Spells in the game can be cast using various methods, such as rolls against your spell save DC, attack rolls, bonus actions, reactions, or more time. Some spells require a single action to cast, while others require a bonus action, reaction, or more time. A bonus action is especially swift and must be used in response to a trigger defined in the spell’s Casting Time entry.
Higher-level spells typically become available later in the game but are worth the wait or grind depending on your DM. A spell can be transformed into a higher-level spell if there is a higher-level spell slot available to spend. To cast a spell, you must provide at least one of the required components.
A spellcasting check roll is necessary before every spellcasting attempt, which is a d20 +…
Most spells don’t require an attack roll, but some, like damaging cantrips, do. Attack rolls are necessary for certain spells, such as rays, touch spells, and all attack cantrips. However, attack rolls make little sense for most spells, as they may have effects that require a Concentration check to prevent fizzling or to cast it.
“Random” casting (or rolling to cast) occurs when a wizard/cleric casts a spell, where the player rolls a d20 to see if it hits the intended target. When attempting to cast a spell, players roll a d20 + Proficiency Bonus + Spellcasting Ability Modifier. Spells require a successful spellcasting check with a DC.
📹 Let’s roll…a Magic User! Character generation and development in BECMI Dungeons and Dragons
The third in my “Let’s roll…” series, where we generate and develop each of the BECMI character classes through the ranks, …
📹 Roll Cast vs Switch cast
Here is a video I made highlighting the difference between the roll cast and the switch cast (also known as jump roll). I am casting …
Wizard was my primary class in the old BECMI days. Its a hard class to play well, but once you learn to plan ahead and always have an escape plan, things get a lot better. I, eventually, became that one player that could somehow survive (almost) anything. Its sorta funny. My party members were always ecstatic when I would escape, particularly when I saved enough of their characters to raise(or their favorite magic item). These days when I tell these stories to new 5E players they just say “You wouldn’t have died if you just stayed and fought.”
Walking out of the tavern on your way to the dungeon with a 1st level Magic-User carried with it a special kind of dread. While I’m thinking of it, I have seen a 1st ed Magic-User not ten minutes old walk out of a tavern, trip, and die from fall damage. The DM did let him keep playing, but it was a good laugh. The best 1st ed Magi-User I’ve ever seen was Azurax Silverhawk in the module Threshold of Evil from Dungeon issue #10 which features him on the cover with two green Slaadi. It really does do the best job of answering the question, “What would a high level wizard do with his tower given the time, money, and resources?” It is truly excellent. Please check it out if you haven’t already.
I would have given Felonius some unusual weapon masteries, such as in blowguns and thrown things. Since he has the alchemy skill, producing bizarre splash weapons to throw or poisons to put on darts would have been useful. That can also save spells and can be more discreet as an opening surprise attack.
I’ve never played BECMI, but your delving into the magical creation rules reminded me of my 3.5 edition cleric. I went all out with magic item creation feats. I had several wands and scroll cases full of contingency spells like water breathing, air walk, neautralize poison, and cure spells, so I could tailor my memorized spells to whatever I wanted without giving up any utility. My greatest creation was a Staff of Heal that came in clutch saving a few other characters’ lives. Anyway, I totally understand the joy of discovering a whole new aspect to a game you already like and the strange fun of poring over tables of options to see what shenanigans your character can make. DM reluctant to let you adventure for or buy a particular item? Spend the effort to make it yourself. They’re much more likely to let you have it when they don’t have to figure out a quest or a shop to add to the world to make it available.
A friend of mine made his magic-user (already 20th level or more) more corageous than it was good for him. Good thing the cleric had a fully charged ressurection staff, because that M-U fell in a number of traps without letting any other character to intervene before it was too late. So I get my friend was growing fed-up with his character, although very powerful at that time. (This happened about 35 years ago).
Makes me remember my AD&D Forgotten Realms Invoker. Managed to get up to 9th level and had some pretty sweet gear for himself. His invocation spells, like Fireball and Lightning Bolt, were harder to save against due to his specialization. However, he couldn’t cast any Charm/Enchantment spells as they were in opposition of his specialization. He was able to do spell research and make new spells, but that got cut off due to life stuff and the campaign has been in limbo ever since.
I played a magic user several years up to 21st level. Our last module was the Test of Warlords. I have no idea if we went far into it because we ended up battling each other on battlefield. I won, settling the matter with a well placed Meteor Swarm! Then our DM decided to up the game to 36th level, just to see what it would look like. We had a lot of fun. Wizards can be very powerful.
I’m making an NPC mage who is a halfling-sized chinchilla with a little red cape and pointy hat. He specializes in debilitating conditions and quick escapes from no-longer-favorable situations. His name is Fizzbargle the Agitating. The setting isn’t BECMI/Known World and isn’t Krynn, but I figured little Easter eggs like that might be appreciated if anyone noticed.
A Thought on the Bonus XP: Given that at below name levels (9th), the needed XP per level is exponential, the Bonus XP doesn’t really matter. However, after the name level it comes to its own, since the XP per level doesn’t increase anymore, but stays level. Thus, Bonus XP actually gives you extra levels, one level per +-10% per 1.5 million XP. At 1.5 MXP earned: -20% : 1.2 MXP = level 15 -10%: 1.35 MXP = level 16 0%: 1.5 MXP = level 17 +5%: 1.575 MXP = level 17 still +10% : 1.65 MXP = level 18 But yeah, it is seriously not as big of a deal as people make it out to be at low levels.
I’m really enjoying this series. I don’t know if any DM has tried this (but, given how long BECMI has been around, it’s likely). The party could be the Magus’s followers. So, I’d totally allow 15th level followers if they levelled up from 5th. Curious that it does not include Thief. You’d think a treasure hunting Magus could use a good Thief.
Hej. Thanks for another informative and entertaining article. I’ve been looking forward to this mage article as it’s the character I like the most and have played the most. I particularly liked the twist on a charismatic magician with many followers. Also, I liked your example of magical crafting. The way you give examples with calculations makes it easy and clear to understand. I have read a lot about that part myself. I would love if you made a article specifically about magic crafting. It would give the adventures some new unique quests when they have to go out and collect gold, gems and other rare items for fantastic magical items (dragon teeth, vampire fangs, unicorn horns, storm giant toenails etc.) Many greetings Michael
This was really well done and created a neat story of Felonius, but what I don’t understand is WHY he created gargoyles and iron golems for his tower, is his tower really being attacked that often? If so, why even have one? Wouldnt it be better to spend his gold on obtaining higher AC robes or more powerful magical items for his own survival while he’s actually playing the game? When the player of Felonius sits down at the table is he really just spending all his time in his tower? what are the other players in his party doing while he sits around creating things. This is the part of BECMI that I don’t understand.. thanks!
Has any character actually made a gargoyle with these rules? 18,000 gp for a 4HD construct seems rather steep. And how effective will that guardian be considering you must be at least 18th level? And there is a strong chance you could fail and it would cost double or triple? This wizard is a mad wizard. Classic.