Starting Spells for Magic-Users
by Anthony Roberson

It is extremely unwise (and unrealistic) to allow a magic-user to pick his starting spells.  Does he think his wise old master just plopped open his spellbook and let him take his pick?  Give me a break.  Instead of allowing him to cherry pick, use the following rules.

A beginning magic-user AUTOMATICALLY knows Read Magic and Write.  Without these two spells, he would be pretty damn useless.  He also gets one spell rolled from each of the lists below.  This will give him a grand total of 5 spells with which to seek his fortune.  Some GMs also allow players to spend a BP and pick from the list instead of rolling, but I don't allow such liberal policies in my game.

Note that Gabal's Magic Aura, Harpang's Floating Cart, Wrygal's Delicious Deception, and Yudder's Whistle of Hell's Gate are never known from the start and must be located by the character.

1

Befriend

1

Affect Normal Fires

1

Bash Door

2

Burning Hands

2

Alarm

2

Comprehend Languages

3

Charm Person

3

Armor

3

Conjure Mount

4

Chill Touch

4

Audible Glamer

4

Detect Magic

5

Chromatic Orb

5

Aura of Innocence

5

Detect Undead

6

Color Spray

6

Change Self

6

Erase

7

Enlarge

7

Dancing Lights

7

Find Familiar

8

Fireball, barrage

8

Faerie Phantoms

8

Grease

9

Fireball, sidewinder

9

Feather Fall

9

Identify

10

Fog Vision

10

Fluttersoft

10

Light

11

Gaze Reflection

11

Hold Portal

11

Melt

12

Hypnotism

12

Jump

12

Mend

13

Magic Missile

13

Magic Shield

13

Merge Coin Pile

14

Phantasmal Fireball

14

Phantom Armor

14

Message

15

Phantasmal Force

15

Protection From Evil

15

Minor Sphere of Perturb.

16

Push

16

Run

16

Pool Gold

17

Shocking Grasp

17

Shift Blame

17

Precipitation

18

Sleep

18

Smell Immunity

18

Throw Voice

19

Spook

19

Spider Climb

19

Unseen Servant

20

Taunt

20

Wall of Fog

20

Wizard Mark




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