One of the things I liked (back then) when 2nd Edition came out was that the Magic-User was now properly called a Wizard. Again, the nuance of magic-user was lost on me but obviously it was also lost on the design team.
The wizard, as he for evermore will be known, is really not that different from the magic-user mechanically speaking. Some spells are rearranged but that is about it. The true difference comes when you choose a speciality school or apply a kit, like the many found in The Complete Wizard's Handbook. Here the wizard gets a few more spells at starting level from their speciality school and the kit can provide them with some powers. Though the cantrips as 0-level spells that the Unearthed Arcan gave us are now gone.
Yesterday I reviewed The Principalities of Glantri book and it's school of magic. What stood out for me was things that your wizards can now do if they go to a premier school like
Since I covered the basic (and really Basic) Magic-User last week, I want to jump into some of the clones and near clones now.
Spellcraft & Swordplay is a near clone that models Original D&D and it's Chainmail roots much closer than Swords & Wizardry does. It does take some liberties though. One is the Wizard and the wizard class elite paths, Warlocks and Necromancers. In S&S wizards can Read Magic at 1st level. We are also given more detail on how to create magic items. An Elite Path like the Necromancer or Warlock also get other powers.
Fantastic Heroes & Witchery also has a wizard class, as well as a wise man and a warlock. Additionally, it also has 666 spells split up into gray, white and black magic. The wizard here does not differ much from the standard magic-user, but the number of spells included is not insignificant.
Adventurer Conqueror King System gives us a similar looking Wizard, the advantage here are the skills/proficiencies that all classes get. Going back to last week this is similar to the skill checks I give wizards when identifying magic.
Magical Theorems & Dark Pacts also has a wizard class. Many in fact. The wizard is still a Magic-User clone, but there are plenty of other wizard types in this book that the case for experimentation is made here.
Astonishing Swordsmen & Sorcerers of Hyperborea. Ah now this is what I was looking for. Each of the books so far has done a little here and little there, but the Magician in AS&SH is waht I have really been looking for. Right away he gets a familiar, the ability to read magic and scribe a scroll. At 7th level he learns som alchemy. The subclasses, Illusionist, Necromancer, Pyromancer and Witch all get similar powers.
Moving out from clone-land and into old-school land proper there is The Arcanum. I keep coming back to this book because it keeps on delivering. There are a lot of magic-user like classes, Alchemist, Astrologer, Charlatan (more of a thief), Enchanter, Mage, Magician, Necromancer, Savant, Sorcerer, Thaumaturge, and Witch. There is, of course, a Wizard as well. What they all have in common and share with some other books is the ability to read magic at first level.
These classes all also get new powers at every odd level. Some are just redefining things the wizard could always do; write scrolls, make potions and magic items. This just defines them a little better. Interestingly this book also allows the wizard to choose a weapon. The book also has plenty of spells to choose from.
It should be noted that these problems are solved by 3rd Edition and beyond. Both the shared XP values across all classes and more features for the Wizards has made all the above points moot really.
My recommendations for the wizard are:
- Read Magic/Identify magic as a skill at 1st level. Can be a simple Int check. A bonus equal to level with a penalty equal to spell level.
- Find Familiar as a ritual, but not a spell.
- Signature Spells. A spell that can be cast twice or three times per day with one memorization.
- Some powers at 5th, 10th, 15th and 20th level. Signature Spell can be one of these.
I would run this wizard through the various class creation kits I mentioned last week, but especially the one out of the ACKS Player's Companion to check the numbers. Might be worth looking into deeper.
Why Are my Magic-Users not like Mages?
Spend any time in any other game but D&D, especially one that uses a lot of magic, and somethings just don't make sense. Except as that special branch of logic known as D&D logic. Being first D&D gets away with a lot. Invariably someone will ask though why can't D&D magic be more like the magic in World of Darkness, namely Mage.
The difference, of course, is one of scope. While the D&D wizard might become a "master of reality" the Awakened of Mage are of a different sort. The assumptions of the worlds are too different. Maybe a WoD style Mage could be something the D&D Wizard could aspire to be, I still would not take a Mage with me into a dungeon or try to identify a scroll or potentially magic sword.
So I don't try to make my Wizards into Mages. I keep the Vancian magic intact. If I want to play a Mage, I will pick up Mage. But really, playing both games will give you a better understanding of things your wizard/mage can do in either game.
Hopefully your wizards are more like this:
Though that Keep at 3:30 looks familiar.