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


log in or register to remove this ad

Since people have been asking about what I would do with Illusionists, I tacked on to the end of the original essay what I would do with Illusionists. It takes very little to describe, and I think is generally better balanced and more fun than the original class, which had wonky all over the board power level where some spells were clearly under-costed and others over-costed, and whether you could do anything at all depended on how your DM interpreted the rules around disbelieving illusions. Yet, for all the changes, I still think the core of the class is there for those that want the experience.

I may add other specialist M-U write ups if I feel inspired. The biggest challenge is that a lot of them, say Necromancer, are poorly supported even into 3e era despite all the spells that have been published, so I'd also have to append a few example spells to add that would make the specialist actually interesting to play.
 

I really like the old colour of magic article from dragon magazine and like having unlimited cantrip magic, but only for atmosphere, I'm not sure how I feel about the attack cantrips of 5e, on the one hand, I love them because it makes the spellcaster feel magical since they don't have to resort to throwing darts or using a light crossbow, but on the other hand, with no way to take away their "weapons" it can impact some events and encounters.

Personally I don't see the need to give any caster unlimited attack magic outside of a video game where how you are attacking is just color anyway, but these aren't insurmountable problems. For example, you could restrict an unlimited attack cantrip by having it require an arcane focus like a wand or a something of that sort, that would then functionally be the M-U's weapon. So long as the attacks with this 'weapon' were reasonably balanced with attacks with ordinary weapons, then it would be balanced. Generally speaking, I'd make such attacks equivalent to the weakest sorts of ranged weapon attacks to balance against the advantage of unlimited ammunition.

To maintain this image, the magic-user ought to be able to do ordinary things in an extraordinary way. Xeno should be able to light his pipe like that - SNAP! He could probably poach his eggs without a campfire, too.

I try to capture this very idea with the relatively large number of cantrips I allow M-U per day.

Don't go overboard. A good rule of thumb is to allow magic-users to do magically only what they can already do by normal means.

This is my point about wizards being able to use unlimited attacks provided those attacks are just ordinary attacks with a bit of color. If I found myself in a situation with a bunch of Millennials who grew up with expectations set by video games, I could happily add to any spell-casting class from 1e to 3e that they could use a specially prepared wand to flick out magical fizzing sparkly things that struck for 1d4 damage but required a successful 'to hit' roll all day long. I'd even happily up the damage to 1d4+1 at 6th level and 1d4+2 at 12th level, or whatever. If that's what it takes to feel like you are a real wizard Harry Potter, then OK, no harm done.

It is worth repeating that these effects are only for atmosphere. They should not be useful in combat. Tantalus the Beguiler (who knows charm person) can probably haggle a good price on a new horse...

Now this is the sort of thing where I draw the line. First, being able to haggle a good price on a horse is not mere color. And secondly, in my campaign world if it came out you'd used magic in any fashion to help in negotiation with a merchant you would be sentenced to death for witchcraft with the penalty being your fingers broken, your tongue cut out, your eyes gouged out and your body burnt at the stake.
 

I discussed earlier the fact that the weirdest thing about the M-U was that they leveled up very slowly when they were the weakest, and then suddenly accelerated to leveling faster than a thief just when they were really beginning to get powerful. I hadn't touched that yet because setting leveling rates on a class is always very touchy as it is easy to hidden nerf a class badly by messing with the level advancement rates. After all, it's not how powerful are you at level X that matters, but what level are you at XP total Y.

Hidden in the numbers, Wizard's get levels 6, 7, and 8 almost for free. The three levels in total require about as much XP as you'd expect to spend for one level. This power levels the Wizard up from a slow progressing class through the early slog to being a level or two above every class but the thief (which they match for now). And that brings online 4th and 5th level spells, which while not yet as game changing as the later levels are still pretty impactful and important.

And I see why Gygax did what he did, and I'm not happy with the obvious fixes. But as a preview, this is what you end up with if you give Wizard's a "fair" advancement rate, and wow is it ever a hard nerf.

Experience M-U Level 4-Sided Dice for Accumulated HD Level Title 0 1 2 3 4 5 6 7 8 9
0 - 2,000 1 1 Prestidigitator 3 1 0 0 0 0 0 0 0 0
2,001 - 4,000 2 2 Evoker 4 2 0 0 0 0 0 0 0 0
4,001 - 8,000 3 3 Conjurer 5 2 1 0 0 0 0 0 0 0
8,001 - 22,000 4 4 Charmer 6 3 2 0 0 0 0 0 0 0
22,001 - 45,000 5 5 Soothsayer 7 4 2 1 0 0 0 0 0 0
45.001 - 90,000 6 6 Seer 8 4 3 2 0 0 0 0 0 0
90,001 - 175,000 7 7 Magician 9 4 4 2 1 0 0 0 0 0
175,001 - 375,000 8 8 Enchanter/Enchantress 10 4 4 3 2 0 0 0 0 0
375,001- 750,000 9 9 Sorcerer/Sorceress 11 4 4 4 2 1 0 0 0 0
750,001 - 1,125,000 10 10 Wizard 12 4 4 4 3 2 0 0 0 0
1,125,001 - 1,500,000 11 11 Wizard (11st level) 13 5 4 4 4 3 0 0 0 0
1,500,001 - 1,875,000 12 11+1 Wizard (12th level) 14 5 4 4 4 4 1 0 0 0
1,875,001 - 2,250,000 13 11+2 Wizard (13th level) 15 5 5 5 4 4 2 0 0 0
2,250,001 - 2,625,000 14 11+3 Wizard (14th level) 16 5 5 5 5 4 2 1 0 0
2,625,001 - 3,000,000 15 11+4 Wizard (15th level) 17 5 5 5 5 5 3 1 0 0
3,000,001 - 3,375,000 16 11+5 Mage 18 5 5 5 5 5 3 2 1 0
3,750,000 - 4,125,000 17 11+6 Mage (17th level) 19 6 5 5 5 5 3 3 2 0
4,125,001 - 4,500,000 18 11+7 Arch-Mage 20 6 5 5 5 5 3 3 2 1
4,500,001 - 4,875,000 19 11+8 Arch-Mage (19th level) 21 6 6 6 5 5 3 3 3 1
4,875,001 - 5,250,000 20 11+9 Arch-Mage (20th level) 22 6 6 6 5 5 4 3 3 2
5,250,001 - 5,625,000 21 11+10 Arch-Mage (21st level) 23 6 6 6 5 5 4 4 4 2
5,625,001 - 6,000,000 22 11+11 Arch-Mage (22nd level) 24 6 6 6 5 5 5 4 4 3
6,000,001 - 6,375,000 23 11+12 Arch-Mage (23rd level) 25 6 6 6 5 5 5 5 5 3
6,375,001 - 6,750,000 24 11+13 Arch-Mage (24th level) 26 6 6 6 5 5 5 5 5 4
6,750,001 - 7,125,000 25 11+14 Arch-Mage (25th level) 27 6 6 6 5 5 5 5 5 5
7,125,001 - 7,500,000 26 11+15 Arch-Mage (26th level) 28 6 6 6 6 6 5 5 5 5
7,125,001 - 7,500,000 27 11+16 Arch-Mage (27th level) 29 6 6 6 6 6 6 6 5 5
7,500,001 - 7,875,000 28 11+17 Arch-Mage (28th level) 30 6 6 6 6 6 6 6 6 6
7,875,001 - 8,250,000 29 11+18 Arch-Mage (29th level) 31 7 7 7 6 6 6 6 6 6
 

As for magic users being weak and easy to kill at low levels, I don't have a problem with that as it tends to balance out their power at the high levels (the lucky and smart survive to make it to high levels).
Agreed.
The recharge wand spell would be just to prepare the wand for recharge. They would still have to memorize the spell that would be used to recharge the wand. Haven't considered if they could use scrolls, but I might let them do that. So, each spell would be 1 charge. Not a fan of multi-spell wands, so it would be limited to a single spell per wand. I would have limits on the recharges though.
What about wands that don't always directly replicate spells, e.g. Wand of Wonder?

(I don't at all buy in to the 3e idea that wands can only replicate spells, I found that both unnecessarily limiting and - worse - boring. Wands should be able to do all kinds of things.)
 

I discussed earlier the fact that the weirdest thing about the M-U was that they leveled up very slowly when they were the weakest, and then suddenly accelerated to leveling faster than a thief just when they were really beginning to get powerful. I hadn't touched that yet because setting leveling rates on a class is always very touchy as it is easy to hidden nerf a class badly by messing with the level advancement rates. After all, it's not how powerful are you at level X that matters, but what level are you at XP total Y.

Hidden in the numbers, Wizard's get levels 6, 7, and 8 almost for free. The three levels in total require about as much XP as you'd expect to spend for one level. This power levels the Wizard up from a slow progressing class through the early slog to being a level or two above every class but the thief (which they match for now). And that brings online 4th and 5th level spells, which while not yet as game changing as the later levels are still pretty impactful and important.

And I see why Gygax did what he did, and I'm not happy with the obvious fixes. But as a preview, this is what you end up with if you give Wizard's a "fair" advancement rate, and wow is it ever a hard nerf.

Experience M-U Level 4-Sided Dice for Accumulated HD Level Title 0 1 2 3 4 5 6 7 8 9
0 - 2,000 1 1 Prestidigitator 3 1 0 0 0 0 0 0 0 0
2,001 - 4,000 2 2 Evoker 4 2 0 0 0 0 0 0 0 0
4,001 - 8,000 3 3 Conjurer 5 2 1 0 0 0 0 0 0 0
8,001 - 22,000 4 4 Charmer 6 3 2 0 0 0 0 0 0 0
22,001 - 45,000 5 5 Soothsayer 7 4 2 1 0 0 0 0 0 0
45.001 - 90,000 6 6 Seer 8 4 3 2 0 0 0 0 0 0
90,001 - 175,000 7 7 Magician 9 4 4 2 1 0 0 0 0 0
175,001 - 375,000 8 8 Enchanter/Enchantress 10 4 4 3 2 0 0 0 0 0
375,001- 750,000 9 9 Sorcerer/Sorceress 11 4 4 4 2 1 0 0 0 0
750,001 - 1,125,000 10 10 Wizard 12 4 4 4 3 2 0 0 0 0
1,125,001 - 1,500,000 11 11 Wizard (11st level) 13 5 4 4 4 3 0 0 0 0
1,500,001 - 1,875,000 12 11+1 Wizard (12th level) 14 5 4 4 4 4 1 0 0 0
1,875,001 - 2,250,000 13 11+2 Wizard (13th level) 15 5 5 5 4 4 2 0 0 0
2,250,001 - 2,625,000 14 11+3 Wizard (14th level) 16 5 5 5 5 4 2 1 0 0
2,625,001 - 3,000,000 15 11+4 Wizard (15th level) 17 5 5 5 5 5 3 1 0 0
3,000,001 - 3,375,000 16 11+5 Mage 18 5 5 5 5 5 3 2 1 0
3,750,000 - 4,125,000 17 11+6 Mage (17th level) 19 6 5 5 5 5 3 3 2 0
4,125,001 - 4,500,000 18 11+7 Arch-Mage 20 6 5 5 5 5 3 3 2 1
4,500,001 - 4,875,000 19 11+8 Arch-Mage (19th level) 21 6 6 6 5 5 3 3 3 1
4,875,001 - 5,250,000 20 11+9 Arch-Mage (20th level) 22 6 6 6 5 5 4 3 3 2
5,250,001 - 5,625,000 21 11+10 Arch-Mage (21st level) 23 6 6 6 5 5 4 4 4 2
5,625,001 - 6,000,000 22 11+11 Arch-Mage (22nd level) 24 6 6 6 5 5 5 4 4 3
6,000,001 - 6,375,000 23 11+12 Arch-Mage (23rd level) 25 6 6 6 5 5 5 5 5 3
6,375,001 - 6,750,000 24 11+13 Arch-Mage (24th level) 26 6 6 6 5 5 5 5 5 4
6,750,001 - 7,125,000 25 11+14 Arch-Mage (25th level) 27 6 6 6 5 5 5 5 5 5
7,125,001 - 7,500,000 26 11+15 Arch-Mage (26th level) 28 6 6 6 6 6 5 5 5 5
7,125,001 - 7,500,000 27 11+16 Arch-Mage (27th level) 29 6 6 6 6 6 6 6 5 5
7,500,001 - 7,875,000 28 11+17 Arch-Mage (28th level) 30 6 6 6 6 6 6 6 6 6
7,875,001 - 8,250,000 29 11+18 Arch-Mage (29th level) 31 7 7 7 6 6 6 6 6 6
4th level on that chart stands out as odd, as instead of double the start-of-level xp the MU needs almost triple to get through that level.

That said, levels 1-3 look like the original Fighter progression rather than MU, so is 4th just making up for lost time?

Then 5th is also more than double, after which it becomes double or less again.
 

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, Illusionists gain the following benefits:

1) Necromancers add the war scythe and the sickle to their list of 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.

A Selection of Necromantic School Spells

Chilling Touch
(Necromantic)
Level: 1
Range: Touch
Duration: Instantaneous
Area of Effect: One living creature
Components: V, S
Casting Time: 2 segments
Saving Throw: Partial
With this spell, by touch of with a staff, wand or hand, the caster inflicts a deadly chill on the target doing 1d6 damage and forcing a save versus death magic or additionally suffering the temporary loss of one point of strength until a night of rest can be had. A successful attack roll must be made, but this can be made in the same round the spell is cast or held until an appropriate moment. The spell is lost if a different spell is cast before it is discharged.

Deathwatch (Necromantic)
Level: 1
Range: 30 ft.
Duration: 1 turn/level
Components: V, S
Casting Time: 1 round
Area: 6” cone
Spell Resistance: No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

Disrupt Undead (Necromantic)
Level: 1
Range: Touch
Duration: Instantaneous
Area Effect: One undead creature
Components: V, S
Casting Time: 1 segment
Saving Throw: None
With this spell, by touch of with a staff, wand or hand, the caster does 1d6/level (maximum 5d6) damage to an undead creature. A successful attack roll must be made, but this can be made in the same round the spell is cast or held until an appropriate moment. The spell is lost if a different spell is cast before it is discharged.

Fatiguing Touch (Necromantic)
Level: 1
Range: Touch
Duration: Instantaneous
Area of Effect: One living creature
Components: V, S
Casting Time: 2 segments
Saving Throw: Negates
With this spell, by touch of with a staff, wand or hand, the caster inflicts fatigue on a living creature. This results in a -2 attack penalty by the creature and the temporary loss of 1 point of constitution (most large creatures with undetermined CON will lose up to 1 hit point per HD) unless a save versus death magic is made. The effects stack. The fatigue is real, but spell may be simply countered by taking a short rest of about one hour per point of CON lost, relaxing and taking perhaps a little food and drink at ones ease. A successful attack roll must be made, but this can be made in the same round the spell is cast or held until an appropriate moment. The spell is lost if a different spell is cast before it is discharged.

Ray of Enfeeblement (Necromantic)
Level: 1
Range: 3” + ½”/level
Duration: 2 rounds/level
Area of Effect: One living creature
Components: V, S
Casting Time: 4 segments
Saving Throw: Negates
The caster fires a glowing gray beam at a living target. They must make a successful attack against AC 10 and if the beam strikes its target, the target must save or suffer the temporary loss of 1d6 strength. For large creatures without specified strength scores (say a dinosaur), this generally applies a penalty of 1d3 to hit and this amount to damage (minimum 1 damage per attack). Smaller creatures such as a rat or the like will generally lack the strength to move and be effectively paralyzed.

Ambulatory Dead (Necromantic)
Level: 2
Range ½” per level
Duration: Special
Area of Effect: One corpse
Components: V, S, M
Casting Time: 6 segments
By this spell, the caster gives an unwholesome semblance of crude life to a corpse which is in range. The corpse must be roughly man sized, between 100 and 300 pounds when in life and largely intact (though it may be decayed and suffered tissue damage sufficient for a mortal wound, the bones ought to be mostly whole and connected). Thereafter, as long as the caster can maintain the minimum required concentration, he may direct the body by mental control to jerk about and otherwise act in most respects as a zombie. The corpse attacks as a 2HD creature doing 1d6 damage on attacks or by weapon (if provided with one and it has the ability to clasp it). It has approximately 13 strength and 7 dexterity and 1d8 + 1/hit point per level of the caster. All other attributes are as a zombie. Sufficient concentration can be maintained while moving about at half-speed and conducting hasty speech and other minor actions, but not to attack or cast other spells. If concentration is lost, the spell ends. By mental command the corpse may do most things such a body could have done in life, though there is fine control of its fingers prevents any delicate work or effective missile attacks (as with a bow). The zombie may not be turned, but may be destroyed by a powerful enough cleric of good. The material component of this spell is a bit of jimson weed.

False Life (Necromantic)
Level: 2
Range: Personal
Duration: Special
Target: Special
Components: V, S, M
Casting Time: 1 standard action
You harness the power of unlife to grant yourself a limited ability to avoid death. You touch a creature which is dying or recently dead (within the last 3 rounds), stealing their life. Dying creatures die are entitled to a save versus death magic or die immediately. You gain temporary hit points equal to 1d10 plus 1/caster level until the next dawn. Temporary hit points are lost first. Subsequent uses of this spell my increase temporary hit points, but the spell does not stack temporary hit points. The material component of this is spell is a small amount of alcohol or distilled spirits, placed on the corpse of the dying or recently dead creature.

Gentle Repose (Necromantic)
Level: 2
Range: Touch
Target: Corpse touched
Duration: One day/level
Components: V, S, M
Casting Time: 1 standard action
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like. The material components are a pinch of salt, a piece of cloth, and a copper piece for each eye the corpse has (or had).

Spectral Hand (Necromantic)
Level: 2
Range: 5” + 1”/level
Duration: 1 minute/level
Components: V, S
Casting Time: 4 segments
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver spells with a range of touch. Upon casting the spell, you donate temporarily 1d4 hit points to the spectral that return when the spell ends (even if it is dispelled). For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your attack roll. Attacking with the hand counts normally as an attack. The hand always strikes from your direction; you cannot direct it move behind or around a target. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons, though magic weapons can harm it if a successful attack roll against AC 0 is made. The hand has 1 to 4 hit points, the same number that you lost in creating it. If the hand is destroyed, the donated hit points are lost until cured just as if you had taken damage.

Command Undead (Necromantic)
Level: 3
Range: 3” + ½”/level
Targets: One undead creature per 6 caster levels
Duration: One day/level
Saving Throw: negates
Components: V, S, M
Casting Time: 5 segments
This spell allows you some degree of control over the undead. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must make a reaction check to convince it to do anything it wouldn’t ordinarily do or not do anything it would normally do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A non-intelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Non-intelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. The material component of this spell is shred of raw meat and a splinter of bone.

Create Undead Familiar (Necromantic)
Level: 3
Duration: Permanent
Area of Effect: One Corpse
Component: V, S, M
Casting Time: Special
A wizard may only attempt this spell if they do not presently have a familiar (living or undead), for it is in many ways like the spell find familiar and results is a similar companion. To cast the spell, the spell caster must first spend six days brewing a noxious elixir made from steeping poisons and rotting things together, the cost of such a concoction being not less than 200 g.p. Then, armed with a vial of this stuff, they must find a newly dead small animal of the sort that would be suitable for a familiar. They must bury the animal in a shallow loam grave and pour over the soil of the grave the elixir they concocted in the dark before sunrise, then continue chanting over the grave continuously into the mid-night. At which time, the animal, now come back to life as a foul undead creature will dig its way up from the shallow grave. Such creatures conform to normal familiars except as described below, and except on close inspection will seem to be normal living beasts. They have +4 hit points compared to normal familiar, and +2 AC. Further they have magic resistance of 5% + 1%/level of their master. They can only be harmed by magic weapons and fire. The attack as 2HD creatures and their attack is as terrible as that of a ghoul doing 1d3 damage and paralyzing its victims unless a saving throw is made. They see perfectly in the dark out to 9” distance, as well as having whatever senses they had in life. They radiate evil and magic. They turn as special, though if turned they will at worst attempt to flee toward their master seeking succor and safety.

Skeletal Servant (Necromantic)
Level: 3
Range: 0
Duration: Spell
Area of Effect: One corpse
Components: V, S, M
Casting Time: 1 round
By touch, the caster animates a largely intact skeleton with a malevolent will but a fervent loyalty to the caster. The skeleton must be roughly man sized, between 100 and 300 pounds when in life and largely intact (major bones unbroken). The skeleton has 1d6 hit points + 1hp/caster level, a strength of about 9, a dexterity of about 9, and a low intelligence about that of a bright hound. It attacks as a 1HD monster for 1d6 damage or by weapon (if provided with one), but gains +1 to hit and damage owing to the magic energies that animate it, and this increases +1 every 5 levels of the caster. It has AC 7 but this improves to AC 6 at 7th level of ability and to AC 5 at 14th level of ability. If furnished with armor inferior to its AC, the armor improves the AC by but +1 while armor superior to the AC gives the full bonus. It may employ a shield. It will loyally defend the caster from all threats, and fulfill any verbal command within its abilities unswervingly and tirelessly. It must remain within 1”/level of the caster at all times, or the spell is broken. Otherwise treat as a skeleton for the purpose of immunities, movement, and the like. A limited number of such servants may be had at a time, and the casting of the spell again destroys any prior in excess of this limit – that limit being 1 for a caster of 7th level or lower, 2 for a caster of 8th-13th level, and 3 for a caster of 14th level or higher. The servant does not count against the limit of undead that may be controlled or animated by the animate dead spell. The servant may be turned by a cleric, but only if they first pass a caster level check similar to described by the dispel magic spell, and if the servant is merely turned (rather than destroyed) the owner may regain control in but a single round of concentration. The material component of this spell is a bit of powdered garnet, worth not less than 5 g.p.

Vampiric Touch (Necromantic)
Level: 3
Range: Touch
Area of Effect: Living creature touched
Duration: Special
Saving Throw: ½
Spell Resistance: Yes
Components: V, S
Casting Time: 3 segments
With this spell, by touch of with a staff, wand or hand, the caster does deals 1d6 points of damage per two caster levels (maximum 10d6). A saving throw versus death magic halves the damage. The caster gains temporary hit points equal to the damage dealt (temporary hit points are lost first before other hit points are lost). However, more hit points cannot be gain subject’s current hit points, which is enough to kill the subject. The temporary hit points disappear 1 hour later. Multiple attacks may increase the temporary hit points gained (if damage greater than remaining temporary hit points), but they do not stack. A successful attack roll must be made, but this can be made in the same round the spell is cast or held until an appropriate moment. The spell is lost if a different spell is cast before it is discharged.

Zombie Servant (Necromantic)
Level: 4
Range: 0
Duration: Spell
Area of Effect: One corpse
Components: V, S, M
Casting Time: 1 round
This spell is in most respects similar to the spell skeletal servant, save that it summons forth a zombie servant from a largely intact corpse. The zombie attacks as a 2HD monster, and has 2d8 + 1/level hit points and a strength of about 13. They are otherwise the same as a skeletal servant, save with respect to their nature as zombies rather than skeletons. A limited number of such servants may be had at a time, and the casting of the spell again destroys any prior in excess of this limit – that limit being 1 for a caster of 9th level or lower, 2 for a caster of 10th to 18th level, and 3 for a caster of 19th level or higher. Note that both skeletal servants and zombie servants may be employed together, with the count of neither interfering with the other. The material component of this spell is a bit of powdered jade, worth not less than 10 g.p.
 

4th level on that chart stands out as odd, as instead of double the start-of-level xp the MU needs almost triple to get through that level.

That said, levels 1-3 look like the original Fighter progression rather than MU, so is 4th just making up for lost time?

Then 5th is also more than double, after which it becomes double or less again.

This is all intentional. It may look weird, but it's significantly less weird than the original table. Remember, this is just doing the reverse of what the actual table does. The actual table starts out leveling slowly through the first few levels, then departs from expectation by demanding much less than double XP through level 8. That's weird because the amount of spell levels that are being earned with each new level is linearly increasing, and yet the amount of additional XP demanded through those key levels is less than demanded of by any other class (including the thief, which the M-U begins to catch up with).
 

Recent & Upcoming Releases

Remove ads

Top