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Magic-User Options

Posted: Mon Mar 21, 2011 7:47 pm
by Sir Bedivere
I've collected what I think are some common house rule options for the Magic-User class into a supplement and added a few things, if anyone is interested. Most of the rules are for beefing up the low-level magician, but I've also detailed some optional gear and listed all the Magic-User supplements out there as well.

EDIT: The file has been deleted and replaced with an updated version about four comments down.

Re: Magic-User Options

Posted: Mon Mar 21, 2011 8:15 pm
by Maliki
Nice work on this.

Re: Magic-User Options

Posted: Mon Mar 21, 2011 9:06 pm
by SmootRK
I like this sort of supplement idea, and I think we can surely think of more material to add to this one. Having all the various options listed, and if I may suggest, perhaps one could make it a sort of checklist or checkboxes.

Each checkable option could briefly summarize another supplement (and of course reference that supplement directly) or detail an option completely.

Some additional ideas to add to your document:
Familiars
Spell Specialization (like fighters with weapons, get some kudos with specific spells)
Circle/Group/Ritual Magic (ie. Cooperative Magic)
Spell Channelling Items (already a Supplement, at least add to your Appendix B)

Re: Magic-User Options

Posted: Mon Mar 21, 2011 9:17 pm
by KeithCampbell
Just what I was looking for, thanks.

Re: Magic-User Options

Posted: Mon Mar 21, 2011 9:55 pm
by Sir Bedivere
Smoot, I didn't even notice the Spell Channeling Items supplement! Thanks for bringing that to my attention. I've added it to the file below.

I've also done some minor editing to keep it all on two pages.
SmootRK wrote: Some additional ideas to add to your document:
Familiars
Spell Specialization (like fighters with weapons, get some kudos with specific spells)
Circle/Group/Ritual Magic (ie. Cooperative Magic)
Good ideas all. I don't have time to pursue them right now, but if you wanted to I'd be happy to have a co-author on this supplement.

Re: Magic-User Options

Posted: Mon Mar 21, 2011 10:12 pm
by Joe the Rat
We really didn't have cloaks listed in equipment? How did I miss that.

Excellent stuff. There are a lot of good options here.

Re: Magic-User Options

Posted: Tue Mar 22, 2011 8:11 am
by Solomoriah
Tom, if you'll send me your source OOo document, I'll get it on the downloads page.

Re: Magic-User Options

Posted: Tue Mar 22, 2011 8:21 am
by Solomoriah
Also, check my comment here:

viewtopic.php?f=2&t=161&p=3625#p3625

Might make a good addition to your work, with some rewriting.

Re: Magic-User Options

Posted: Tue Mar 22, 2011 11:24 am
by Joe the Rat
Solomoriah wrote:Also, check my comment here:

viewtopic.php?f=2&t=161&p=3625#p3625

Might make a good addition to your work, with some rewriting.
If you didn't suggest it, I would have.

One minute per level or so?

Re: Magic-User Options

Posted: Tue Mar 22, 2011 3:55 pm
by KeithCampbell
Or..

As explained, then, the morning replenishment of spells represents performing the various rituals up to a key point and then leaving the final triggering action to be completed in combat. This takes some time, hence cannot be done in a 10 second combat round, but is done in a morning ritual of some sort.

The number of open "slots" represents the increasing (as he/she rises in level) mental ability of the magic user to "hold" that much magical power as activated potential, waiting for the trigger.

Why not allow the magic use to simply cast the desired spell as a ritual, without even worrying about slots - OR to replenish a slot during the day, by spending some uninterrupted time performing the ritual?

A few possibilities:

It might be harder to replenish a slot than to simply work a ritual spell. Perhaps replenishing a slot takes a half hour or more.

Assuming the rituals are usually performed in the morning because the mage is well-rested, performing the rituals or replenishing slots during the day could cost hit points, representing fatigue, which might increase with spell level.

This would still make beginning magic users rather weak in combat, as spells at-the-ready would be few, but would eliminate the need for beginner parties to constantly have to run back to town to rest up, or spike the door to a secure chamber and camp. That gets a tad tedious. And, as Solomoriah mentioned, it might give more opportunity for beginning clerics to actually DO a few things, and give more play to neglected non-combat spells.

My divergence from Solomoriah's suggestion is that I don't see a reason you couldn't actually replenish a slot, provided it's sufficiently difficult/time-consuming/fatiguing to do so, and I don't see why you'd actually need an open slot to perform a ritual spell, as you're not needing to hold it in active abeyance...