The thing you would need here is one list of options which used together, isn't going to throw things too far out the window. Which means you can't have "if you do this, don't do that." A bundle of non-exclusive items (bonus spells, cast-w/demotion... additional weapon options?... er, rapid to lvl3 XP table?). How much of what we have does that leave out?
The thing is that each of these ideas tries to adjust things in different ways. Give them ways to be more concrete in combat. Give them ways to "survive" combat. Give them more to do than one spell at 1st level, without killing things (worse) at higher levels. The lion's share of what you have is
individually prescriptive, but
collectively constructive. It's a dremel. You don't just plug it in and go, you have to pick which bit is right for the job (yeah, that kind of gets in the way of multiple options, but it's not a perfect metaphor). Continuing in this vein really expands what you need to say - presenting the options, and discussing the positives and negatives of each (for the magic user, and in terms of game balance). This would be a lot deeper than most Options (Specialty Priests is the closest in versatility, but that addresses variety balanced within the class, not between classes). It's "Discussion of various methods to improve early survivability or increase the utility of low-level magic-users, The Supplement." You don't have to include every idea or variant, just the ones with the most traction. Which might be a bit much.
SmootRK wrote:Here is another idea, instead of giving various powers/abilities out. Instead make them into spells directly. As an example, take the mentioned Arcane Bolt... 1st level spell allows MU to cast about small impacting "force" either as melee or ranged (10/20/30) dealing 1d3 points of damage. The ability lasts 1 hour (and duplicates the effects otherwise mentioned in the description earlier)... using 1 first level spell slot. Then perhaps a higher level version of the spell can be made (slightly more damage, works as "magic" against foes, and perhaps has other 'energy types'.), maybe as a third level spell.
I just made it a cantrip(single shot). Magic damage justified, and you have a scant handful if you aren't
mage-handing and
irritating your way through the day. Just the right cantrip for Mr. Macross Magic Missle Massacre. If you wanted a
little more functionality, you could make it a multi-round effect (shooting 1/round), but that would really need to be balance with the other cantrips. Of course, this list also includes Mage Hand (moderate range 1lb TK for 10 rounds, or one STR-level shove), Transfigure (temporarily changes small things... like making yourself blonde, turning small white stones into diamonds, or iron arrowheads into silver), Inscribe (carve perfectly into
any nonmagical surface), and Summon Vermin (call up... one bug).
This is all issues for/from a different supplement, though. Much like defensive fighting (combat options)- it does not say it's only for melee attacks. If you aren't otherwise acting, fight defensively.