James Gasik
I could be playing Tales of the Valiant right now
Ah, thank you!Issue #136 page 46
Ah, thank you!Issue #136 page 46
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.
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.
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.
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...
Agreed.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).
What about wands that don't always directly replicate spells, e.g. Wand of Wonder?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.
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.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.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.