How To Enjoy The Magic-User Class

Wizardry & Progression

I watched an old video long ago from Dorks of Yore regarding why Gary Gygax didn't like Magic-Users with Tim Kask answering that question. While Gary is somewhat wrong on why anybody would play a spell-caster while the campaign is focused around heroes and warriors. I think most people would understand that playing a Magic-User is boring at 1st Level because you simply harness 1 first level spell at the start and a dagger. 

Vancian Magic or "Fire & Forget Magic" was introduced in Original Dungeons & Dragons and eventually stayed throughout most editions including retroclones. though cantrips are introduced as more accessible/simpler magic that any spellcaster can use at any moment. I don't have knowledge of D&D 5E's magic system so beyond this point I will suggest looking into it further on how magic works in later games. 

Basically a Magic-User (or Elf) selects a spell that they already have studied and prepares it for the next game day. Once announced, they cast this spell and takes effect for the amount of Turns (or Rounds) and fizzles out until you go through a peaceful sleep or study session. Rinse & Repeat and eventually your magic-user will stumble upon Spell Scrolls that they can copy into their spellbooks. Though it could be easier to not hand out too many spell scrolls to ensure the magic-user doesn't have the "ammo" to use more than a few scrolls. Again, this applies to Elves which I'll explain shortly for they function as a Fighter/Magic-User or Magic-Users alone. 

The reason some people dislike the Magic-User is for these reasons. They feel useless and easily a target for most mobs as the party can tank just a bit more than the rest. Most party members rely on the Magic-User since they aren't proficient in armor and weapons to carry equipment, treasure and whatever else feels heavy to bring back to town. This even comes with the slow progression for experience points since they become powerful later down the line. So it's a one-sided class with it's short comings that eventually fade away. 

So I now come to the important question for this series. Why should you play a Magic-User and how to enjoy playing one? well you don't really. though let me explain that answer!


 

The Strategist

A Human or Elf magic-user focuses on Survival and good planning to make it out of the dungeon alive. After all these games reward the players for good planning and teamwork. Even if one of them is Chaotic or Neutral. While the Elf benefits more at the cost of a higher XP requirement and level limit. The magic-user can gain the upper hand later down the line if they are clever. So here are the spells I suggest taking at 1st Level:

  • Magic Missile: If leaning on the offensive role. This spell automatically hits any target so long as you are within range and sight of the target. It inflicts 1d6 damage to the target and becomes powerful later on as you gain levels.
  • Sleep: Ideal for a defensive role. This spell affects any number of Hit Dice (or level) monsters that put them into a temporary state of sleep. One of the most important spells to take and avoid fighting monsters. 
  • Charm Person: Ideal in social situations. while the downside is that it can only target a single creature. As long as you know it's language and easily manipulate one's own words to being the truth will help you big time. 

If playing Pits & Perils, the equivalent spells would be Bolt (or Ruin), Fear and Send. Unlike ordinary OSR magic-users, P&P Magicians can cast any of their chosen spells without forgetting they used it. As long as they have Spell Points then they are powerful. Other spells that you acquire will benefit your party in situational areas of the game, but at the start I suggest these spells to be used 

Elves & Specialization

As mentioned above, Elves have the benefit as a Fighter and Magic-User to wear and wield weapons and armor while casting spells. Though this comes at the cost of a higher XP requirement and level limit to 8th level. Other systems might be more forgiving to remove limits altogether and everyone progress at different rates. Though elves will always get the disadvantages at higher levels beyond 10+.

If a player plays an Elf, the selection of spells will be the same. however, the strategy is to have spells that could benefit the party as the magician uses the ideal spells mentioned above. Alternatively having the elf be a front-line battle-mage also works since they have access to armor and weapons. Whatever play-style the player decides will determine the capabilities the party utilize.

The Campaign & Cultures

Magic items are abundant in the world or it could be dangerous to use making it a rare item to value. Depending on the referee's campaign setting and it's genre. It's best to create the magic-user based off the tone of the game. Are most Sorcerers Good? or does ambition drive them to go insane? Why did they become an adventurer before venturing out into this strange world? Did they learn magic through their mentor or was it a gift or curse that they can do it naturally?

Magic-Users solely play out in the campaign to discover the strange wonders of the world. It was abnormal before civilizations began to appear to find out what happened. Exploring Ruins, reading out scriptures of the past and wielding powerful staves to rings later down the line. Some players that play Magic-Users want to know the lore of your campaign and discover the history of it's past. Eventually they'll craft their own magical items as they've learn the necessary things they need to craft it.  

Another thing that makes Magic-Users unique is their ability to learn more languages than anybody else. Obviously this isn't true most of the time since anyone could do it, but speaking the languages of an ancient race or even the average goblin makes a big difference. What cultures are in the actual campaign? is it a historical setting that allows the character to learn Spanish, German, Islamic or Latin? or can they speak with the Elves, Orcs and Dragons of the Fantasy world? Ask your referee what significant cultures appear in their world. Otherwise you are left blind to discover the text and not be able to translate for your group.

Conclusion

Overall, Magic-Users are left for the players to make them unique later down the line in a campaign. While others will struggle to rely on their magical prowess to get rid of that one monster that annoys them. So long as the player enjoys casting spells and discovering what was left behind in the old world, It will be fun to play. At first you won't like it since the party relies on you to carry their junk out of the dungeon and through the wilderness. Though you'll find that spark to make the student or sorcerer of magic come to life. Stay Tuned!


 


 


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