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Saturday, January 10, 2026

Magic-User in B/X, Tenkar’s

Level 10. 

Level 25. 

Level 35. 


 Magic user in B/X. Low levels, how to. Tenkar’s. 

https://www.youtube.com/watch?v=B8L0nTXKffA&t=326s

  1. Levels 1-3, job is support. 
  2. Stay behind 2 bodies from front. 
  3. Avoid open rooms. 

MU should hide among these to avoid archers, which are the main danger. Remember, any hit will waste your spell.

  • Corners
  • Pillars
  • Darkness

And naturally, a LOT of people rely on the DM to give them something. I mean, at least a Sling would be fine to do something, I mean seriously it would get boring. But a lot of ppl give scrolls or a wand that does low damage ranged spells. One commenter gives his MU a wand power that does 1d3 + level dmg, but with "save against wands" for enemy. 


BTW, in the AD&D sense:

  • What Good is a First Level Wizard?
  • “Whenever possible, stay away from the enemy."
  • Even choosing among the basic weapons is tricky. Each offers a distinct advantage. First, consider the melee weapons. The staff is a likely choice: it inflicts the most damage of any of the wizard’s weapons and costs the least. A good bargain. If lost, a staff is easily replaced. It is also likely to be found in magical form. If the DM allows for it, a fine quality or exceptional quality staff able to provide non-magical attack or damage bonuses could be commissioned at low cost — if a weapon maker skilled at constructing staves can be found. For that matter, a better quality weapon of any sort allowed by a wizard should not be too expensive.
  •  The only advantage here is that the wizard is virtually guaranteed first selection of any magical protections that the party may come across. Magically protective rings, bracers, cloaks, etc. are almost always given first to wizards. These items weigh little and most provide saving throw bonuses as well as Armor Class bonuses.
  • A knife or dagger can be used either as a melee or missile weapon. Although it causes less damage than a staff, a dagger, too, is frequently found in magical form. Knives and daggers have the benefit of being easily concealed. Several should be carried and at least one kept handy in case the character is caught in a net or in close quarters.
  • Both the dart and the sling are effective missile weapons. The sling is cheap, highly concealable, inflicts good damage if bullets are used, has virtually limitless backup ammunition in the form of stones, and has excellent range.

    Darts, however, are the weapon of choice in close combat. Despite their seemingly puny damage, their high rate of fire means both higher total damage than the sling and multiple target capability. Also, if a wizard’s attack or damage capability is magically enhanced in any way, the higher rate of fire capitalizes on that improvement. Improving damage by +1 means only one more point of damage each round with a sling, but potentially three more points of damage with the darts.
  • AND
  •  Even a beginning mage can probably afford a trained war or hunting dog. 

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