Showing posts with label wizard. Show all posts
Showing posts with label wizard. Show all posts

Monday, 24 February 2020

Wizard Rework Finale: The Death of Spell Levels + 500 Levelless Spells

Last year I reworked wizards so that they used Mana instead of spell slots.

In that very post I said the following -

This is part of my soft move towards all spells becoming scaling Level 1 spells, a la Wonders & Wickedness. This way I can still use the regular spells in the book while any new spells can be introduced at Level 1.

Time to make that soft move a HARD MOVE BABYYYYYY.



A Whole Load of Spells


First off, here's my big list of 500 levelless spells (and counting!) culled from many sources.


Ten Foot Polemic Spell List


If you look at the sources you'll notice there's lots GLOG-adjacent stuff because translating "[dice]" to caster level is a pretty easy shift!
I'm still adding stuff (next is to scavenge spells from individual GLOG wizards..) but biggest thanks to Isaak Hill, Skerples, Lost Pages, and this imminentchurchengine person who posted a massive d200 spell list on reddit.

Spells are hash-marked because it's sometimes useful to be like "You find scroll #154" and then look up the hash later when they finally identify it.


Quick rundown of what's in this sheet -

Generator:
Generates random MU and Necromancer spells and random spell mishaps for each.

Magic-User:

One big list of all the wizard spells I've got so far!

Magic-User Mishaps:

Automated version of Aura's wild magic table. Pulls through to the Generator tab, but useful if you need a specific table result.

Necromancer:
Big list of Necromancer spells. Currently fairly short, but more to come!

Spellbook Generator:
 Generates 6 MU spellbooks and 6 Necromancer grimoires.
The MU one is designed to give starting wizards mostly standard LotFP L1 starter spells with 1-2 fun ones from the whole list. Got to make sure new Wizards mostly get the classics!
Necromancers get their archetypical spell Subjugate Dead and 3 random spells from the whole list. I might change that if the Necromancer spell list gets anywhere near as big as the MU one, but it's fine for now! Raising and controlling the Dead is the main one, after all.

The layout is meant for copy-pasting into a doc for printing, which is why it looks a bit janky, and it doesn't update if you refresh the page, sorry!

Wizard spells should spit out into this document if I've got it right - Beginner MU Spellbooks.
And Necromancer spells should come out here - Beginner Necromancer Spellbooks.




Get on my Level

So - the obvious. All spells are now "Levelless", or effectively first level spells that scale with caster level.
This means I can tighten up the spellcasting rules as follows:

Mana: You have 1 Mana per level. This powers your spells.
You can still cast spells when you’re out of Mana, it’s just significantly more dangerous.
Your Mana Pool refills after 8 hours of rest.

Casting: You have two ways of casting spells.
Bound: Bind spells in advance. For those who plan ahead.
Wild: Cast instantly and spontaneously. For those who live in the moment.

Spellbinding: Spend 1 Mana and 10 minutes meditating with a spellbook to create a Bound Spell.
It takes a round to cast a Bound Spell - declare casting as an Action, it goes off at the start of your next turn. If you get hurt mid-cast, Save vs Chaos. On success you maintain casting, on failure the spell goes off immediately as a Chaos Burst

Wild Magic: Roll 2d6 on this table plus:

Skill: Your Intelligence modifier.
Bulk: -1 per Encumbrance level
Mana: For each Mana you spend, roll an extra 1d6.
Blood: For each HP you sacrifice, add +1.

Wild Magic is cast instantly as an Action.




Caster Differentiation

I had a few ideas about caster differentiation on one of the initial posts, but I've had a couple of slight changes of heart since!
Most significantly I'm making Necromancers have the same casting rules as others. This has necessitated separate spooky-themed Chaos Burst and Cosmic Horror tables, but that's part of the fun!
A smaller change is to move back to Magic-Users having one Familiar. I liked the idea of a powerful wizard being surrounded by a cloud of animals and people being able to guess what they've got prepped, but having a single Familiar (or two, in one notable case) is pretty iconic in my game now.

In short -
  • Magic-Users get a Familiar and the most flexibility.
  • Necromancers get a separate spooky spell list and need bodily fluids and stuff to cast spells at full power.
  • Muscle Wizards trade range for close-combat capability.
  • Elves get themed superpowers but can only cast Wild Magic.
Each caster class also gets a unique Vengeance when they die, which I thought would be a fun way to make the chaotic casters inject even more chaos into a situation!

Full player facing stuff is in the Quick Class Breakdowns, but here's the rundown using the casting rules above as the baseline.



Magic-User


Starting Spells: 
Start with a Spellbook containing four random spells.

Familiar:
Choose a smallish animal to be your Familiar at character creation. Familiars obey orders, communicate telepathically, and cannot die. If ever somehow destroyed, your Familiar reforms next to you.
Spells can be cast through your Familiar - counting it as the origin point of the spell.

Cantrips:
When you bind a spell, you can bind it into your own head or into your Familiar.
Spells bound in your head grant you access to Cantrips - minor magical effects on the general theme of the bound spell, eg. Sleep could make someone yawn or Magic Missile might give you a bonus to Aim actions.
Spells bound to your Familiar grant it useful mutations. Shield might give it a tough shell or Spider-Climb could give it spider legs to climb up walls.
These effects last until you cast the spell.

Wizard Vengeance:
When you die your Familiar mutates into a horrifying demon and takes revenge.
Unspent Mana gives it more power. Uncast Bound Spells give it more abilities.
Roll it up with this generator: Saker's Summon Hack.
It's base HD is your level +1 for each unspent Mana you had.
It can cast any remaining Bound Spells you had at-will.



Notes:
Moving to levelless spells really streamlines this class.
Familiars are the only change to before - back to a single creature.
Familiars are good for signal-boosting spells, delivering Touch or Area attacks at range, and mutating into useful forms for shenanigans.

Oh also I'm so glad I was linked to that Summon hack! Great stuff!




Necromancer


Starting Spells:
Start with a Grimoire containing Subjugate Dead and 3 random spells.

Vials:
Also start with a bandolier of glass vials. You fill these with the ritual components of your spells.
The bandolier is non-encumbering, but when you fill a vial it is added to your inventory.
You can stack up to 5 identical vials to an encumbrance slot.

Components:
You require vials of ritual components to cast spells at full power. The components are listed in the spell descriptions.
Sacrifice the required components when you cast the spell, otherwise the spell is cast as though you're a level 1 caster.

Last Breath:
The Dead will only obey those who speak with their voice, and so the most important ritual component is Last Breath - the final gasp of a sapient creature.
Breathing this in grants you the Voice of the Dead - crucial for raising, subjugating and controlling your Dead minions. A single vial lasts 10 minutes, after which your minions will simply obey the last order they were given.

Death Resistance:
Bound spells are ghosts that live in your bones and help hold your soul in.
Each Bound Spell grants you +1 when you roll to Tempt Fate.

Necromancer Vengeance:
When you die you release a wave of death magic and vengeful ghosts.
This deals 1d6 damage per unspent Mana and uncast Bound Spell to every living thing within 10'/level.



Notes:
Streamlining the Necromancer to be in line with other casters is good for newbies.
While in the previous version I envisaged the Necromancer as the mirror of an Elf - ie. can't do Wild Magic while an Elf can only do Wild Magic - it turns out every newbie finds "Necromancer" more evocative than "Magic-User"!


They've still got a "prepare in advance" vibe through their need to have vials of stuff ready in their bandolier, but you'll notice this doesn't matter at Level 1.
It would suck to be a new player or new character starting in the middle of a dungeon and find out you're unable to cast your spells because you don't have any salt or eye jelly on hand!
The components are loosely themed - like salt is for warding spells and blood is for affecting living things. I'll be building up the Necromancer spell list over the next little while, so more to come!
Having a bandolier of stuff for Necromancy is, naturally, inspired by Abhorsen. Albeit those were bells not vials of phlegm and bone dust.


The exception is Last Breath for their signature spell, as you'll see in the Subjugate Dead spell description in the starter grimoires.
Last Breath is evocative and also pretty readily available in any delve - just do a murder!

I also dig the idea that intelligent Dead are powerful because they don't need Last Breath to control minions - they're already speaking with the Voice of the Dead.
The ten minute limit on Last Breath is so you can micromanage your minions in a combat situation, but outside of combat you'll need to put them on autopilot.

Oh yea, and if you bind your spells in advance it makes it harder for you to die! Cool huh?
And then if you do die, you pull every motherfucker in the room into hell with you.


If you've got any rad Chaos Bursts or Cosmic Horrors for Necromancers, hit me up. I need more entries!




Muscle Wizard


Starting Spells:
Start with a Spellbook containing 4 random spells.

Muscle Magic:
Your fists deal 1d4 magical damage and count as Shanky weapons.
All spells have a maximum range of 10' - punching distance - and casting your spells must be combined with an unarmed attack.
You choose whether a spell you cast affects you, your target, or both.

Core Power:
Mana suffuses your core, increasing your resilience.
You gain +2 HP for each unspent Mana in your Mana Pool.

Bound Strength:
Binding spells moves them into your muscles to grant yourself physical power.
Each Bound Spell grants your unarmed attacks +1 to hit and +1 to damage.

Final Impact:
When you die you can flash-step to somewhere in the scene, utter a final line, and unleash your ultimate move.
Deal 1d6 damage per unspent Mana and uncast Bound Spell to a creature in the vicinity.


Notes:
I still laugh at that ridiculous Wide Kylo Ren meme. Anyway...
No big changes to the previous version, except they've got to choose between +HP and +attack with their Mana.
Do you keep it in Mana form so you're tough? Or turn it into Bound Spells so you're buff?
Remember - there's no penalty to casting Bound Spells in armour, so you can mitigate the HP tradeoff with better AC.


Affecting yourself and someone else with a single spell is very intended. Being able to go two-for-one on a buff spell at the cost of punching your mate in the face makes me laugh.



Elf


Heartspell:
Elves start with a single random spell from this list. This is their Heartspell.
It defines what powers they will receive and the monster they will become.

Wild Mage:
Elves cannot Bind spells.
They can cast their Heartspell instantly as an Action. Other spells require a Wild Magic roll to twist their Heartspell into a new shape.

Changeling:
The more Mana an Elf has, the more powers and mutations they manifest.
Mutations and powers can be found here - Elf Mutation List.
These power tiers are based on Mana, not character level, so they lose their gifts as they use up Mana.
If an Elf runs out of Mana they can no longer cast spells - they are human once more.

Moondancer:
Elves do not sleep, but they do disappear for hours at night to dance beneath the moon.
They are gone for an hour per level at some point during the night. When they return, their Mana is back to full.
Their powers wax as the moon wanes.
They get +1 Mana during a Crescent Moon, and double Mana during the New Moon.
They get -1 Mana during a Gibbous Moon, and half Mana during a Full Moon.

Cold Iron:
Cold iron weapons deal maximum damage to Elves.
Cold iron is simply iron that is cold - not a special type of metal.
Sustained contact with cold iron locks the Elf off from their powers, reverting them to human form until the cold iron is removed.

Wild Vengeance:
When an Elf dies it releases a Chaos Burst of its Heartspell per unspent Mana, each randomly targeted at any creature within 50'.


Notes: No big changes here, other than to give them their own special Vengeance thing.
That'll be great fun if my players face enemy Elves...
There's another minor difference to other casters - Elves technically can run out of spells! If you want to cast that dangerous 2d6 Wild Magic you'll need to keep a Mana back so you stay an Elf rather than some measly human.



original muscle wizard pic before I remembered about Ben Swolo

Finale Worde

So there you have it! What I always kind of wanted to do with the caster classes but was too lazy to follow through with!
Big big thanks to KingPenta who was the main person to nudge me into de-levelling the lotfp spells, and another big thanks to the GLOGosphere who I will continue to mine for levelless spells.
Turns out I find it kind of relaxing to translate content into my game's own idiom? I figure I'll just keep building it up over time.

Part of the fun is going to be adding my players' spells to the list over time as they research them, and in fact there are already a few in there from Sophia's brief but shining run as an Elf.

Conveniently enough one of my players has rolled up a Necromancer and another just rolled up a Wizard after his previous character united with his god and ascended ever so slowly to heaven, so I'll actually be able to see how they go in play!

Saturday, 31 August 2019

Making Magic: Redux


While my previous Wizard Downtime rules worked well enough, in the new post-apocalyptic paradigm I've been speeding up the ol' timeline so we'll get multiple years in-game per year of real time.
This is the exact opposite of a lot of games where you'll play for years and the characters only experience a few months of hooning around killing things.

Hence the very important rejigging of Downtime mechanics to taking place in units of weeks and months rather than days. Spend a month off and you'll get 4 weeks of downtime to be used at your leisure. More on that when I've rejigged the rest of the Downtime rules. For now, magic!




Chaotic Casters

I've spiced this up a bit with some new mechanics, and some juicier potion-making rules that focus on replicating found potions or generating random potions until you get one you like.



Activity
Time Taken
Cost/Spell Level
Copy Spell to Spellbook
1 Week
30 obols
Research Existing Spell
2 Weeks
150 obols
Create New Spell
4 Weeks
300 obols
Potions
1 Week
150 obols
Scrolls
1 Week
300 obols


Basic Gimmick
You're rolling up to three dice, with the size of each die based on the following factors:

Care: Roll 1d6. Improve by taking more time. +1 die size per extra week taken.
Quality: Roll 1d6. Improve by paying for higher quality materials. +1 die size per 100 obols.
Knowledge: If you have access to a library, roll 1d6. Adjust die size by Intelligence Modifier.

ie. Joe Average the Wizard has access to a library and isn't bothering to spend extra time. He rolls 3d6.
Smarto Richpants the Mage is in a town with no library but pays 300 obols for premium materials, and he's got a +3 Int Mod. He rolls 1d6+1d12 since the Quality is higher but without a library he can't put his superior intellect to use.

Roll and look up the result on the relevant table.


Spells
Add a spell to your spellbook, whether that's via copying a spell you have to hand, researching a spell that already exists in the game, or creating a whole new one.


  Roll
  Result
13<
  Success! The Spell is now safely in your Spellbook.
9-12
  Slippery. Roll one less d6 when casting this Spell spontaneously.
5-8
  Seditious. Casting this spell simultaneously releases a Chaos Burst.
4>
  Sentient. The Spell becomes intelligent, taking the form of a Familiar of its choice. 
  Your maximum Mana is permanently reduced by 1. 


Potions
Copy a potion you have to hand, or create a random potion.


  Roll
  Result
13<
  Success! The Potion is complete!
9-12
  Spoilage. Potion will expire at the end of the next month.
5-8
  Soured. Drinking this potion deals 1d6 damage in addition to its effects.
4>
  Explosive! It goes terribly wrong! Take 1d6 damage to each ability score.


Scrolls
Copy a spell you have to hand into a Scroll. Anybody can use a Scroll, but most classes require an Arcana roll to use it.
If an appropriate caster identifies a Scroll with an Arcana roll (or the Identify spell), they Decipher it and don't have to use Arcana to cast it.


  Roll
  Result
13<
  Success! The Scroll is complete! It can be used once before it crumbles to dust.
9-12
  Overcomplicated. Scroll can only be used if Deciphered by an appropriate caster.
5-8
  Indecipherable. Scroll cannot be Deciphered, so must be cast with an Arcana roll.
4>
  Illegible. Scroll is Indecipherable and casts a random spell when used.



MY POTIONS ARE TOO MUCH FOR A BEAST, LET ALONE A MAN!


Clerics

Over half the current party are Clerics, to my delight. They're very very powerful and have some fun gimmicks.
A potential issue with the well-received new Cleric rules is that Clerics lost a few of their more powerful high level spells - namely Cure Disease and Remove Curse - so these are Downtime things now. Honestly it fits better this way - Curing Disease with a snap of the fingers is a little boring.



Activity
Time Taken
Cost
Bless Holy Water
1 Week
Free
Hasten Recovery
1 Week
100 obols
Treat Disease
2 Weeks
200 obols
Transfer Curse
2 Weeks
500 obols
Sanctify Church
4 Weeks
1000 obols


Bless Holy Water
Gain 1 vial of Holy Water per level.
Holy Water burns unholy creatures like undead, demons and elves for 1d8 damage.
Holy Water can be stacked 5 to an encumbrance slot.

Hasten Recovery
Miraculously increase the recovery speed of a person suffering from a lingering injury.
Each Hasten Recovery ritual reduces their recovery time by one week.

Treat Disease
Alleviate the symptoms and halt the progression of all diseases afflicting a person.
At the end of the ritual they may make a Save vs Law against each disease afflicting them, curing that disease on success.

Transfer Curse
Remove a curse from a person and place it into another vessel. The vessel can be any object, living or inanimate, but it must be present for the entirety of the ritual.
If the vessel is a willing person the transfer is automatic. Else the afflicted must pass a Save vs Law to successfully transfer the curse.
If the cursed vessel is ever killed or broken, the curse moves to the one who destroyed it.

Sanctify Church
Consecrate a building or structure to become a Church of your faith.
Churches are consecrated ground and painful for wholly Chaotic beings like demons, elves and undead to enter. Such creatures cannot use their supernatural powers within the area, and corpses in the area cannot be animated.
The sanctification lasts as long as the structure is used as a place of worship, or until the Church is desecrated by destroying the altar.




Discussion

Wizards

Spells
Some mild changes here on top of the timings, most interestingly - the potential to create a sentient spell! Extremely rare if you've got access to a library, but out in the woods with the hedge witches I suppose these things must be more common...
The other downsides are to make it more in-line with the new Mana rules for wizards.

Potions
I don't have enough opportunities to give players random potions, so here's a way for players to brew their own!
Rather than something boring like "brew a single-target spell you know into a potion", this now creates a random potion, or lets you clone a potion you already have. Much improved!

Scrolls
Deciphering is a bit messy. Basically any class can use any scroll with an Arcana roll. To allow MUs to use MU scrolls and Necros to use Necro scrolls without risk, successfully identifying a scroll means you can cast it without risk if it's on-type for your magic.
Full text for identifying scrolls and wands -
Roll Arcana. On success, you identify the spell. 
You also Decipher it if your character class can cast it. You can use Deciphered Spellbooks normally, and cast from Deciphered scrolls as an Action.


Clerics

Holy Water
Clerics can create holy water for free now! Good for fighting demons and elves and undead, so on-brand for Clerics.

Hasten Recovery
With the new Cleric comes the loss of classic Cure spells in favour of a healing pool mechanic. This does mean that there's no Cure Critical Wounds to heal a broken arm or something, so we've got this activity instead.
A team of Clerics healing one person seems pretty Christ-like. Maybe the disciples were Clerics too?

Treat Disease
A classic Cleric job, but in downtime form. Not much more to say really.

Transfer Curse
I never liked that Clerics could just cure a curse. Curses are fun!
So now there's this, which means a curse must be transferred to some other vessel.
The classic Levitican trick of a Scapegoat will totally work though!

Sanctify Church
A fun one because my campaign is going to have a through-thread of spreading across the world and repopulating it, chiefly by settling new towns in the horrible poisoned wastes. New towns need new churches, and this is how to make them!

Monday, 17 June 2019

Magic User Rework: 4 Kinds of Spellcasters.

In the last post we replaced Spell Slots with Mana.

In short:
1 Mana per level, spells can be Bound (memorised) for 1 Mana per Spell Level, or spells can be cast Unbound (spontaneously) at a risk.
Overall you get fewer safe spells per day, but you get far more flexibility and never run out of spells.





Casting Mechanics

I should note that I've changed the base magic rules slightly, mostly for ease of use.

Casting
Declare casting as an Action. The spell goes off at the start of your next turn. During casting you count as Surprised against all attacks.

Changed from "Declare before initiative is rolled, spell goes off at the end of the round". I kept forgetting to ask people to declare spells. Since initiative is rerolled every round, this could get crazy...


Interrupted Casting
If you are damaged mid-cast there are consequences based on your character class.

Down from "if you are damaged or attacked in melee", because if a creature can't hit a wizard standing still with a melee weapon they don't deserve to disrupt anything!


Exp Tracks
All casters - even Elves - use the Magic-User exp track.

Since Elves are on an even keel with the other casters at this point, it seemed unfair to penalise them.


Alright, on with the show.




Caster Classes

I've got 4 Chaotic caster classes in my game.
could just have each class use the exact same core mechanics, but I like the idea that different casters feel different in play and encourage different gameplay styles.


Magic-User: The flexible caster.
The main focus of the Mana system.
Bind spells for safe casting, access to Cantrips, and the ability to create Familiars.
Leave Mana Unbound to cast spontaneously.

Muscle Wizard: The frontline caster.
Increased survivability since Bound spells boost HP and melee attack, and spells are instant-cast so can't be interrupted.
Unbound Mana might be used to overload a powerful punch attack, and spontaneous casting means you could cast more than one Magic Missile Punch per day.

Elf: The spontaneous caster.
Defined by their Heartspell - a level 1 Spell that defines their Elf species.
Cannot Bind Spells, so they always cast spontaneously unless they're casting their Heartspell. Very chaotic!
Spooky Elf powers boost your Heartspell or grant special abilities, but are lost as you spend Mana.

Necromancer: The Vancian caster.
Work best when they do the traditional Vancian memorise-spells-at-start-of-day thing.
Can Unbind spells to do AoE damage, and use Unbound Mana to cast Subjugate Dead.
Reliant on spell components for many of their spells.




Magic-User

Bound Spell Perks:

Cantrips: 
You can tap into the power of Bound Spells for minor magical effects. 
For example Sleep might be used to make someone yawn, or Magic Missile could be used to improve your aim.
When you cast the Spell, you lose access to its Cantrips.

Familiars: 
When you Bind a Spell you may form it into a Familiar.
Familiars are smallish creatures on-brand for the spell - like Shield could be a hedgehog or Spiderclimb might be a spider or gecko.
When you cast a Familiar's spell, you can cast it through that Familiar if you choose. It vanishes once its spell is cast.
Familiars can communicate mentally with you, will obey simple orders, and cannot be harmed.
If you die, all of your extant Familiars go rogue - each erupts as a Summon spell with HD equal to Spell Level and runs amok!


Interrupted Casting:

Bound Spell:
If damaged during the casting of a Bound Spell you release a Chaos Burst.
If you wish, Save vs Chaos to negate the Chaos Burst and re-Bind the spell, effectively putting it back in your head like you hadn't tried to cast it. Otherwise the spell fails and is lost.

Unbound Spell:
If damaged during the casting of an Unbound Spell you risk disaster.
When the spell goes off, roll on the Chaos Conduit table an additional time for each instance of damage. Take the worst result.


Notes:

Themes:
Magic-Users are flexible and the most easily re-themed into a Witch or a Sorcerer or Druid or whatever kind of archetype you like.
Cantrips give the player a lot of leeway to get imaginative with minor effects. As a general rule of thumb these should be about as powerful as the classic (non-5e) cantrips like Blink or Bee.
Familiars have been in the game for a long time, but previously they've been a permanent animal companion who can hold an extra spell. Now they are spells and I'm quite excited about it! If a wizard shows up surrounded by a menagerie you'll know they're dangerous, and also maybe have some hints as to what spells they're packing.

To Bind or not to Bind?
Magic-Users have the most obvious risk/reward to Binding spells.
Bind them for the Cantrips, Familiars and safer casting, or leave your Mana unbound for flexibility.

To Cast or not to Cast?
Similarly, if you've Bound some Spells you have another obvious choice - keep the spell Bound for the perks? Or cast it for the immediate benefits?
We've had one Wizard who kept hold of Magic Missile forever instead of casting it because he liked using a Cantrip that gave him a bonus to Aim.

Interruptions:
Bind a Spell and if you're interrupted the spell is cancelled no matter what, but you've got a chance to retain the spell for later.
Cast spontaneously and there's at least a chance that you'll cast the spell regardless - pour enough Mana into a spontaneous cast and it's impossible to stop it from going off successfully.




Muscle Wizard

Bound Spell Perks:

Muscle Magic:
Your fists are d4 Shanky weapons, and can be dual-wielded (naturally).
Each Bound Spell improves your strength and physique.
You gain +2 HP and +1 to melee attacks per Mana committed to Bound Spells.
You lose these perks as you cast the spells. If you reach 0HP from spellcasting, you fall unconscious from overexertion.


(Un)interrupted Casting:

I Cast Fist:
Your spells are cast instantly via punching, so you can never be interrupted!


Close Range Caster:

Ultimate Muscle:
The maximum range of a spell is 10' - extra distance you run or jump or flash-step to the target - and you are never affected by AoE from your spells.
When you cast a spell you must combine it with an unarmed attack that automatically hits for maximum damage, plus bonus damage equal to Mana consumed in the casting.
You can target yourself or your punched target with the spell, so if you want to target yourself it's best to target an enemy but perfectly ok to punch a wall or small animal or something.
On the other hand, if you want to cast a buff spell on a friend you'll want to make sure they don't have a glass jaw...


Notes:

Themes:
Obviously the Muscle Wizard remains one of the sillier classes, but I've always been pleased by how they work in play compared to a regular M-U. Especially since I've got fond fond memories of POWERLAD.
The theme is obviously to PUNCH. They've got frontline combat buffs, and since they snap-cast their spells they're less vulnerable than other casters in the thick of it.
A new change is that they have to combine a spell with a punch attack. Previously damaging your target was optional, and I'll be interested to see how this works out.
Since Mana is limited compared to Spell Slots, each Mana committed to Bound Spells gives +2 HP. This works out better for the MW in early levels and gets to be on-par with the bonus HP of the previous version by level 7, which is a sweet spot. Plus their attack bonus grows quicker.

To Bind or not to Bind?
Muscle Wizards will usually want to bind all their Mana into their muscles to increase their power and reduce their squishiness.
On the other hand - spontaneous casters can cast in armour and Muscle Wizards can't be interrupted, significantly reducing one of the main risks! I kinda dig the idea of an Armoured Muscle Wizard and the Muscle Wizard's low AC has always been a weakness, so this could shift the balance.

To Cast or not to Cast?
Always a straightforward class - the Muscle Wizard has always had to decide between keeping their spells back (for the HP and attack bonus) and using their spells for immediate effect.




Elf

Heartspell Perks:

Heartspell:
There are 20 species of Elf. Each has one of the standard first level spells as their Heartspell.
It defines their species - the mutations and abilities they gain from the magic infusing their magical forms. As they use their magic, flinging it out into the world, they slowly regress back towards that feeble mortal form.
For each point of Mana in the Elf's Mana Pool, they gain an additional power and mutation from their Heartspell. Current document is here. They lose these gifts as they use up Mana.
When an Elf has 0 Mana in their Mana Pool they lose access to magic - they are human again.

Moondancer:
Elves do not sleep. They regain their full Mana Pool after dancing under the moon for an hour per level. If prevented from doing this somehow, they do not replenish their Mana.
They gain +1 to their maximum Mana Pool when they dance under a crescent moon, and double it under the New Moon.
They take -1 to their maximum Mana Pool when they dance under a gibbous moon, and halve it under the Full Moon.

Casting:
Elves cannot Bind spells. They must cast spontaneously (with all associated risks) if they want to cast anything but their Heartspell.
Their Heartspell, by contrast, is easy. It can be cast instantly as an Action. When they cast their Heartspell the Elf must Save vs Chaos - on failure they spend 1 Mana, otherwise they cast the spell for free.


Interrupted Casting:

Heartspell:
Since a Heartspell is cast instantly as an action, it cannot be interrupted.

Unbound Spell:
If damaged during the casting of an Unbound Spell you risk disaster.
When the spell goes off, roll on the Chaos Conduit table an additional time for each instance of damage. Take all results, but successes don't stack.


Notes:

Themes:

Elves are all about the creepy fae vibes.
Forcing them to be Spontaneous Casters feels thematically on-brand, as does giving them potentially infinite casts of their core Heartspell. Around Elves, watch yourselves.
The effect of the Moon is more powerful than it was in the past, so Elves would do well to ensure they're paying attention to the moon phase. Due to certain incidents my campaign's moon is in a close orbit so you get 2 moon cycles per month. More opportunities for moon madness!
Since Mana is doubled at the new moon, Elves can reach higher power levels more quickly. Exciting! And it forces me to bulk out the Heartspell power list quicker.

To Cast or not to Cast:
Elves, unlike other casters, completely run out of magic when they run out of Mana.
They also gain far more from retaining their Mana than the other classes - powers and mutations that give them cool abilities and make their Heartspell more powerful.
The choice is then - keep my powers? Cast my Heartspell and risk losing a small part of my abilities? Or weaken myself for certain by pouring Mana into a regular spell?

Interruptions:
Heartspells are cast instantly - they're a safe option.
Unbound spells are far riskier. Interruptions risk chaos, but also some certainty. If you've already rolled a Success then you know the spell will go off. The issue is you don't know how many side effects you'll be facing...



Necromancer

Necromancer Spells:

Voice of the Dead:
Many Necromancer spells and abilities require spell components. The most important component is Last Breath - the final breath of a sapient being. These are usually stored in glass vials, and breathing in a Last Breath grants you the Voice of the Dead for ten minutes.

Lesser Dead:
There are three basic flavours of 1 HD Lesser Dead, available to all Necromancers.
Skeleton: Can use weapons. Take 1 damage from non-Smashy attacks.
Zombie: Double HP. Slow - acts at the end of each round. Becomes an area of damaging zombie bits when killed - dealing 1 damage to anyone standing in it. Becomes a fast, intelligent Ravenous Zombie if it eats a brain.
Skin Kite: Doesn’t obey orders. Real bastard. Flies slowly. Takes 1 damage from Smashy attacks. Grapples fleshy targets, dealing 1d6 damage and healing itself to 6 HP per successful Grapple.

Master of the Dead:
Necromancers have the innate ability to raise and control the Dead. Each of these abilities requires the Voice of the Dead.
Animate Dead: Spend X Mana, raise that many lesser Dead minions. Takes 10 minutes.
Subjugate Dead: Spend X Mana, roll Xd6+level and Subjugate that many HD of Dead, weakest first.
Command Dead: Free action. Give your undead orders. Complex orders take a whole Action instead.

Bound Spells:
Necromancers use a unique Necromancer spell list (first couple of spell levels converted for use here based on the book here)
Spells must be Bound to be cast - Necromancers cannot cast spells spontaneously. Unlike other casters, you can bind more than one copy of the same spell.
In addition, many spells require the listed ritual components.
Binding Spells takes an hour. Spend X Mana and bind that many spells. Mana spent this way is lost until the spell is cast.

Casting:
Spells take a round of ominous chanting and rattling and summoning up the souls of the Dead.
Declare you are casting as an Action and the spell goes off at the start of your next turn.
Traditional: Cast the spell and lose it from your mind. Sacrifice 1d6 HP to retain the spell if you wish.
Mana-Boosted: Spend Mana to cast the spell. You retain the spell and count as casting at 1 level higher per Mana spent.


Interrupted Casting:

Death Burst:
If you are damaged while you are casting a spell, A burst of death magic deals 1d6 damage per Mana spent in the casting to you and everything with 10’.
Undead are healed for the same amount.
You lose the spell unless you cast a Save vs Chaos.


Notes:

Themes:
Thematically, Necromancers are encouraged to be careful and plan ahead. If they want spells they need to pack them in advance, otherwise they have to fall back on basic dead-raising Necromancy.
Last Breath is a commodity in the post-apoc economy because there are so few people left, so people use it as a currency. Pretty macabre.

To Bind or not to Bind?
Do you keep your Mana unbound so you can cast your Dead-affecting spells? Or do you bind it into spells, reducing that option?
Once you've bound a spell you can cast it over and over by sacrificing HP, so that's good.

To Cast or not to Cast?
Since there's no passive benefit to retaining spells, the question is more how to cast.
Do you cast it once and lose it from your mind? Or go full blood magic and power the spells with your HP? The choice is yours!




Gimme the Full Thing Already!

Full text, with the "Core Mechanics" integrated, is either in the player-facing Quick Class Breakdowns booklet, or in the latest House Rules Document.