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Making Magic-users more useful? Ideas.

PostPosted: Tue Aug 28, 2012 3:53 pm
by Blood axe
We all know that a low level Magic-user, is a bit of a one hit wonder. Levels 1 & 2 are particularly tough. Usually packing a Sleep spell, he unleashes his one mighty spell & is spent for the day. LOL. :oops:

Ive seen in Dragon Age RPG, the Wizards have something called an Arcane Lance. I aws thinking that the Magic-user could have something like that. A limited Magic Missile. The stats, damage, range of a mundane missile weapon. Perhaps a dart, sling, thrown dagger. Just unlimited ammo. A weapon always at hand.

Another is cantrips or minor spells. In the pouring rain- the Mage stays magically dry. In the jungle & swamp- those annoying insects are repelled. A Wizard lighting a nearby candle with the sweep of his hand. A small ghostly image of the hunted dragon appearing in the Wizards hand. etc,etc. Minor things really. Things you read Wizards easily doing in fantasy books, but not used much in games. JUst makes the Magic-user seem more "magical" !

Another idea is the Wizards staff or wand. Perhaps the energy for one more spell is stored. Maybe it boosts the Wizards casting level up by 1. The end of the staff glows like a torch on command. If lost or >Gasp!< broken, a severe penalty.

What about Familiars? Spies, companions, guards. See through its eyes, hear through its ears.etc,etc.

Re: Making Magic-users more useful? Ideas.

PostPosted: Tue Aug 28, 2012 4:20 pm
by greyarea
Perhaps starting them off with a Wand of (Lesser) Magic Missiles where the missiles require a to-hit roll and have limited uses for the day. To make it even more useful, have it have Continual Light cast upon it.

I like the cantrips idea. Especially if they have a number of them to choose from and can cast multiple ones per day. Makes them useful to the party (or at least seem more magical).

I'm not sure I like the Familiars concept. I find that those are more for advanced wizards.

I've been contemplating a slightly different magic system, where there are magical categories (like the one from the old Player's Handbook or ones based on elemental magic) where spells from your chosen magic type are more powerful, those from the opposite type are impossible to cast or have very limited effects, and all other spells are as written. Therefore you get specialized mages.

Re: Making Magic-users more useful? Ideas.

PostPosted: Tue Aug 28, 2012 5:01 pm
by Blood axe
Maybe the limited Magic missile wand can be tied in with the Wizards Staff idea.

I think even a Level 1 Magic-user can summon a familiar. Low levels is when a familiar is probably most useful.

I like specialist Wizards. Conjurers, Necromancers, Fire Mage, and so on.

I dont want any hard rules for cantrips. A player can suggest a minor effect & the DM can judge wether its appropriate.

Re: Making Magic-users more useful? Ideas.

PostPosted: Wed Aug 29, 2012 7:28 pm
by knightvision
@Bloodaxe I like where you're going with this. Maybe some house rules based on packages for a 1st or 2nd level MU. This package gets this staff, wand, etc and cantrips? Somebody on this forums told me one time that LL doesnt have any cantrips?

Re: Making Magic-users more useful? Ideas.

PostPosted: Wed Aug 29, 2012 10:27 pm
by Blood axe
Clerics get bonus spells for Wisdom, maybe the same should go for Magic-users & Intelligence?

Re: Making Magic-users more useful? Ideas.

PostPosted: Thu Aug 30, 2012 3:42 am
by Agrippa
How about this rule of mine? I think you'll remember it.

All magic-users may memorize and cast up to three seperate spells at first level. Every two levels the magic-user may memorize one more spell of any level allowed at a time up to 13 spells at any one time. Magic-users still gain the ability to cast more complex and powerful spells at the same rate under the normal rules. This means that a magic-user would still have to reach 5th level to cast 3rd level spells, just that those spells memorized are now taken from a standard pool of slots. No spell may be memorized more than once at a time and each one requires five minutes of memorization per spell level to cast. Once cast any one spell can be re-memorized without need for rest.

Re: Making Magic-users more useful? Ideas.

PostPosted: Sun Sep 23, 2012 11:21 pm
by shart2069
Being that they are usually the characters in a party with the highest Intelligence score, magic-users function well in figuring out trick rooms, puzzles, and remembering useful bits of trivia.

Otherwise, let 'em throw flaming oil, be the party mapper, and carry extra loot since they don't have to worry about the weight of armor or heavy weapons. Worked well in the Caves Of Chaos... of course that was 1982 and in a large party with good representation of classes.

Although having seen discussions of the XP progressions in OD&D / D&D / AD&D recently, and the weirdness of the curve for magic-users, I am considering the idea of letting them cast an extra 1st Level spell per day, as long as it is Read Magic or Detect Magic. (I tend to allow Read Magic and Detect Magic as "freebies" in their starting spellbook, in addition to their regular choice of one 1st Level spell.)

Re: Making Magic-users more useful? Ideas.

PostPosted: Mon Sep 24, 2012 12:20 am
by Blood axe
Ive always given Read Magic as a free spell. Ive been experimenting with giving them a limited detect magic ability. Im thinking about giving an extra stored spell, in the form of an item , like a wand or amulet. Something like that.

Re: Making Magic-users more useful? Ideas.

PostPosted: Tue Oct 02, 2012 10:15 pm
by drizzit
1st-3rd lvl give them a spirit guide or newbie robe that has minor magical effects/aura until a selected character lvl is reached then the item or w/e just dissolves. Just through them a frekkin bone that fits in your stories :D and hell yes bloodaxe int bonus = more spells

Re: Making Magic-users more useful? Ideas.

PostPosted: Wed Jul 03, 2013 7:23 am
by Jacqual
There is a 1 page file floating around on the web which I cannot find this second it is called "Making the Most of Magic Users" or something close to that. It is based on the Rules Cyclopidea on class creation set that someone found. It shows that Magic Users spend a lot more experiance then they need to go up in level based on their abilities. So they gave them Read Magic as a freebie to cast, and Detect Magic usable a number of times per day based on level. I also give Magic Users what I call the Cantrip Effect which is like always on. It allows them to perform minor magic things that as long as they do not replicate an actual spell and they can give it minor concentration it happens. Like they can have their fingers glow so they can read, but it will not produce as much light as the spell, They can open an unlocked door. Or they can keep their clothes clean, add spice to food or even blow smoke ships like gandalf in the Lord of the Rings.