↩ Hobby
— The Argent Codex —

Sindor

Human  ·  Wizard · Magic-User 12  ·  Medium  ·  NG  ·  Move 12″
Sindor, an ancient human wizard — portrait (click for full figure)
Hit Points
38
of 38  ·  11d4 + Con (15) + 1 at 12th
−3
Bracers AC 2
Ring +3 +3
Dex (16) +2
Para/Poison 8 ≥ 8
Petrify 6 ≥ 6
Wands 4 ≥ 4
Breath 8 ≥ 8
Spell 5 ≥ 5
Save vs Spell
5+
tap to roll d20
THAC0 16
Move 12″
Hit Dice 11d4+1
Learn Spell 85%
Max Spell Lv 9th

Attacks & Melee

Weapon To Hit Damage Crit Notes
+5 Dagger 1d4 base · the only blade a magic-user may wield
hit+5
dmg1d4+5
crit
THAC0 16 · +5 magic · hits AC 0 on an 11 · no crit multipliers in 1e
Staff Staff of the Magi as a quarterstaff — its true power is its spells
hit+0
dmg1d6
crit
THAC0 16 · see the Staff of the Magi card for its real arsenal
Arcane Spellcasting Magic-User 12
Prepares spells from his spellbook each day. Per day: 1st 4 · 2nd 4 · 3rd 4 · 4th 4 · 5th 4 · 6th 1 — 12th level brings his first 6th-level spell. Intelligence 18 → may learn up to 9th level, 85% chance to know any given spell. Today's memorized loadout & full spellbook on Page 2.
Spell Slots — Today tap to expend
1st
2nd
3rd
4th
5th
6th
Staff of the Magi ≤ 25 charges
A battery of stored magic — fireball, lightning bolt, wall of fire, telekinesis, plane travel and more — that absorbs spells cast at him to bank or recharge, and, in extremis, a retributive strike: snap it to loose every charge in a 30-ft blast. Charges:
Bracers & Ring AC −3
Bracers of Defense (AC 2) ward him as if armored — magic-users wear none. Ring of Protection +3 adds +3 to AC and +3 to every saving throw, and stacks with the bracers and his Dexterity. Together → AC −3 and the saves shown above.
Spellbook & Craft Wizard
His spellbook is a life's work and his single point of failure — guard it. At this tier he may scribe scrolls and brew potions to bank his magic between adventures. (Known spells: Page 2.)
Conditions tick what's active
Surprised Held Charmed Afraid Blinded Confused Slowed Hasted

Ability Scores

STR
10
DEX
16
−2 AC
CON
15
+1 hp
INT
18
85%
WIS
15
+1 mind
CHA
16
react+

INT 18 → max spell level 9th, 85% to learn any spell, 7–18 spells per level. DEX 16 → −2 AC defensive adjustment. CON 15 → +1 hp per Hit Die. WIS 15 → +1 on saves vs mind-affecting magic.

Memorized Spells — Today prepared from the spellbook · 4 / 4 / 4 / 4 / 4 / 1

LvSpellEffect
1Magic Missile6 darts, auto-hit
1Detect Magicread auras
1Read Magicdecipher
1Lightthe staff-flame
2Webcontrol
2Invisibilityvanish
2Detect Invisibilitysee unseen
2Knockopen locks
3Fireball12d6 fire
3Lightning Bolt12d6 arc
3Flyflight
LvSpellEffect
3Dispel Magicunweave
4Wall of Firebarrier
4Ice Stormarea cold
4Polymorph Selfshapechange
4Minor Globe of Inv.ward
5Wall of Force"none shall pass"
5Cone of Cold12d4+12
5Teleporttravel
5Hold Monsterparalyze
6Legend Lorethe seeker's spell

Damage/area figures use OSRIC (1e-compatible) values. Tick a slot on Page 1 as each is cast. Swap any of these at a day's rest from the spellbook below.

Class Features

  • Arcane Spellcasting — Prepares spells from his spellbook after rest; casts 4/4/4/4/4/1 at 12th level. 12th is the level a magic-user gains his first 6th-level spell.
  • Spellbook — Source of all his power and his one irreplaceable possession. New spells are learned (INT 18 → 85%) and scribed in; a lost book is a crippled wizard.
  • Scribe Scrolls & Brew Potions — At name level he can craft scrolls and potions, banking magic between adventures.
  • Weapon Restriction — A magic-user may wield only dagger, dart, and staff — no swords, ever. Sindor's blade is the +5 dagger; his staff is the Staff of the Magi.
  • No Armor — Magic-users cast in no armor; his defense is the Bracers of Defense and Ring of Protection (see Page 1).

Human & Notable

  • Human — No level limits; a human magic-user may rise as far as study and survival allow.
  • Title: Wizard — The rank earned at 11th level and beyond. "Magic-User 12" reads as Wizard.
  • Saving Throws — Improve with level; a magic-user's are strongest vs Rod/Staff/Wand and Spell. Ring of Protection +3 sharpens all five (Page 1).
  • Intelligence 18 — Max spell level 9th, 85% to learn any spell, 7–18 spells storable per level. The deep well a long career fills.
  • Find Familiar — May bind a familiar to extend his senses (and risk a piece of himself); GM's call whether one walks with him.
  • Move 12″ — Standard for an unburdened human; 12 inches = 120 ft outdoors / 120 ft per turn exploring.
The long roadLv 3: 2nd-level spells · Lv 5: 3rd · Lv 7: 4th · Lv 9: 5th · Lv 11: earns the title Wizard; may scribe scrolls, brew potions, raise a tower & draw apprentices · Lv 12 (here): his first 6th-level spell — Fireball gives way to greater work. · Lv 14: 7th-level spells (Limited Wish, Power Word Stun). · Lv 16: 8th-level spells (Mind Blank, Maze). · Lv 18: 9th-level spells — Wish, Gate, Time Stop: the apex of the art. · Hit Dice cap at 11d4; every level past 11th adds a flat +1 hp. The body stops; the mind never does.

Spellbook 1st–6th level · tap a spell for its rules · ✦ = damage

1st Level (15)

Magic MissileEvocation
Range 6" + 1"/lvlDuration instantArea / Target 1+ targetsComponents V,SSave none

Unerring darts of force, 1d4+1 each; one per two levels above 1st (six at 12th). No attack roll, no save.

Burning HandsAlteration
Range touchDuration instantArea / Target ~3" fanComponents V,SSave none

A fan of flame from the fingertips: 1 hp/level fire damage to all caught in the arc.

Shocking GraspAlteration
Range touchDuration 1 rd/lvl or until usedArea / Target creature touchedComponents V,SSave none

Charge the hand; the next touch delivers 1d8 +1/level electrical damage.

SleepEnchantment
Range 3" + 1"/lvlDuration 5 rds/lvlArea / Target 2d4 HD of creaturesComponents V,S,MSave none

Drops weak creatures (by HD) into magical slumber — the classic first-level fight-ender.

Charm PersonEnchantment
Range 12"Duration specialArea / Target one personComponents V,SSave vs spell negates

The target treats you as a trusted friend until the charm is broken.

ShieldEvocation
Range selfDuration 5 rds/lvlArea / Target selfComponents V,SSave none

An invisible barrier: AC 2 vs hurled, AC 4 vs melee, total cover vs Magic Missile.

EnlargeAlteration
Range 1/2"/lvlDuration 1 turn/lvlArea / Target one creature/objectComponents V,S,MSave vs spell (unwilling)

Grow a creature or object up to +1/2 size per level — more reach, more menace.

Feather FallAlteration
Range 1"/lvlDuration specialArea / Target falling thingsComponents VSave none

Falling creatures or objects drift down at 2 ft/sec. Gravity, briefly repealed.

Detect MagicDivination
Range 0Duration 2 rds/lvlArea / Target 1" pathComponents V,SSave none

See magical auras and their relative strength in a path ahead.

Read MagicDivination
Range 0Duration 2 rds/lvlArea / Target selfComponents V,S,MSave none

Decipher otherwise-unreadable magical writing — scrolls, glyphs, a stranger's spellbook.

IdentifyDivination
Range 0Duration specialArea / Target one itemComponents V,S,MSave none

Learn one property of a magic item per attempt — taxing, and never the whole story.

LightAlteration
Range 6"Duration 1 turn/lvlArea / Target 2" radiusComponents V,SSave vs spell (if at eyes)

Conjure a globe of light — or, cruelly, cast it on a foe's eyes to blind them.

Affect Normal FiresAlteration
Range 1"/lvlDuration 1 rd/lvlArea / Target 1.5" radius fireComponents V,SSave none

Shrink a fire to embers or flare it to a roaring blaze. A pyromaniac's first toy.

Dancing LightsAlteration
Range 4" + 1"/lvlDuration 2 rds/lvlArea / Target up to 4 lightsComponents V,S,MSave none

Up to four drifting lights you steer — torches, lanterns, or a single eerie face.

Find FamiliarConjuration
Range specialDuration specialArea / Target one familiarComponents V,S,MSave none

Summon a bonded animal that shares your senses — and a piece of your fate.

2nd Level (15)

Flaming SphereEvocation
Range 1"Duration 1 rd/lvlArea / Target 3"-diameter sphereComponents V,S,MSave vs spell (½/avoid)

A rolling ball of fire you steer, dealing 2d4 to anything it touches or passes through.

PyrotechnicsAlteration
Range 12"Duration specialArea / Target existing fireComponents V,S,MSave none

Turn a fire into blinding fireworks or a choking cloud of smoke. Crowd control by spectacle.

Stinking CloudEvocation
Range 3"Duration 1 rd/lvlArea / Target 2" cubeComponents V,S,MSave vs poison or retch

A roiling cloud of nauseating vapor; those who fail their save reel helplessly.

WebEvocation
Range 1/2"/lvlDuration 2 turns/lvlArea / Target 8" cubeComponents V,S,MSave vs spell (½ effect)

Fills the area with sticky strands that trap and slow. Flammable — pairs poorly with your hobbies.

InvisibilityIllusion
Range touchDuration until attack/dispelArea / Target creature touchedComponents V,S,MSave none

The subject vanishes from sight until it attacks or the spell ends.

Mirror ImageIllusion
Range 0Duration 2 rds/lvlArea / Target selfComponents V,SSave none

1d4 illusory duplicates flicker around you; attackers must guess which is real.

LevitateAlteration
Range 2"/lvlDuration 1 turn/lvlArea / Target one creature/objectComponents V,S,MSave vs spell (unwilling)

Rise and descend vertically by will — no horizontal motion, but no falling either.

KnockAlteration
Range 6"Duration instantArea / Target one closureComponents VSave none

Opens locked, barred, stuck, or wizard-locked doors and chests.

Detect InvisibilityDivination
Range 1"/lvlDuration 5 rds/lvlArea / Target 1" pathComponents V,S,MSave none

See the invisible, hidden, astral, and ethereal in a path ahead.

ESPDivination
Range 1/2"/lvl (max 9")Duration 1 rd/lvlArea / Target one mind at a timeComponents V,S,MSave none

Read surface thoughts through up to two feet of stone — minds behind the door.

Continual LightAlteration
Range 6"Duration permanentArea / Target 6" radiusComponents V,SSave vs spell (if at eyes)

As Light, but daylight-bright and permanent until dispelled.

Wizard LockAlteration
Range touchDuration permanentArea / Target one closureComponents V,SSave none

Magically seals a door or chest; higher-level casters and Knock can still open it.

ScareEnchantment
Range 1"Duration 3d4 rdsArea / Target one creatureComponents V,S,MSave vs spell negates

Strikes a creature of under 6 HD frozen or fleeing in terror.

Darkness, 15' RadiusAlteration
Range 1" + 1"/lvlDuration 1 turn + 1 rd/lvlArea / Target 1.5" radiusComponents V,S,MSave none

A globe of magical darkness that blinds normal and infravision alike.

Ray of EnfeeblementEnchantment
Range 1" + 1/4"/lvlDuration 1 rd/lvlArea / Target one creatureComponents V,SSave vs spell negates

Saps a victim's Strength by 25%+, gutting its melee. Soften the brute before it reaches you.

3rd Level (15)

FireballEvocation
Range 10" + 1"/lvlDuration instantArea / Target 2" radius burstComponents V,S,MSave vs spell for ½

The bread and butter: 1d6/level fire (12d6 at 12th, capped 10d6 by edition) in a 20-ft ball. Mind the volume — it expands to fill.

Lightning BoltEvocation
Range 4" + 1"/lvlDuration instantArea / Target bolt or forkedComponents V,S,MSave vs spell for ½

1d6/level electrical in a line; it rebounds off walls, so know what's behind the target.

FlyAlteration
Range touchDuration 1 turn/lvl + 1d6 turnsArea / Target creature touchedComponents V,S,MSave none

True flight at 12" — the wizard's escape hatch and high ground.

HasteAlteration
Range 6"Duration 3 rds + 1 rd/lvlArea / Target 1 creature/lvl in 4" cubeComponents V,S,MSave none

Doubles movement and attacks for the party. (Ages the recipient a year — power has a price.)

SlowAlteration
Range 9" + 1"/lvlDuration 3 rds + 1 rd/lvlArea / Target 1 creature/lvl in 4" cubeComponents V,S,MSave vs spell negates

Halves enemy movement and attacks — the mirror of Haste, thrown at the foe's line.

Dispel MagicAbjuration
Range 6"Duration instantArea / Target 3" cubeComponents V,SSave none

Strips magical effects in the area; success scales with the level gap. The great undoer.

Hold PersonEnchantment
Range 12"Duration 2 rds/lvlArea / Target 1–4 personsComponents V,S,MSave vs spell negates

Paralyzes up to four humanoids; fewer targets save at a penalty.

Protection from Normal MissilesAbjuration
Range touchDuration 1 turn/lvlArea / Target creature touchedComponents V,S,MSave none

Invulnerability to non-magical hurled and fired missiles. Walk through the volley.

BlinkAlteration
Range 0Duration 1 rd/lvlArea / Target selfComponents V,SSave none

You wink in and out of phase each round, hard to hit and able to step through the gap.

Gust of WindAlteration
Range 0Duration 1 rdArea / Target line, 1" x up to 10"Components V,S,MSave none

A blast of wind that scatters gases, snuffs flames, and staggers light creatures.

Water BreathingAlteration
Range touchDuration 3 turns/lvlArea / Target creatures touchedComponents V,S,MSave none

Breathe water freely. Divide the duration among several recipients if you like.

TonguesAlteration
Range 0Duration 1 rd/lvlArea / Target 5" radiusComponents V,MSave none

Speak and understand any spoken language — parley, or read the room before the fight.

Phantasmal ForceIllusion
Range 8" + 1/2"/lvlDuration specialArea / Target 4" sq + 1"/lvlComponents V,S,MSave vs spell to disbelieve

A visual illusion limited only by what onlookers will believe; sustain it by concentration.

Monster Summoning IConjuration
Range 3"Duration 2 rds + 1 rd/lvlArea / Target summoned creaturesComponents V,S,MSave none

Calls 2–8 small monsters to fight for you until slain or dismissed. Bodies between you and the front.

InfravisionAlteration
Range touchDuration 2 turns + 1 turn/lvlArea / Target creature touchedComponents V,S,MSave none

Grants heat-sight to 60 ft for the duration.

4th Level (15)

Wall of FireEvocation
Range 6"Duration concentration + 1 rd/lvlArea / Target wall or ringComponents V,S,MSave none

A sheet of flame: 2d6 to those passing through, plus radiant damage to anything near. Area denial that hurts.

Fire ShieldEvocation
Range 0Duration 2 rds + 1 rd/lvlArea / Target selfComponents V,S,MSave none

Wreathe yourself in flame (or chill-flame): halved damage from the opposite element, and attackers who hit you burn.

Fire TrapEvocation
Range touchDuration until triggeredArea / Target one closureComponents V,S,MSave vs spell for ½

Ward a container; the next wrong hand triggers a fiery 1d4 + 1/level burst.

Ice StormEvocation
Range 1"/lvlDuration 1 rdArea / Target 1" cube hail / 3" sleetComponents V,S,MSave none

Hail for 3d10 in a small area, or a wide sleet field that blinds and slows. Cold to Fireball's heat.

Wall of IceEvocation
Range 1"/lvlDuration 1 turn/lvlArea / Target 1" sq/lvlComponents V,S,MSave none

A frozen wall (or shattering sheet) that blocks, chills, and damages those who break through.

Minor Globe of InvulnerabilityAbjuration
Range 0Duration 1 rd/lvlArea / Target 1" radiusComponents V,S,MSave none

A bubble that stops incoming 1st–3rd level spells cold. Cast your own out through it.

Dimension DoorAlteration
Range 0Duration instantArea / Target self + light loadComponents VSave none

Instantly step up to 30 yards/level to a known relative point. The short, certain teleport.

Polymorph SelfAlteration
Range 0Duration 2 turns/lvlArea / Target selfComponents VSave none

Assume another creature's form (and some abilities) without its mind. Escape, scout, or surprise.

Polymorph OtherAlteration
Range 1/2"/lvlDuration permanentArea / Target one creatureComponents V,S,MSave vs spell negates

Transform a victim into another creature — body and, by degrees, mind. A brutal save-or-lose.

Charm MonsterEnchantment
Range 6"Duration specialArea / Target one or more creaturesComponents V,SSave vs spell negates

As Charm Person, but works on monsters; more, weaker creatures or one strong one.

FearIllusion
Range 0Duration specialArea / Target 6" coneComponents V,S,MSave vs spell negates

A cone of dread sends the unsteeled fleeing, dropping what they carry as they run.

ConfusionEnchantment
Range 12"Duration 2 rds + 1 rd/lvlArea / Target up to 6" sqComponents V,S,MSave vs spell (partial)

Afflicted creatures wander, babble, or attack at random each round. Chaos as a weapon.

StoneskinAlteration
Range touchDuration 1 rd/lvlArea / Target creature touchedComponents V,S,MSave none

Skin like stone turns aside the next several blows entirely — the duelist's insurance.

Wizard EyeAlteration
Range 0Duration 1 rd/lvlArea / Target invisible sensorComponents V,S,MSave none

Send an invisible flying eye ahead to scout, up to 24" out. Reconnaissance without the risk.

Remove CurseAbjuration
Range touchDuration specialArea / Target creature/objectComponents V,SSave none

Lifts most curses from a person or item (the item may resist staying with its owner).

5th Level (15)

Cone of ColdEvocation
Range 0Duration instantArea / Target cone, ~1/2"/lvlComponents V,S,MSave vs spell for ½

A roaring cone of cold for 1d4+1/level (≈12d4+12 at 12th). The big single-target/line nuke.

CloudkillEvocation
Range 1"Duration 1 rd/lvlArea / Target 4"x2"x2" cloudComponents V,SSave vs poison (weak die)

A rolling cloud of lethal vapor that kills low-HD creatures outright and drifts away from you.

Wall of ForceEvocation
Range 3"Duration 1 turn/lvlArea / Target ~2" sq/lvlComponents V,S,MSave none

An invisible, near-indestructible barrier. Disintegrate is one of the few answers. "None shall pass."

Conjure ElementalConjuration
Range 6"Duration 1 turn/lvlArea / Target one elementalComponents V,S,MSave none

Summon a 16-HD elemental — concentrate to control it, or it turns on you. High risk, high muscle.

Bigby's Interposing HandEvocation
Range 1"/lvlDuration 1 rd/lvlArea / Target one giant handComponents V,S,MSave none

A wall-sized hand of force always interposes between you and one foe, blocking its path.

TeleportAlteration
Range touchDuration instantArea / Target self + loadComponents VSave none

Cross any distance instantly to a remembered place — with a real risk of arriving high, or low and dead.

Hold MonsterEnchantment
Range 5" + 1"/lvlDuration 1 rd/lvlArea / Target 1–4 creaturesComponents V,S,MSave vs spell negates

As Hold Person, but paralyzes monsters too. Lock down the thing you can't out-trade.

FeeblemindEnchantment
Range 1"/lvlDuration permanentArea / Target one creatureComponents V,S,MSave vs spell (big penalty to casters)

Reduces a spellcaster's intellect to an infant's. The wizard-killer's spell.

TelekinesisAlteration
Range 1"/lvlDuration 2 rds + 1 rd/lvlArea / Target weight by levelComponents V,SSave vs spell (vs creatures)

Move objects or creatures by thought, up to ~250 lbs/level. Hurl the furniture, or the goblin.

PasswallAlteration
Range 3"Duration 6 turns + 1/lvlArea / Target 5x8x10 ft tunnelComponents V,S,MSave none

Open a temporary passage straight through ordinary rock. The wall was never the obstacle.

Transmute Rock to MudAlteration
Range 1"/lvlDuration specialArea / Target 2" cube/lvlComponents V,S,MSave none

Turn stone to deep mud (or reverse it). Bog down a charge or drop a ceiling.

Wall of IronEvocation
Range 1/2"/lvlDuration permanentArea / Target sheet by levelComponents V,S,MSave none

Conjure a sheet of real iron — a barrier, a bridge, or a wall toppled onto a foe.

Wall of StoneEvocation
Range 1/2"/lvlDuration permanentArea / Target stone by levelComponents V,S,MSave none

Raise a permanent stone wall, shaped to fit. Fortify, seal, or divide the battlefield.

Animate DeadNecromancy
Range 1"Duration permanentArea / Target corpsesComponents V,S,MSave none

Raise skeletons or zombies (≈1 HD of undead/level) as tireless servants. Not Sindor's taste — but in the book.

Contact Other PlaneDivination
Range 0Duration specialArea / Target selfComponents VSave none

Question a power on another plane; farther planes know more but risk your sanity. Knowledge with teeth.

6th Level (15) (new at 12th)

DisintegrateAlteration
Range 1/2"/lvlDuration instantArea / Target one target/small volumeComponents V,S,MSave vs spell negates

A thin green ray that unmakes a creature or object outright on a failed save. The ultimate single shot — and the answer to Wall of Force.

Death SpellNecromancy
Range 1"/lvlDuration instantArea / Target ~0.5" sq/lvlComponents V,S,MSave none

Snuffs out a swath of low-HD creatures with no save. Clears the rabble in one breath.

Otiluke's Freezing SphereAlteration
Range variesDuration variesArea / Target burst / ray / globeComponents V,S,MSave vs spell for ½

Three modes: a frozen path, a cold ray, or a thrown globe that bursts for heavy cold damage. The connoisseur's nuke.

Bigby's Forceful HandEvocation
Range 1"/lvlDuration 1 rd/lvlArea / Target one giant handComponents V,S,MSave none

A huge hand of force shoves a foe back and pins it, impossible for most to push past.

Globe of InvulnerabilityAbjuration
Range 0Duration 1 rd/lvlArea / Target 1" radiusComponents V,S,MSave none

As the minor globe, but bars 1st–4th level spells. Stand untouched and answer in kind.

Anti-Magic ShellAbjuration
Range 0Duration 1 turn/lvlArea / Target 1" radius, moves with youComponents V,SSave none

A mobile bubble no spell or magical effect can enter. A held breath against the arcane.

Stone to FleshAlteration
Range 1"/lvlDuration permanentArea / Target one creature/volumeComponents V,S,MSave vs poison (to survive)

Restore the petrified to flesh (or turn flesh to stone in reverse). Undo the basilisk's work.

Move EarthAlteration
Range 1"/lvlDuration permanentArea / Target vastComponents V,S,MSave none

Reshape hills and earthworks over minutes. Siege-craft and landscape, by command.

Project ImageIllusion
Range 1"/lvlDuration 1 rd/lvlArea / Target illusory doubleComponents V,S,MSave vs spell to disbelieve

Cast spells through a lifelike duplicate of yourself, drawing fire away from the real you.

RepulsionAbjuration
Range 0Duration 1/2 rd/lvlArea / Target 1" path/lvlComponents V,S,MSave none

Drive approaching creatures away from you, unable to advance. Carve breathing room.

Legend LoreDivination
Range 0Duration specialArea / Target selfComponents V,S,MSave none

Learn the hidden history of a person, place, or thing — slowly, cryptically, and at real cost. The seeker's spell.

Monster Summoning IVConjuration
Range 6"Duration 3 rds + 1 rd/lvlArea / Target summoned creaturesComponents V,S,MSave none

Calls 1–4 larger monsters to fight on your behalf. Heavier bodies for the line.

Lower WaterAlteration
Range 8"Duration 1 turn/lvlArea / Target large bodyComponents V,S,MSave none

Drop the level of water (or reverse it). Ford the moat, beach the ship, expose the lair.

Part WaterAlteration
Range 1"/lvlDuration 1 turn/lvlArea / Target trough by levelComponents V,S,MSave none

Cleave a passage through water for a time — a dry road where there was a river.

ReincarnationNecromancy
Range touchDuration permanentArea / Target one dead creatureComponents V,S,MSave none

Return the recently dead to life in a new, randomly determined body. A second chance with a surprise.

Gear & Equipment a long career's accumulation · AD&D 1e (OSRIC-compatible)

Worn & Wielded

ItemQtyValueWtNotes
Staff of the Magi1priceless4 lbspell battery · absorbs spells cast at him · retributive strike (30-ft blast)
+5 Dagger11 lb1d4+5 · +5 to hit · the only blade a magic-user may wield
Bracers of Defense (AC 2)1armor for the unarmored · sets base AC 2
Ring of Protection +31+3 AC and +3 to all five saving throws
Weathered robes, cloak & broad hat1road-worn and travel-stained

The Wizard's Kit

Spellbook (travelling)13 lbhis life's work — losing it is losing his magic
Spare spellbook (cached)13 lbthe wise keep a copy hidden far away
Spell component pouch11 lbbat guano & sulphur, iron filings, a glass rod…
Ink, quill & sealing wax18 gpfor scribing scrolls & new spells
Backpack & belt pouches12 gp2 lb
Bedroll, waterskin, rations (1 wk)14 gp12 lb
Hooded lantern & oil112 gp3 lbor simply Light on the staff
Hemp rope, 50 ft11 gp8 lb

Scrolls & Potions — scribed and brewed by his own hand

ItemQtyValueWtNotes
Potion of Extra-Healing21e — heals 3d8+3, in three sips
Potion of Gaseous Form1escape, or pass under a door
Scroll: Fireball & Dispel Magic1backup blasts when slots run dry
Scroll of Protection from Petrification1the wizard's quiet dread
Oil of Slipperiness1slip a grapple or a web

At name level a magic-user may build a tower and draw apprentices — assume a modest stronghold and library hold the bulk of Sindor's wealth and spare scrolls. He travels light by choice.

PP
50
GP
820
SP
30
CP
0
Unburdened
≤ 35 lb · 12″
Burdened
36–70 lb · 9″
Heavy
71–105 lb · 6″

Str 10 · carried load ≈ 25 lb — unburdened, full move 12″. A wizard's whole strength is in the book on his back.

The Wanderer

Old beyond easy counting, white of beard, plain of robe, Sindor walks the long roads with a staff in hand and a book on his back. He came to power the slow way — a lifetime of study, of spells copied by candlelight and tested in dark places — and it shows in the calm of him. He does not hurry, and he does not boast; he has simply been doing this longer than most kingdoms have stood. Where he passes, the frightened take heart and the proud grow careful.

"Magic is not for hurling lightning. It is for kindling courage. The lightning is only sometimes necessary."

The first character a young player ever rolled, brought up to the heights at last. Use the space below for Sindor's homeland, the master who taught him, the tower he keeps, the company he travels with — and which door, one day, will be his to hold.

Notes

— built for the brotherhood —