I said I’m mess around with Magicians for Crypts & Things and here it is kids. Yeah, I fully admit that this one full of my own biases. First, I’ve got a soft spot for spontaneous casters from later editions. Go ahead and call me a Sorcerer fanboy. Second, I’m continuing on with the specializations because like I said before why should the fighter have all the fun. The Magician remains basically the same as HD, Saves and so forth. And as I have said before there’s nothing that says you can’t tweak this to what you are using for your own home game.
Spell Casting: Magicians do not have to memorize multiple castings of the same spell per day. They may memorize the number of spells indicated by the spells per day chart. He may cast a number of spells of the appropriate level per day as indicated on the same chart. (You just have to actually read the book to see the chart). The number of spells memorized and castable per day is the same number. For example, if a Magician can memorized two first level spells. He can memorized Magic Missile and Detect Magic. During the day, he may cast whichever he happens to need. Magic Missile twice or Detect Magic twice or each spell once.
Sense Magic: With an modified Saving Throw a Magician can sense the presence of magical energy. He knows nothing other than fact that there is magic afoot. NOTE: This works best if you alter the Detect Magic spell to”Analyze Magic” and the spell become whatever type of magic that is being analyzed (White, Gray or Black).
The Magician gains specializations at 4th, 8th and 12th.
Alchemist: The magician gains a recipe book for potions containing two first level recipes and one second level. These recipes should be similar to the spells available. Check with your GM for costs and brewing times.
Extra Knowledge: The Magician gains an additional spell in his spell book. He must be high enough level to able to cast the spell. He may take this Specialization more than once.
Extra Magic: The Magician may cast an additional spell per day. When selecting this specialization, he must select a spell level that he is capable of casting. He cannot change this once it is selected but he may select this specialization more than once.
Necromancer: If the Magician does not already have Animate Dead in his spell book, he gains that spell. He also gains the Charm Undead spell (which is identical to Charm Monster but only works on Undead). Unfortunately, his connection to the Undead is so strong that if attempts to cast White Magic, it effects him as if he cast Gray Magic.
Powerful Magic: The Magician’s spells are extremely powerful. Targets take a -1 penalty to Saving Throws. This Specialization may be taken more than once.
Summoner: The Magician gains a +1 bonus on summoning and controlling extraplanar creatures. A magician may take this Specialization more than once. NOTE: This Specialization is intended to be used with the Summon spell from Lamentations of the Flame Princess and not the normal Summon Monster spells. Don’t worry. kids. I’ll be posting a tweaked version of Summon later this week.