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<blockquote data-quote="MerricB" data-source="post: 6062827" data-attributes="member: 3586"><p>We don't have any high-level casters yet in my AD&D game; there's a couple of 7th level magic-users, and that's it (one might now be 8th level).</p><p></p><p>Actually - and this is a key point - this is high-level for AD&D. The game is built around levels 1-9. Above that, things are going to get odd, but we haven't reached there yet. </p><p></p><p>At 7th level, these spell-casters have a total of <strong>ten</strong> spells. It isn't very much. As a rule, most of the spell slots are taken up by magic missiles, fireballs and Rary's Mnenomic Enhancer. That last spell? It's a 4th level spell that allows them to prepare 3 more Magic Missiles or 1 more Fireball. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And fireball is often (in the dungeon environment) not a usable spell: they'll fry themselves!</p><p></p><p>One of the major things that makes the AD&D magic system work is the very limited spell list. Clerics don't memorize cure light, cure moderate, cure serious, etc. They can't. 2nd and 3rd level spells have NO curing wound spells at all. Cure spells - with long casting times - tend to be cast out of combat.</p><p></p><p>Save or die spells have primarily been limited to the hold person spells at present; as you might imagine, they have limited use. When they work, they're very good, but as the PCs go up in level, their opponents are more resistant to their spells. In 3E, offense (generally) outstrips defense. 4E is similar. In AD&D, defense vs spells outstrips spell-offence.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6062827, member: 3586"] We don't have any high-level casters yet in my AD&D game; there's a couple of 7th level magic-users, and that's it (one might now be 8th level). Actually - and this is a key point - this is high-level for AD&D. The game is built around levels 1-9. Above that, things are going to get odd, but we haven't reached there yet. At 7th level, these spell-casters have a total of [B]ten[/B] spells. It isn't very much. As a rule, most of the spell slots are taken up by magic missiles, fireballs and Rary's Mnenomic Enhancer. That last spell? It's a 4th level spell that allows them to prepare 3 more Magic Missiles or 1 more Fireball. :) And fireball is often (in the dungeon environment) not a usable spell: they'll fry themselves! One of the major things that makes the AD&D magic system work is the very limited spell list. Clerics don't memorize cure light, cure moderate, cure serious, etc. They can't. 2nd and 3rd level spells have NO curing wound spells at all. Cure spells - with long casting times - tend to be cast out of combat. Save or die spells have primarily been limited to the hold person spells at present; as you might imagine, they have limited use. When they work, they're very good, but as the PCs go up in level, their opponents are more resistant to their spells. In 3E, offense (generally) outstrips defense. 4E is similar. In AD&D, defense vs spells outstrips spell-offence. Cheers! [/QUOTE]
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