TEXT: Magic-User Options
  A Basic Fantasy RPG Supplement
  Release 4
  Copyright © 2012-2014 Tom Hoyt 
  and Chris Gonnerman
  All Rights Reserved
  Distributed under the terms of the 
  Open Game License version 1.0a
  Basic Fantasy Website:  basicfantasy.org
  INTRODUCTION
  These optional rules are presented buffet-style for the GM to pick and choose among based on the needs and flavor of 
  the campaign. Six different ways of combining options based on campaign style (close to core rules, dark fantasy, 
  heroic fantasy, high magic, military fantasy, and Old School) are given in Appendix A. This supplement specifically 
  avoids options which are the focus of other supplements such as 0-level spells (AKA cantrips) or Magic-User subclasses, 
  though those supplements are listed in Appendix C. The terms 'Magic-User' and 'magician' are used interchangeably 
  throughout this supplement for the sake of variety.
  The changes in the third release mainly include reorganizing the material, editing for clarity, eliminating errors, and 
  updating the equipment, armor, and related supplements lists. Thanks to everyone who offered advice on this revision 
  at the BFRPG Forums, and especially to R. Kevin Smoot for Arcane Bolt #1, Luigi Castellani for Armor Option #1, and 
  Chris Gonnerman for Cast at Will with Demotion.
  This supplement was designed for use with the Basic Fantasy RPG Core Rules, 2 nd Edition, available as a free 
  download at the website.
  Contents
  Alternate Experience Table
  Added Spell Variety
  Arcane Bolt
  Armor Options
  Bonus Spells
  Cast at Will with Demotion
  Cheap Spell Transcription
  Flavor
  Free Cantrip Use
  Inherent Detect Magic
  Inherent Read Magic
  Playing without Optional Rules
  Saving Throw Bonus
  Weapons Options 
  Appendix A: Example Rule Sets 
  •
  Close to Core
  •
  Dark Fantasy
  •
  Heroic Fantasy
  •
  High Magic
  •
  Military Fantasy
  •
  Old School
  Appendix B: Additional Gear Table
  Appendix C: Related Supplements 
  Alternate Experience Table
  To shorten the time a Magic-User spends at low levels, 
  the following alternate experience table can be used. It 
  makes second through fourth levels easier to gain, but 
  from fifth level on the experience points required are the 
  same as in the Core Rules.
  Exp.
  Spells
  Level
  Points
  Hit Dice 1
  2
  3
  4
  5
  6
  1
  0
  1d4 1
  -
  -
  -
  -
  -
  2
  1,500
  2d4 2
  -
  -
  -
  -
  -
  3
  4,000
  3d4 2
  1
  -
  -
  -
  -
  4
  9,000
  4d4 2
  2
  -
  -
  -
  -
  5
  20,000
  5d4 2
  2
  1
  -
  -
  -
  Added Spell Variety
  The GM may want to create a grimoire of spells for the 
  campaign that  incorporates  the  Core  Rules  spells and 
  spells from the supplements in Appendix C which seem 
  appropriate. If beginning magicians roll for spells, the GM 
  will need to make lists to roll on.
  Arcane Bolt
  The Magic-User can magically  attack  once  per round. 
  There are three different game mechanics for this, and the 
  GM should pick one.
  Arcane  Bolt  #1. In this version, the Arcane Bolt is 
  treated as a normal missile weapon. The player makes a 
  normal combat roll against the target's AC, adding any 
  Intelligence  bonus  and  taking  into  account  the  range 
  (10/20/30). The damage is d3. The origin is magic, but 
  the effect is a form of mundane concussion, so it will not 
  affect  creatures  who  are  only  affected  by  magic. 
  However, it will affect inanimate objects.
  
  A BASIC FANTASY SUPPLEMENT
  MAGIC-USER OPTIONS
  Arcane Bolt #2. This is a bolt of raw magic. The Magic-
  User doesn't roll anything, but the target gets a save vs. 
  magic to avoid all damage. The bolt has a range of 30 
  feet and does d3 damage. Since it is pure magic, it will 
  affect  creatures  which  are  only  affected  by  magical 
  weapons, but does not affect inanimate objects.
  Arcane  Bolt  #3. This version is also a bolt of raw 
  magic, but is more like sorcery than normal magic. The 
  magician must make an ability roll on Intelligence (see the 
  table below) to succeed. If the roll succeeds, the bolt hits. 
  Range is 30 feet, damage is d3; it affects creatures only 
  affected by magical weapons, but not inanimate objects.
  Ability Rolls (From the Core Rules, p. 141)
  The player rolls 1d20 and adds his or her Ability Bonus  
  for the score the GM thinks is most appropriate, as well  
  as  any  situational  bonus  or  penalty  the  GM  assigns.  
  Consult the following table.  If the total rolled is equal to  
  or higher than the given Target number, the roll is a  
  success.
  Level
  Target
  NM or 1
  17
  2-3
  16
  4-5
  15
  6-7
  14
  8-9
  13
  10-11
  12
  12-13
  11
  14-15
  10
  16-17
  9
  18-19
  8
  20
  7
  Armor Options
  Core Rules Reminder:  The Core Rules already allow 
  Magic-Users to wear armor, but they cannot cast spells 
  while doing so (See p. 140). It might be a good idea for a 
  magician to carry a suit of armor in some way and put it 
  on  after  the  day's  spells  are  exhausted.  (This  isn't 
  technically a rules option, of course, but it is an option.)
  Option  #1.  Magic-users  can  cast  magic  spells  while 
  wearing armor, however spell-casting in armor may cause 
  the spell to fizzle. Whenever a Magic-User casts a spell in 
  armor, roll 1d20. If the roll is equal to or higher than the 
  armor's base AC, the spell is successful. Otherwise, the 
  spell fails and the spell slot is expended.
  Option  #2: Magic-Users can cast spells normally while 
  wearing leather or lighter armor.
  Option  #3: Magic-Users can cast spells normally while 
  wearing any light or medium armor, up to and including 
  chainmail. However, the armor must be specially made to 
  allow them a full range of motion. See Appendix B for a 
  list.
  Bonus Spells
  With this rule, Magic-Users gain bonus  spells for high 
  Intelligence. This allows the character to prepare more 
  spells of certain levels than usual. Characters may not 
  prepare spells above the level they can cast, so even 
  though a character with an 18 intelligence gets a second 
  level spell as a bonus spell, he or she can't prepare second 
  level spells until reaching third level. If the GM uses the 
  optional  0-Level  Spells supplement,  then  the  cantrip 
  column can also be used. Use the following table.
  Intelligence Bonus Spells
  Bonus 
  Cantrips
  9 – 11
  No bonus spells
  0
  12
  No bonus spells
  +1
  13 – 15
  1 x 1st level spell
  +1
  16 – 17
  2 x 1st level spells
  +2
  18
  2 x 1st, 1 x 2nd level spells
  +3
  Optional Spell Casting Rules
  Many  Game  Masters  wish  to  allow  player  character 
  magic-users  (and  possibly  clerics,  as  well)  to  cast  a 
  broader variety of spells.  It is possible to increase the 
  variety of spells a spellcaster can use per day in a variety 
  of ways, as follows:
  Liberal Casting
  In this system, spellcasters must memorize spells in order 
  to  use  them.   This  should  not  be  confused  with 
  preparing a spell, as is done in the standard rules; in this 
  system, a memorized spell is not lost when it is cast.
  The number of spells the caster may use per day is used 
  in this system as both the number of spells that can be 
  memorized, and the number that can be cast.  However, 
  the two functions are separated.
  An example is probably the easiest way to explain this 
  system.  Consider a second level magic-user with sleep, 
  charm person, and shield in his or her spellbook.  A 
  second level magic-user can memorize two spells per day; 
  let's  say  he  or  she  chooses  to  memorize  sleep and 
  shield.  The magic-user may then cast  sleep twice, or 
  shield twice, or each spell one time per day.
  2
  
  MAGIC-USER OPTIONS
  A BASIC FANTASY SUPPLEMENT
  If this rule is used, memorized spells are retained from day 
  to day automatically, with the power to cast them being 
  restored at the usual time (after the spellcaster has slept at 
  least the minimum required time).  If the spellcaster is 
  reduced to zero hit points but lives (i.e. the GM is using 
  one of the optional death rules as given in the Core 
  Rules), the power to cast spells (sometimes called the 
  "available  slots") is lost for the day, but memorized 
  spells remain memorized.
  Changing memorized spells requires the use of the magic-
  user's  spell  book,  or  the  cleric's  holy  symbol,  as 
  appropriate to the class.  The character must also spend 
  one turn per level of the spell to be changed to impress 
  the knowledge into his or her mind, whether by study or 
  by prayer.
  If the Bonus Spells rule, above, is in use, it adds to the 
  number  of  available  slots  but  not  to  the  number  of 
  memorized spells available.
  This rule makes the spellcaster more powerful, but only 
  moderately, and is particularly helpful in getting clerics to 
  cast something other than cure light wounds.
  Free Casting
  This system is simpler, and more powerful.  Under this 
  rule, a spellcaster may employ any spell he or she knows 
  (i.e. has in his or her spellbook), so long as the caster has 
  an available  slot  of  the  correct  level.  Free  casting  is 
  sometimes called "cast at will."
  This rule makes the spell caster much more powerful than 
  usual, and should be applied with care.
  Slot Demotion
  This rule may be applied to either the Liberal Casting or 
  Free  Casting  rules  given  above  as  an  additional 
  enhancement.  Slot demotion allows a spell caster to use 
  a higher level available slot to cast a lower level spell. 
  This grants no particular bonus; casting  magic  missile 
  with a 3rd level slot, for instance, neither makes the spell 
  more powerful nor gives the caster any "change" back.
  However, even with this limitation, this rule makes spell 
  casters more powerful.  A fifth level magic-user casting 
  magic  missile five times is quite a bit more powerful 
  than one who can only cast it twice.  Addition of bonus 
  slots only compounds this increase in power.
  Cheap Spell Transcription
  The GM may wish to eliminate the 500gp per spell level 
  cost  to  transcribe  a  spell  into  a  spellbook.  In  a  low-
  treasure game, this can be a serious aid to a magic-user. 
  They  would  still  have  to  find  these  spells,  of  course, 
  possibly  paying  a  hefty  sum  to  another  magician  for 
  access to the spell.
  Flavor
  Magic should reflect the magician's personality. The player 
  chooses visual, auditory, and / or odiferous effects for his 
  spells, though this has no effect on the spell's actual effect 
  in the game. So, one magician's spells might all have a 
  purple aura while another's might all crackle when cast. 
  This option has no effect in terms of the rules, but it's a 
  good dramatic effect that can make playing a magician 
  more fun. It can also be used as a form of signature.
  Free Cantrip Use
  For GMs who also use the 0-Level Spells supplement, this 
  allows magicians free, unlimited use of cantrips. These are 
  minor spells with very little real effect in game terms, but 
  they  add a magical  flavor  to the  Magic-User  and the 
  game. This could also be done on a limited basis, allowing 
  a magician free  use  of  only  one  or two cantrips,  for 
  example.
  Inherent Detect Magic
  Magicians  can  detect  magic  in  anything  they  touch. 
  Magical items or creatures feel warm, cause a tingling 
  sensation, or have some other unusual tactile effect.
  Inherent Read Magic
  Allow magicians to read magic without a spell. Then, let 
  the first-level magician have another spell in its place, 
  giving the starting Magic-User two spells to choose from 
  when preparing for an adventure.
  Playing without Optional Rules
  The Magic-User can be a very challenging character to 
  play  at  low  levels.  Use  one,  or  at  most  two,  of  the 
  following suggestions to improve their odds of survival 
  without changing the rules. 
  1.
  Start magicians (and only magicians) at second 
  level. The other classes catch up around fourth 
  level, which balances things out nicely. 
  3
  
  A BASIC FANTASY SUPPLEMENT
  MAGIC-USER OPTIONS
  2.
  Give the beginning Magic-User a weak or limited 
  use magic item, or several magical scrolls.
  3.
  Give  the  beginning  magician  a  +1  Ring  of 
  Protection.
  4.
  Give a starting Magic-User a guardian of some 
  sort, such as a loyal guard dog that was raised 
  and trained by the magician.
  Saving Throw Bonus
  This option gives Magic-Users a bonus on saving throws 
  vs.  magic  equal  to  their  intelligence  bonus.  This 
  represents their greater understanding of magic and ability 
  to  predict  and  therefore  avoid  spells  cast  at  them. 
  Because it represents the effects of a high level of training 
  in  magic,  other  character  classes  should  not  get  this 
  bonus, though Magic-User subclasses may be allowed to 
  use it as well.
  Weapon Options
  Core  Rules  Reminder: In addition to the cudgel and 
  dagger, the Core Rules allow a Magic-User to use any 
  other weapon with a -5 penalty. It wouldn't hurt for them 
  to carry a crossbow or other, longer range missile weapon 
  and take potshots when they can. (Technically, this isn't 
  an option, but it's a rule that is often ignored. See p. 140.)
  Weapons Option #1: Magic-Users may use some light 
  weapons, including clubs, quarter staves, and slings, in 
  addition to daggers and cudgels.
  Weapons  Option  #2: Magic-Users may use all easily-
  learned weapons, including clubs, quarter staves, spears, 
  and crossbows, in addition to daggers and cudgels.
  Appendix A: Example Option Sets
  The following are just a few of the possible combinations 
  of options. In any of them, the GM may want to include 
  the Added Spell Variety option, one or more Magic-User 
  subclasses,  and  additional  gear  from  the  Equipment 
  Emporium and other supplements.
  Close to Core
  These changes do not contradict anything in the Core 
  Rules; they merely add new rules on top of the Core.
  Give Magic-Users Bonus Spells for Intelligence and use 
  the Saving Throw Bonus option to increase the magician's 
  power  and  survivability.  Use  the  0-Level  Spells 
  supplement  and  the  Flavor  option  to  add  some  fun. 
  Finally, look at Playing without Options above and pick 
  one of the four options there.
  Dark Fantasy
  For  GMs  and  players  who  enjoy  dark  fantasy,  the 
  magician will need a little beefing up in a brawl and added 
  flavor for the aesthetic.
  Have  all  player  characters  regardless  of  class  start  at 
  maximum HP. Use the Alternate Experience Table to 
  help get the magician out of the lower levels quicker. Dark 
  fantasy often uses themes of vulnerability and the need to 
  sacrifice one value for another, and it tends to be more 
  visceral than other kinds of fiction. Magic-Users can wear 
  armor while casting spells, but there is a chance of spell 
  failure (Armor Option #1). They can use Cast at Will with 
  Demotion and have Inherent Detect Magic. Dark fantasy 
  is less picky about mundane weapons, so they can use 
  clubs,  staves,  spears  and crossbows  (Weapons  Option 
  #2).
  Give them the Saving Throw Bonus to help them resist 
  the forces of darkness as long as possible. Add in Free 
  Cantrip Use and the Flavor option to complement the 
  aesthetics of these darker campaigns.
  Heroic Fantasy
  If all of the character classes are made more powerful, let 
  magicians begin with maximum HP at first level, Bonus 
  Spells for Intelligence, and the Saving Throw Bonus. Use 
  Arcane Bolt #1 (the dagger-like bolt), allow them to freely 
  cast in leather and lighter armors (Armor Option #2), and 
  add  clubs,  staves,  and  slings  to  their  weapons  list 
  (Weapons Option #1). Throw in Flavor for style.
  High Magic
  In a campaign with a lot of magic, the 'Magic' in Magic-
  User  needs  some  emphasis.  In  these  campaigns, 
  magicians should not be made more like Fighters. Bonus 
  Spells, Inherent Detect Magic, Inherent Read Magic and 
  the  Saving  Throw  Bonus  options  all  emphasize  the 
  magical nature of the character. Add in the Flavor and 
  Free Cantrips options to help set the tone. Finally, Arcane 
  Bolt  #2  (target  saves  vs.  magic)  should  become  the 
  magician's weapon of choice.
  Military Fantasy
  Magicians  in  a  military  fantasy  campaign  need  basic 
  military  skills – everyone  in an army  is  a soldier,  no 
  matter what their specialty is. GMs should give all player 
  characters the maximum hit points at first level. Use the 
  Alternate Experience Table to help get the magician out 
  of the lower levels quicker; youngsters grow up fast in 
  war.  Use  Bonus  Spells,  and  the  0-Level  Spells 
  supplement. All magicians should use the Flavor option as 
  well.
  4
  
  MAGIC-USER OPTIONS
  A BASIC FANTASY SUPPLEMENT
  Magic-Users should be able to wear any light and medium 
  armor,  up  to  chain,  specially  fitted  for  them  (Armor 
  Option #3). They would also be able to use any easily-
  learned  weapons,  including  clubs,  staves,  spears,  and 
  crossbows (Weapons Option #2).
  The Saving Throw Bonus should be included because 
  fighting doctrine would probably be to use one's own 
  Magic-Users to take out enemy Magic-Users, leading to 
  more direct magician vs. magician combat, which in turn 
  would lead to better defensive capabilities against magic.
  Old School
  Essentially, the Old School way is to bend and tweak the 
  Core Rules while staying within the spirit of the original 
  game.
  Magicians get Arcane Bolt #1 (dagger-like bolt), Armor 
  Option #1 (chance of failure), Bonus Spells, Cast at Will 
  with Demotion, Flavor, and Weapons Option #1 (clubs, 
  staves, and slings).
  Appendix B: Additional Gear Tables
  Item
  Cost
  Weight
  Belt pouch (holds up to 2 lbs.)
  1 g.p.
  *
  Cloak
  2 gp
  1
  Oilskin satchel (water resistant, holds 
  up to 10 lbs.)
  6 gp
  *
  Quill
  1 sp
  **
  Quill knife (for sharpening quills)
  1 gp
  *
  Ink pot, hard ceramic
  2 gp
  ½
  Spellbook,  traveling  (10”x6.5”, 
  leather bound, 64 pages, 1 lvl / page)
  25 gp
  ½
  Spellbook,  reference  (12.5”x10”, 
  hard bound, 128 pages, 2 lvls / page)
  100 gp
  2
  Vellum, sheet (25” x 20”)
  4 gp
  **
  * Ten of these items weigh one pound.
  ** These items have no appreciable weight and should 
  not be considered for encumbrance unless hundreds are 
  carried.
  The following table is for use with Armor Option #3. 
  Additional armor types from the  Equipment Emporium 
  have  been  included  in  case  the  GM  is  using  that 
  supplement as well.
  Armor Type
  Cost Weight
  AC
  Magician's padded or quilted
  30 gp
  10
  12
  Magician's hide
  20 gp
  30
  13
  Magician's leather
  40 gp
  15
  13
  Magician's studded leather
  60 gp
  25
  14
  Magician's ringmail
  50 gp
  30
  14
  Magician's brigandine
  160 gp
  30
  15
  Magician's chainmail
  120 gp
  40
  15
  Appendix C: Related Supplements
  This list is up to date as of February 19, 2013.
  0-Level Spells provides interesting but minor spells that 
  add color to the Magic-User class.
  Equipment Emporium provides costs and descriptions for 
  a wide variety of goods and services for all classes, but it 
  also includes a somewhat expanded version of the above 
  equipment list and some additional discussion of gear for 
  magicians.
  Familiars offers rules for Magic-User familiars, an animal 
  with a unique bond with a magician ...
  Fey-Mage provides an alternate Sorcerer sub-class (see 
  below) that draws power from the fey world.
  Illusionists provides an optional sub-class that specializes 
  in magical illusion.
  Libram Magica is a compendium of supplemental spells. 
  Some are new and some are found in other supplements.
  Necromancers provides  an  optional  sub-class  that 
  specializes in the dead and undead. 
  New Spells adds rules for seventh level spells and offers a 
  number  of  optional  spells  that  a  GM  may  want  to 
  consider for his or her campaign.
  Pyromancers 
  provides  an  optional  sub-class  that 
  specializes in fire magic.
  Sentient Weapons provides rules for intelligent magical 
  items.
  Sorcerers provides an optional sub-class that uses magic 
  spontaneously  instead  of  requiring  spells  to  be 
  memorized.
  Spell Channeling Items offers magical items that enhance 
  a Magic-User's power.
  Spellcrafters 
  provides  an  optional  sub-class  that 
  specializes in crafting magical items.
  5
  
  A BASIC FANTASY SUPPLEMENT
  MAGIC-USER OPTIONS
  Open Game License
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  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8.  Identification:  If  you  distribute  Open  Game  Content  You  must  clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9.  Updating  the  License:  Wizards  or  its  designated  Agents  may  publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
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  License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such  provision shall  be reformed  only to  the extent  necessary  to  make it 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Magic-User  Options:   A  Basic  Fantasy  Supplement  Copyright  ©  2012-2014 
  Tom Hoyt
  END OF LICENSE
  6
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Magic/Basic Fantasy Magic User Options Supplement [r4].pdf