D&D&LB Class: Magic User

Level 1

HP: 1d6
THAC2: 17
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 13; Poison & Death 13; Blast & Breath 15; Staffs & Wands 11; Spells 12
Spell Slots: First Level: 1
Special: Magic Retention
Special: Begins the game with 3 spells in their spellbook.
XP for level 2: 2500

Level 2

HP: 1d6 + 1
THAC2: 17
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 13; Poison & Death 13; Blast & Breath 15; Staffs & Wands 10; Spells 11
Spell Slots: First Level: 2
Special: Alchemy
XP for level 3: 5000

Level 3

HP: 2d6
THAC2: 16
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 12; Poison & Death 13; Blast & Breath 15; Staffs & Wands 10; Spells 11
Spell Slots: First Level: 2, Second Level 1
Special: Spell Weaver
XP for level 4: 10,000

Level 4

HP: 2d6 + 1
THAC2: 16
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 12; Poison & Death 12; Blast & Breath 14; Staffs & Wands 9; Spells 10
Spell Slots: First Level: 3, Second Level 2
Special: Spell Research
XP for level 5: 20,000

Level 5

HP: 3d6
THAC2: 16
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 11; Poison & Death 12; Blast & Breath 14; Staffs & Wands 9; Spells 10
Spell Slots: First Level: 3, Second Level 2, Third Level 1
Special: Magical Crafting
XP for level 6: 35,000

Level 6

HP: 3d6 + 1
THAC2: 16
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 11; Poison & Death 12; Blast & Breath 14; Staffs & Wands 9; Spells 10
Spell Slots: First Level: 4, Second Level 2, Third Level 2
XP for level 7: 50,000

Level 7

HP: 4d6
THAC2: 15
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 10; Poison & Death 12; Blast & Breath 14; Staffs & Wands 8; Spells 9
Spell Slots: First Level: 4, Second Level 3, Third Level 2, Fourth Level 1
XP for level 8: 75,000

Level 8

HP: 4d6 + 1
THAC2: 15
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 10; Poison & Death 12; Blast & Breath 14; Staffs & Wands 8; Spells 9
Spell Slots: First Level: 4, Second Level 3, Third Level 3, Fourth Level 2
XP for level 9: 100,000

Level 9

HP: 5d6
THAC2: 15
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 10; Poison & Death 11; Blast & Breath 13; Staffs & Wands 8; Spells 9
Spell Slots: First Level: 4, Second Level 3, Third Level 3, Fourth Level 2, Fifth Level 1
XP for level 10: 200,000

Level 10

HP: 5d6 + 1
THAC2: 15
Armor Class: Determined by equipment used.
Equipment: Cannot use any armor or shield.
Saves: Petrif & Paralysis 10; Poison & Death 11; Blast & Breath 13; Staffs & Wands 8; Spells 9
Spell Slots: First Level: 4, Second Level 4, Third Level 3, Fourth Level 3, Fifth Level 2
XP for level 11: 300,000

Magic Retention

Normally, when a spell is cast, the powerful magic symbols stored in the casters mind are released, and forgotten. However, if the player succeeds on a save v. magic, then the particular spell they just cast is not forgotten, and may be cast again that day. At which time, another save is called for.

Spellbook

When the game begins, magic users have 3 random spells in their spell book. One from each of the following categories. Roll 1d20 to determine which spells you have. If you roll an 11 or higher, subtract 10 from your roll.

Offensive Spells: 1. Burning Hands, 2. Charm Person, 3. Enlarge, 4. Friends, 5. Light, 6. Magic Missile, 7. Push, 8. Shocking Grasp, 9. Sleep, 10. (You Choose)
Defensive Spells: 1. Affect Normal Fires, 2. Dancing Lights, 3. Feather Fall, 4. Hold Portal, 5. Jump, 6. Protection from Evil/Good, 7. Shield, 8. Spider Climb, 9. Ventriloquism, 10. (You Choose)
Misc. Spells: 1. Comprehend Languages, 2. Detect Magic, 3. Erase, 4. Find Familiar, 5. Identify, 6. Mending, 7. Message, 8. Unseen Servant, 9. Write, 10. (You Choose)

After these initial 3 spells, magic users do not get any spells for free. They will need to find other ways to fill their spellbooks, and become powerful Wizards.

Alchemy

Upon reaching second level, a magic user has achieved sufficient learning to attempt creating alchemical concoctions. This requires that the magic user have access to an alchemical laboratory, and the creation of each potion will require large investments of time and gold. Like spells, potions and other alchemical products have levels.

Each alchemical product requires a number of material components which must be purchased from the town herbalist, such as leaves, seeds, and nectars from plants all over the world. The cost of the components are [50gp * Potion Level] So a first level potion would cost 50gp to make, a 2nd level potion would require 100gp to make, and so forth.

Alchemical products also take time. The materials must be painstakingly prepared so as not to contaminate them, and and even once all the work is done, it can take days for the mixture to slowly, drop-by-drop produce enough of the liquid to create the desired effect even once. Each alchemical product requires 1 week per recipe level to complete.

Regarding recipes, you will need them before you can create a working potion. Like magic, alchemical knowledge is rare and difficult to come by. However, recipes are freely traded, and are normally much less expensive than spell scrolls. It’s also likely that you’ll find some recipes as treasure!

It is possible to create a recipe yourself through research, but alchemical research can be an expensive and time consuming proposition! In addition to costing [250gp * Potion Level] in material components used for experimentation and failure, the process will require [1d6 + Potion Level] weeks to complete. If you have a potion to reverse-engineer, then you may reduce either the cost, or the time required by 20%. Having a magic user apprentice who is willing to assist you can reduce either the cost or time by an additional 20%.

If you do not have a potion which you are reverse engineering, Alchemical research will result in discovery of a random potion, determined by the GM.

Some alchemical products may be associated either with clerics, or magic users. For example, a healing potion will be associated with clerics. In that case, a Magic User may still create a healing potion, but the potion will be treated as though it is 1 level higher. So if a healing potion is a level 1 alchemical product, then a magic user who wishes to create one will treat it as a level 2 alchemical product, which costs 100 gp and takes 2 weeks to produce.

Spell Weaver

When a magic user reaches third level, they reach a greater understanding of how magical energies weave together to form spells. They may attempt to cast their spells in a slightly different fashion. By manipulating the subtle hand gestures and verbal components of the spell, a minor alteration in the spell’s effect can be made. Be warned, however! The magic user who attempts a change which is too great may have their spell fail altogether–or worse–backfire on them! This will be detailed further as it becomes relevant.

Spell Research

Magic users of fourth level or higher have become familiar enough with magical energies that they may attempt to research entirely new spells.

Creating an entirely new spell from scratch requires the following:

  • A magical laboratory.
  • 1 month of game time per level of the spell. (Taking a day off to adventure is fine, so long as you’re back at your lab by adventure’s end.)
  • 3 material components which are thematically related to the spell. These can be common, every-day items. However, more difficult to obtain items will likely create more potent spells.
  • 1000gp per level of the spell.

The Magic User must inform the GM of the spell they are trying to create, and the material components they are using. (The GM will determine if these components have any additional cost, or require the caster to actually locate them as part of an adventure).

Once all of the above has been handled, the caster rolls 2d6, and consults the following chart:

2: Complete failure. Everything is lost. Magical laboratory might be on fire. It might be magic fire. Water might make it worse.
3: Failure, but the materials are fine. The player may invest 1 month to reset the experiment and try again.
4-5: The spell is created, but it is much weaker, somehow flawed, or includes a complication which the caster didn’t plan on.
6-8: Success.
9-10: Creating the spell is successful, and it is slightly stronger, or includes an unexpected boon.
11: Spectacular success.
12: Spectacular success, AND, a minor accident causes the caster’s body to be infused with the spell. It can now be cast 1/day, even if it was not prepared.

It is important to remember that the final version of the spell will always be written by the GM. While the GM should never use this as an opportunity to be vindictive, magical research is experimentation. The caster never knows quite what the result will be, and even success will not always be what they suspected.

It is advised that the GM decide (in secret) what a normal success would mean before the roll is made. Then modify that baseline depending on what is rolled.

Magical Crafting

Upon reaching level five, magic users can begin to craft some magical items. Though the cost of this endeavor is great. This will be detailed further as it becomes relevant.

SPELLS

Magic users keep all of their spells in a spell book, and each morning they must memorize the spells which they will cast that day.
Because writing out the full description of each spell would be burdensome for this casual game, I’m just going to put up simple descriptions here which cover the basics of the spell, along with a page number for the 1st edition AD&D Player’s Handbook, where the rest of the spell’s description can be found.

First Level Spells

Affect Normal Fires Can cause a fire to die down to the size of a match, or to double in size, for up to 1 minute/level (Pg. 64)

Burning Hands A 3ft jet of flame comes from the MU’s hands in a 120 degree arc. Any creature within the area takes 1 damage per level of the caster, no saving throw. (Pg 64)

Charm Person When cast upon a person, they receive a saving throw versus magic. If they fail, they will view the caster as a friend–but will not be under their control. If they succeed on their saving throw, they will be aware that someone has attempted to influence their mind. (Pg 65)

Comprehend Languages By touching an object or person, the caster is able to understand non-magical languages. Cannot write or speak them, however. (Pg. 65)

Dancing Lights The caster summons 1d4 balls of light which produce light equivalent to torches. Each orb can move independantly, and obeys the caster’s will. They last 2min/level of the caster, and can go up to 20ft, +5ft per level of the caster.

Detect Magic For 2 minutes per level of the caster, all magical objects within the caster’s field of view will sparkle and glitter with light. Even if they are obstructed by minor barriers, such as the wall of a chest. (Pg. 65)

Enlarge

Erase

Feather Fall

Find Familiar This spell takes a full day to cast. Once it has been cast, the caster bonds with a small animal. This animal will obey the caster’s commands as best as it is able, and is able to communicate with the caster on a rudimentary level. If the caster wishes to release their familiar, they may do so with another 24 hour long ritual, after which time they may not seek a new familiar for one month of game time. If a familiar is killed while in service to a caster, then the caster takes 1d6 -1 points of damage for every 2 caster levels they have. As the caster becomes higher in level, and their power becomes more attractive, they may find intelligent creatures willing to serve as their familiars. At level 3, a caster can look through their familiar’s eyes. At level 5, a caster can deliver touch spells using their familiar’s touch as though it were their own. (Pg. 66)

Friends

Hold Portal

Identify

Jump

Light

Magic Missile

Mending

Message

Nystul’s Magic Aura

Protection From Evil

Push

Read Magic

Shield When this spell is cast, an invisible circle 1ft in diameter manifests in front of the caster. It will move to intercept any attacks. It completely negates magic missile attacks. It gives the MU an armor class of 2 against hand thrown missiles such as tomahawks, and an AC of 3 against projectile weapons such as arrows.

Shocking Grasp After casting this spell, the caster is charged with electricity. The first creature they touch receives a severe shock, and takes 1d8 points of damage, plus 1 additional hit point for each level of the caster. If the target is aware of, and defending against the magic user, then touching the target requires an attack roll.  (Pg. 68)

Sleep

Spider Climb

Tenser’s Floating Disc

Unseen Servant

Ventriloquism

Write

 

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