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.
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
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:
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:
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.
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.
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 | Hypnotism | Jump | Identify |
6 | Light | Protection From Evil | Mending |
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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