Learn: Chance to learn refers to the chance that upon discovering a new spell perhaps on a scroll, in the spell-book of a defeated foe, or a lost grimoire and attempting to transcribe it into their own spell book they are able to successfully understand and cast it. If this roll fails, they are unable to learn the spell, perhaps forever, depending on the whims of fate. Those that succeed the M-U may add to their list of known spells and prepare accordingly.

Minimum Learnable Spells: This number represents the minimum number of spells a M-U of the listed intelligence can be expected to learn. If after encountering more than their maximum number of learnable spells, and still not yet attaining this number, a M-U can then review one of the spells they previously failed on and assay another try. If the chance to learn check succeeds, they have finally succeeded in learning the spell. Otherwise they may continue to check against the other encountered spells they transcribed in the order they desire until all spells are check or one roll succeeds. They can continue this process each time they encounter a new spell, or each time thereafter their intelligence improves by a full point until such time as the minimum number is reached.

Maximum Learnable Spells: This represents the maximum number of spells a M-U of the list intelligence can learn. No matter how many spells are encountered, they may not understand more than the listed number. They may still scribe new spells in hopes that with increased intelligence they may yet master them, but such spells may not be prepared, for the secret of them still alludes them.

Bonus M-U Spells: High intelligence also gives bonus spells with the progression shown. Bonus spells are only acquired once the character is of sufficient level as to cast spells of the listed type. Bonus spells are cumulative, thus a M-U with 16 INT is entitled to two bonus 1st level spells at the 1st level of ability, and two more bonus second level spells when they reach the 3rd level ability and gain access to 2nd level spells.

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

Color Spray

Feather Fall

Erase

4

Friends

Hold Portal

Find Familiar

5
HypnotismJump
Identify

6
LightProtection From EvilMending

7

Magic Missile

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.

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 over an area much as a noble. If this is accomplished, a revenue of 5 silver pieces per inhabitant per month is generated in the territory so governed, in exchange for the M-U’s promise to keep this territory free from the more fearsome sort of creatures that may plague

Specialist M-U
Specialist Magic-Users are magic-users of a spellcasting tradition which is heavily focused on and biased in preference of one school of magic. As such, they possess an unusual degree of mastery of this one school, but in consequence they also falter quite often when venturing out of their domain to learn spells of other schools. Specialist M-U’s upon creation must choose a preferred school of magic to be their primary focus of study and this choice may not be changed.

The rules regarding specialist M-U are the same as for all other M-U, with the following additional benefits and restrictions.

Minimum Ability Scores
All specialty wizards must have a minimum of 14 Intelligence to learn the deep lore of their tradition. Additionally, each school makes other demands on the M-U, such that they must have at least a 14 as well in one additional ability as shown:


Name of Specialist

School of Magic

Required Ability

Abjurer

Abjuration

Constitution

Transmuter

Alteration

Strength

Conjurer

Conjuration/Summoning

Charisma

Diviner

Divination

Wisdom

Enchanter

Enchantment/Charm

Charisma

Illusionist

Illusion

Dexterity

Invoker

Invocation/Evocation

Constitution

Necromancer

Necromantic

Wisdom

Specialty Wizards with at least a 16 in both Intelligence and their additional required ability gain a 10% bonus on experience earned.

Racial Limitations
With the exception of Gnomes, who if they are M-U class must be specialist Illusionists, and Dwarves who if they are M-U class must be specialist Transmuters, only humans may be specialist wizards.

General Restrictions of all Specialist M-U

1) While in general, Specialist M-Us may use any magic item available to other magic users, they may only freely use M-U scrolls if the spell on the school is of their specialist school or if happen to know that particular spell already. If they do not know the spell, there is a 25% chance that the writings will be misunderstood and the spell mispronounced, with the same consequences as a 10th level thief.

2) There is a -25% penalty on the specialist M-U chance to learn any spell not of their primary school of study. Note that all M-U begin knowing Read Magic regardless of school.

3) The minimum spells known per level applies only to spells of their primary school of study. They may only recheck spells that they have failed to learn only if they have been exposed to spells in excess of their maximum spells known for their intelligence in their primary school. And, when rechecking against already encountered spells to see if a new spell can be learned, they must first check against any and encountered but not yet learned spells of their primary school before they can attempt to learn spells of any other school.

4) If the campaign allows one free spell to be learned during training when a new spell level is gained, the selected spell must be from the specialist M-U’s primary school of study.

General Benefits of Specialist M-U


1) Specialist M-U may prepare 1 additional spell per level of spell known. However, this bonus prepared spell must be of their primary school of study.

2) Specialist M-U have a +15% chance to learn any spell of their primary school of study.

3) Specialist M-U have a +1 bonus on saving throws versus spells of their primary school of study.

Secondary Benefits of Specialist M-U
Each type of specialist M-U may have specific minor bonuses pertaining to their field of study as described in their individual descriptions.

NOTE TO DUNGEON MASTERS
The list of spells available in the Player’s Handbook and even in the Unearthed Arcana may not be necessarily sufficient to support viable specialist M-Us of each school. Before allowing specialist M-U’s of a particular school in your campaign, it may be necessary to first evaluate whether supplemental spells suitable to your campaign exist to augment those of a more familiar sort, and if spells of appropriate balance and flavor cannot be found or invented you should forbid entry into that particular school for the time being.

Revised Illusionist
Illusionists are specialist M-U of the Illusion school. They require a minimum 14 Intelligence and 14 Dexterity.

Existing Illusionist spells are distributed to the general M-U list as spells of the level shown. Other details do not change, except in the case of spells marked with an asterisk, which already exist on the general M-U list. In that case, the existing M-U spell takes precedence. Note that many of these spells, despite coming from the Illusionist list are not in fact of the Illusionist school.


1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Change Self

Audible Glamor*

Phantasmal Force*

Improved Phantasmal Force

Spectral Force

Project Image*

Permanent Illusion

Chaos

Prismatic Wall

Color Spray

Darkness*

Blindness

Fear*

Phantasmal Killer*

Summon Shadows

Programmed Illusion

Maze*

Prismatic Spray

Detect Illusion

Blur

Continual Darkness

Hallucinatory Terrain*

Demi-Shadow Monsters

Shadow Monsters*

Shades

Detect Magic*

Detect Invisibility*

Continual Light

Confusion*

Major Creation

Conjure Animals

Astral Spell*

Gaze Reflection

Deafness

Dispel Illusion

Dispel Exhaustion

Shadow Magic

Demi-Shadow Magic

Hypnotism

Fog Cloud

Illusionary Script

Emotion

Veil

Mass Suggestion

Light*

Hypnotic Pattern

Invisibility*, 10' Radius*

Improved Invisibility

Vision

True Sight

Wall of Fog

Invisibility*

Non-Detection

Massmorph*

Alter Reality

Ventriloquism*

Magic Mouth*

Suggestion*

Minor Creation

Mirror Image*

Shadow Door*

Misdirection

Rope Trick*

Benefits of being an Illusionist
In addition to the general benefits available to all specialist M-U, Illusionists gain the following benefits:

1) Audible Glamor if known may be prepared as a 1st level spell.
2) Phantasmal Force if known may be prepared as a 2nd level spell.
3) Improved Phantasmal Force if known may be prepared as a 3rd level spell.
4) Spectral Force if known may be prepared as a 4th level spell.

The Necromancer
Necromancers are the specialist M-U of the school of necromancy. They require a minimum of 14 Intelligence and 14 Wisdom.

Necromancers must not be good aligned, and in most civilized areas there works are considered lawless, antisocial and depraved. Certainly, a M-U that walks around with corpse attendant will be viewed with the greatest suspicion and fear, if not outright antipathy and hostility. Especial care then must be taken to not stir up the wrath of civic authorities and hide your illicit research and despised magic.

Benefits of a Necromancer
In addition to the general benefits available to all specialist M-U, Necromancers gain the following benefits:

1) Necromancers add the war scythe and the sickle to their list of available class weapons, for these tools are not unfamiliar to them. They may also wear padded cloth armor without interfering with their spellcasting.
2) Ambulatory Dead if known may be prepared as a 1st level spell.
3) Skeletal Servant if known may be prepared as a 2nd level spell.
4) Zombie Servant if known may be prepared as a 3rd level spell.
5) Animate Dead if known may be prepared as a 4th level spell.

Suggested necromantic spells (otherwise rare in 1e works) found in this post: AD&D 1E - Revised and Rebalanced Magic-User for 1e AD&D

The Transmuter
Transmuters are the specialist M-U of the school of Alteration. They require a minimum of 14 Intelligence and 14 Strength.

Benefits of a Transmuter
In addition to the general benefits available to all specialist M-U, Transmuters gain the following benefits:

1) Whenever they cast a spell from the M-U list of the school of Alteration which targets the caster (for example, having an area of effect of personal or creature touched) if the caster is the only target then the casting duration is reduced by 1 segment. If this reduces the casting time to zero, then the spell is cast so quickly - in the space of a breath - that it cannot be disrupted, and further the caster may on the same round move up to their full movement.
2) At 11th level of ability, the above benefit improves to a reduction of 2 segments.
 
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The changes here are small enough that one could play a game of spot the differences.

UPDATE: OK, now that I've done away with the Illusionist as a class, I don't think the changes are that small anymore.
 
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This feels like a pretty big power boost to me -- a considerable number of additional spells likely to be known (unless you're using a pretty strict method of ability score generation) and preparation takes a mere 3 min per level instead of 15.

I do appreciate the fact that you've stuck with a fairly strict process for learning new spells that means the character won't just know whatever they want.

Overall, this definitely addresses some of the common complaints about old school magic users in a pretty reasonable way. Since I don't share those complaints, it's not something I'd incorporate into my own game, but for those that do have those concerns, I think it looks pretty good.
 

This feels like a pretty big power boost to me -- a considerable number of additional spells likely to be known (unless you're using a pretty strict method of ability score generation) and preparation takes a mere 3 min per level instead of 15.

I do appreciate the fact that you've stuck with a fairly strict process for learning new spells that means the character won't just know whatever they want.

Overall, this definitely addresses some of the common complaints about old school magic users in a pretty reasonable way. Since I don't share those complaints, it's not something I'd incorporate into my own game, but for those that do have those concerns, I think it looks pretty good.

You are noticing one of the big things for sure. By cutting the preparation time by 1/5th, how long it takes to prep your spells doesn't really start to get impactful to 14th level or so.

There is considerable power boost, but only before 7th level. There is not a significant boost in spells known, but there is a considerable boost in number of spells per day for low level characters. I'm actually using basically the RAW 1e process for determining spells known, using only a slight variation in the procedure outlined if "you think your campaign particularly hard"; which I do. While you are still mostly a bad dart thrower, at least you will feel like a M-U.

There is actually in fact a subtle nerf in spells known. Intelligence 19 is not sufficient (and basically no mortal intelligence is) to know "all spells". This is important once more spells are published than those that appeared in the Player's Handbook. The minimum spells language has also been updated to clarify the situation in campaigns that assume more spells exist than in the Player's Handbook (say the Unearthed Arcana).

As for as the "strict process" this is pretty much the process that I used in 3e as well.

You still won't survive. I've not really addressed the fact that the class cannot make it to high level unless the GM is using heavily padded kid's gloves, but at least the part before you die to random bad luck won't feel so miserable. You also get a new job under these rules (through a couple of the other rules I've been outlining as part of this series) as the party "appraiser", that is, "Hey nerd, is this junk worth anything?" So maybe you have some utility to the party beyond occasional crowd control and chucking a few darts when there is something not in melee and also not eating your face.
 

There is considerable power boost, but only before 7th level.
Given my two old school (1e AD&D and ACKS) campaigns both finished up with the highest-level PCs around 8th or 9th, "before 7th" is a fair proportion of the game, in my experience.

And, since magic missile is a pretty potent, scaling spell, those two extra first level slots remain fairly useful into the higher levels, too.

But, yeah, if you're of the opinion that old school magic users can't cast enough spells at low levels, this is a pretty good fix.

You still won't survive. I've not really addressed the fact that the class cannot make it to high level unless the GM is using heavily padded kid's gloves, but at least the part before you die to random bad luck won't feel so miserable. You also get a new job under these rules (through a couple of the other rules I've been outlining as part of this series) as the party "appraiser", that is, "Hey nerd, is this junk worth anything?"
This is kind of true. You can survive as a magic user without fudging, but the players that managed it in my games typically only did so after quite a bit of early churn.

So maybe you have some utility to the party beyond occasional crowd control and chucking a few darts when there is something not in melee and also not eating your face.

The reason I don't share the underlying concerns is that, to me, every character in an AD&D game (throughout, but especially at low levels) has the shared primary role of "planner, tactician, idea person and general-purpose warm body". Being able to cast a spell is a bonus on top of that. On the other hand, neither I nor my players has any interest in revisiting the struggles of low-level old school D&D again any time soon -- so perhaps the only real difference is that you want AD&D without so much of that that struggle, and I'm just more likely to play a different game entirely.
 

I hesitated for a long time over giving MUs bonus spells in my home campaign. A really long time. In the end I decided against it because there are some MU spells that are really powerful, and I preferred to work on modifying the MU spells individually under the principle that MU spells are generally more powerful than cleric spells for a given level, and more powerful than cleric spells of the same name, so that MUs may have fewer spells memorized but when they do cast it really counts.

Instead, like you I gave MUs some bonus proficiencies, so they have more non-combat utility at all levels. And one aspect of 3e that I really liked was the idea that more Int means more skills for everyone--that was the edition where even for pure fighters Int was not a dump stat!

I also allow crafting scrolls from 1st level (like Holmes)
 

I think this looks pretty good, if I were to play an AD&D game again, this might make me consider a Wizard, and that's pretty good considering how miserable an experience playing AD&D Wizards was for me in the past.

I assume that having done this, Illusionist is next for revision? If so, I'd like to ask a question I've had for a long time now- is there really justification for Illusionist as a separate class?

Considering the long-standing issues many people have had with "adjudicating illusions" and the power of disbelief, plus the fact that even UA seemed to think Illusionists were second-class Wizards (with the super-amazing ability to memorize low level M-U spells instead of their higher level Illusionist spells), I always had the impression that they should have a drastically reduced xp table (instead of just being a level ahead of the M-U by level 12).

I can understand not wanting to just dump all the bespoke Illusionist spells onto the M-U list, but it's not like M-U's don't already have access to Illusion magic...

Now, I will say, that I know my experience with the Illusionist isn't universal- there are people who love the versatility and freedom of expression illusions can give you, and have had good Dungeon Masters willing to work with Illusionist PC's to make the class experience an enjoyable one- and some people do like the challenge of being a magical con artist, tricking and bluffing others, using their wits and creativity to succeed.

That's the class fantasy I wanted when I attempted to play one. It's not what I ever got, and I've had a skeptical view of Illusion magic ever since.
 

Given my two old school (1e AD&D and ACKS) campaigns both finished up with the highest-level PCs around 8th or 9th, "before 7th" is a fair proportion of the game, in my experience.

Yeah, sure. If you went to 9th I'd say that a little less than half of the game was getting to 7th. And if you went to 10th I'd say maybe a quarter of the game was getting to 7th, unless your GM just dumped treasure on you to power level you up. One of the disconnects I may be having, even in the case of @Lanefan, is just how many hours are spent on an "average" campaign.

And, since magic missile is a pretty potent, scaling spell, those two extra first level slots remain fairly useful into the higher levels, too.

I mean sure, you'd probably find room for magic missile then, and that is sort of the point. Without those extra spell slots, spending a lot of spell slots at 7th level on a spell that really only does 14 damage to one target is not that easy to justify compared to more copies of say Detect Magic. Because if your 7th level fighter subclass isn't doing an average of 14 damage a round, what's wrong with your party? If he has high strength, presumably he has a melee build that by this point is doing two attacks per round, rarely misses, and hits for like 12 damage per attack. If he didn't have high strength, presumably he has high Dex and a ranged build that is firing 3 times a round, rarely misses, and can double damage on hits so like 6d6+18 per round or something of that sort when in magic missile range. It's nice to be able to sometimes fling some magic missiles at an enemy spellcaster or a charging gnoll that got around the front line, but doing point damage is not your job as an M-U. Unlesss it keeps you alive, it's largely a wasted action and spell slot.

This is kind of true. You can survive as a magic user without fudging, but the players that managed it in my games typically only did so after quite a bit of early churn.

Usually it only takes one go at it to realize how futile it is, and then they plan. The most successful M-U in my 40 year career was in 3e. He actually implemented (without consulting me) the "dart plan" we'd discussed way back in the 80's after UA came out. He started as a 1st level fighter then switched to wizard. The starting hit point bump was worth the lost level of spells, something no character optimizer would tell you. In 1e, it was easier to multiclass and get that ability to wear armor and the hit point buff, but we had discussed the idea of starting as a dart specialist fighter, taking it up a few levels to get tanky and/or get even more attacks per round (because a dart specialist is pretty viable) and then dual classing into M-U for the rest of your career just for the hit point buff (and by 6th level or so you could also throw darts well again), No one actually ever did it, but it would probably work. The point is you have to do that sort of crap if you want to make it as a M-U.

The reason I don't share the underlying concerns is that, to me, every character in an AD&D game (throughout, but especially at low levels) has the shared primary role of "planner, tactician, idea person and general-purpose warm body".

None of that takes hit points off the angry pair of mated ogres or survives dragon breath or whatever trouble eventually comes along. Yes, it is possible to play really skillfully, and solve problems before they become problems but invariably the dice won't favor you or the situation is just straight forward and then you have to deal damage. Which is why getting fireball was so meaningful. Suddenly you are doing 18 damage PER target, and unlike a point attack, that's something the fighter can't really do.

Being able to cast a spell is a bonus on top of that. On the other hand, neither I nor my players has any interest in revisiting the struggles of low-level old school D&D again any time soon -- so perhaps the only real difference is that you want AD&D without so much of that that struggle, and I'm just more likely to play a different game entirely.

For any fantasy experience, I'm pretty much certain to go back to my 3e homebrew which just felt so joyous to run compared to anything else I've ever run. But if I were to run AD&D, it would be something like these rules so that it didn't feel like a struggle on both sides of the screen.
 

I assume that having done this, Illusionist is next for revision?

Probably not; see my next answer.

If so, I'd like to ask a question I've had for a long time now- is there really justification for Illusionist as a separate class?

At this point, no. While I never did play 2e per se, when revising 1e it's always going to be worth asking whether the official 2e revision made sense, and even back in the day we often agreed that they did and adopted them where we liked them. I think before I'd revise the Illusionist, I'd write in some sort of port of 2e's specialty wizards into the game and then let you play Illusionist or Necromancer out of the box without needing a separate class.

Now, I will say, that I know my experience with the Illusionist isn't universal- there are people who love the versatility and freedom of expression illusions can give you, and have had good Dungeon Masters willing to work with Illusionist PC's to make the class experience an enjoyable one- and some people do like the challenge of being a magical con artist, tricking and bluffing others, using their wits and creativity to succeed.

How good the class is depends entirely on what processes the DM puts in place to adjudicate saves vs. illusions. And really, this is very much true of illusion magic from the M-U as well, since the most consequential sort of illusions are already on the M-U list.

I think there is a nice happy medium where illusion magic is very useful but not the "die no save" win button that it was at some tables, and if I was really going to rewrite the whole rules of 1e AD&D it would be on the list to formalize that happy medium into the official rules. That would be vastly more useful than me studying the Illusionist and trying to make it interesting.

The biggest problem with illusionist though is that so many things are just immune to illusions, and that remains true even in 3e. It's the main reason you don't play as a PC Enchanter or Necromancer, and instead focus on Abjuration, Divination, or Transmutation. You don't really want to be in a situation where you are super-situational because the monsters you are facing are immune to your schtick. An NPC enchanter or necromancer or illusionist doesn't have that problem, because he's facing the PCs.
 

I have a lot of thoughts on the why of the revisions and my philosophy here, which I have been withholding because I want to see whether people notice all the changes and hear what they think of them without biasing their viewpoint with mine.

But coincidentally, after posting this I saw an interview with Tim Kask about Gygax that I hadn't seen and I thought it just validated my thinking entirely, and so I thought I'd post a link.


I bring it up as relevant because I knew that there would be a lot of highly traditional types going, "Real men play with 1st level M-U's with just one spell", and the truth is that that was just another way of Gygax saying "No". Gygax didn't write up the M-U with the intention of them being played. He wrote them up with the intention of discouraging anyone from ever playing them. And honestly, whether this is my bias or not, if you have a single classed M-U that survived to high level it did so solely as a result of DM bias and nothing inherent in the class because the GM was trying not to punish the player for his choice and either they ignored the RAW heavily and/or they deliberately avoided targeting the player with attacks because they knew the character would die.
 
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