Volume 1 Issue 33 – Magic Users

This week, the RFI Staff discusses the role of a magic user in the
party, and it’s not just lobbing fireballs behind the rest of the
party. A caller from a galaxy far far away ask what is everyone’s
favorite monster. We take a look at a magic item worthy of Ned
Flander’s Leftorium, the Left Handed Dagger Boots. Also, The Lumpers
are back with episode two of “Spare Parts”.  You’ll hear all this and
a whole lot more in this weeks issue of Roll For Initiative.

Intro 0:00
Roll For Initiative Website www.rfipodcast.com
Roll For Initiative Twitter www.twitter.com/rfipodcast
Roll For Initiative Facebook Page http://www.facebook.com/RFIpodcast
Roll For Initiative Forums http://rfipodcast.com/show/forum/
I- Con http://www.iconsf.org/

Sage Advice 18:06.825
Seeking Sage Advice? Contact RFI ia our call in line (206) 279-3272 or
Via E-mail RFIStaff@gmail.com

TSR / Role Aids Lawsuit
D&D (Older Editions) section on DriveThruRPG
Mythbusters  Episode78 http://mythbustersresults.com/episode78
Mythbusters Episode 109 http://mythbustersresults.com/return-of-the-ninja

Table Manners 57:21.473

Dragons Hoard 1:18:57.446

Left Handed Dagger Boots

These mid-calf-high boots are suitable for either male or female
wearing, as they are magical they will adjust to an appropriate size
of the nearest non-evilly aligned left handed person.

They have a dagger hilt built into the outer side of the left boot.
This will hold a stiletto or normal dagger (a Dirk would be too
When the wearer of the boots is surprised from behind (for the
purposes of this item, Behind is defined as from 4 o’clock to 8
o’clock), they will automatically draw the dagger and attack the
surprising person/s, gaining the first strike.

This will be attacking at a +2 to hit (and +2 damage) if the dagger is
not originally magical, an addition +1 to hit and to damage if it is –
for the first strike only.
On a natural 19 or 20 will add an extra dice of maximum damage
(usually 5 or 6 HP, 4 for a normal dagger and the plusses) in addition
to another die of rolled damage (with said plusses).

The automatic attack does not discriminate from friend or foe, only
that they surprise the wearer. If the wearer of the boots notices mid
attack that their target is a friend (saving throw vs. Spell DMG:79),
they will deal half damage, unless they roll the natural 19 or 20,
where they will make two rolls of the damage die, and double the lower
of the two (although, still with plusses).

These boots were created to do good. If a poisoned dagger is sheathed
within these boots, or a weapon with evil alignment, they will become
ritually unclean, and must be Blessed in order to function again. If
this happens when someone is shod in them, they will clench tight,
lessening their movement rate to 3/4 normal rate, and they are unable
to run.

All magical abilities and bonuses will only be available for a
naturally left handed character. If a characters entire race is
ambidextrous, the bonuses will apply.

They are resistant to mold fungus and other damages that will occur
over time, and will keep the wearers feet dry and disease free in the
most putrid of waters.

If the wearer is about to perform an evil attack in which they attempt
to draw their dagger, the boots will not release the dagger and if a
saving throw vs. Spell is not met, the dagger’s handle breaks (magical
items receive a +1 for every +1 they possess).

XP value 12,500.

Lumpers Episode 2 “Spare Parts”  1:28:51.023

Outro 1:38:00.362


8 thoughts on “Volume 1 Issue 33 – Magic Users

  1. I think you guys missed the most enjoyable way to play a magic user. The magic user can influence the tactical situation, and by middle levels practically wield the other characters in teh party. Instead of focusing on dealing damage, the magic user can select spells to delay the enemy, prevent his blows from falling, or enhancing his party with bonuses or even summoned allies.

    Consider the many ways, for instance, that the spell burning hands can be used. Do not consider damage but rather that the description says specifically that all flammable items will burn in the area of effect. This includes clothes and wood. Many enemies can be effectively removed from the fight temporarily by this spell, time for your companions to do what they do best – hack and slash, but against a smaller group of opponents at one time.

    Similarly, dancing lights, enlarge, shield, affect normal fires, all first level spells, allow the magic user to control the tactical environment, as well as the ever-trusty sleep spell, and these are just first level. Second level spells of this type include audible glamer, darkness 15′ radius, forget, pyrotechnics, scare, stinking cloud, strength and web.

    The more creatively a magic user employ spells, the more fun the party will have. Needless to say, the illusionist has other powerful tactical spells and can emulate most magic user spells as illusions as well.

    Delaying enemies is as good as inflicting damage.

    Roleplaying is an interactive process. A creative player rewards the DM – remember all the work that goes into creating an adventure – and will likely gain access to more spells purely for everyone’s enjoyment. One is much more likely, for instance, the find a ring of spell storing if you do creative things with your spells instead of firing a series of boring magic missiles.

  2. Where, exactly, is the thread for discussing the upcoming halloween episode? I can’t seem to locate it on the forums link above.

  3. The popular catch phrase in my game is. “I shot the Shaman, but I didn’t shoot the deputy!”

  4. The XP value has been a point of discussion.
    There aren’t many Magical Boots in the DMG.

    The 12,500 was meant to be the indicative GP re-sale value,
    I left out the XP value of 2750 (just above Boots of Speed, DMG:122).

    For a great set of articles on playing a Magic User, Dragon #130 has some great articles.
    A table of long-lasting Spells for example – the kind you can Cast, then rest up to memorize more and still have the other spell in effect. Interestingly enough, “Shield” is called “Armour” in the article – not really sure what happened there!

  5. About time someone covered the magic-user. You guys did a good job covering one of my fav. characters. Keep up the good work !!

  6. My better half is real hesitant to allow the use of magic in the campaign I run with our children fearing the occult influence that may result especially in their formative years. To appease (and so that I might continue the game play) I have relented and therefore restrict the use of magic to evil NPCs as arcane use in my campaign is seen as a corruption and reflects an attitude that is self-seeking and as a reliance of one on his own strength, the evidence of excessive pride. Clerical and druidical spells are another matter entirely. These are bestowed by a singular good-aligned diety in my campaign though he may be known by many different names or may take many different forms to many different races and creatures. (Alternately, the evil creatures derive their power from the demons and devils, etc.)

  7. Another option you could use to determine whether or not a magic-user knows something about a previously unencountered monster is to use the same percentage chance to know a spell. For example, on the Intelligence table on pg. 10 of the PHB if the magic-user has an Int of 16 he would have a 65% chance. You could modify that based on the rarity of the monster as Nick suggested which I thought was a good idea.

Leave a Reply, all comments must be approved to show

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Discover more from The Evil Dungeon Master

Subscribe now to keep reading and get access to the full archive.

Continue reading