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

3751001 - 750,000

11

11

Wizard (11st 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 26th 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

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.

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
 

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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.
 

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