Players Handbook (page 25)
Magic-users draw upon arcane powers in order to exercise their profession. While they have mighty spells of offensive, defensive, and informational nature, magic-users are very weak in combat. They have but four-sided dice (d4) to determine how many hit points of damage they can withstand, and magic-users have the least favorable table and progression as regards missile and melee combat. Furthermore, they can wear no armor and have few weapons they can use, for martial training is so foreign to magic-use as to make the two almost mutually exclusive. Magic-users can be of any alignment (explained hereafter).
House Rule
Hit points are explained in Character Classes. Basically they start on 1st level like everyone else with 7-10, then d4 after that per level.
Spells Usable
I want to encourage the magic user and cleric to be themselves and cast spells, so increasing number of spells much more than originally planned.
DELETE: Magic-users can use an additional first level spell over the number defined in PH p26. ie at level 1 they can use 2 spells, at level 2 they can use 3 spells, etc. Note, they must have the correct components if any are required.
Class Level / Level of Spell | 1 | 2 | 3 | 4 | 5 |
1 | 2 | - | - | - | - |
2 | 4 | - | - | - | - |
3 | 6 | 2 | - | - | - |
4 | 7 | 4 | - | - | - |
5 | 8 | 6 | 2 | - | - |
6 | 8 | 7 | 4 | - | - |
7 | 9 | 8 | 6 | 2 | - |
8 | 9 | 8 | 7 | 4 | - |
9 | 10 | 9 | 8 | 6 | 2 |
10 | 10 | 9 | 8 | 7 | 4 |
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