Human · Wizard · Magic-User 12 · Medium · NG · Move 12″
Hit Points
38
of 38 · 11d4 + Con (15) + 1 at 12th
−3
BracersAC 2
Ring +3+3
Dex (16)+2
Para/Poison8≥ 8
Petrify6≥ 6
Wands4≥ 4
Breath8≥ 8
Spell5≥ 5
Save vs Spell
5+
tap to roll d20
THAC016
Move12″
Hit Dice11d4+1
Learn Spell85%
Max Spell Lv9th
Attacks & Melee
WeaponTo HitDamageCritNotes
+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 SpellcastingMagic-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 — Todaytap 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 & RingAC −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 & CraftWizard
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.)
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
Lv
Spell
Effect
1
Magic Missile
6 darts, auto-hit
1
Detect Magic
read auras
1
Read Magic
decipher
1
Light
the staff-flame
2
Web
control
2
Invisibility
vanish
2
Detect Invisibility
see unseen
2
Knock
open locks
3
Fireball
12d6 fire
3
Lightning Bolt
12d6 arc
3
Fly
flight
Lv
Spell
Effect
3
Dispel Magic
unweave
4
Wall of Fire
barrier
4
Ice Storm
area cold
4
Polymorph Self
shapechange
4
Minor Globe of Inv.
ward
5
Wall of Force
"none shall pass"
5
Cone of Cold
12d4+12
5
Teleport
travel
5
Hold Monster
paralyze
6
Legend Lore
the 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 road —
Lv 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
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
Item
Qty
Value
Wt
Notes
Staff of the Magi
1
priceless
4 lb
spell battery · absorbs spells cast at him · retributive strike (30-ft blast)
+5 Dagger
1
—
1 lb
1d4+5 · +5 to hit · the only blade a magic-user may wield
Bracers of Defense (AC 2)
1
—
—
armor for the unarmored · sets base AC 2
Ring of Protection +3
1
—
—
+3 AC and +3 to all five saving throws
Weathered robes, cloak & broad hat
1
—
—
road-worn and travel-stained
The Wizard's Kit
Spellbook (travelling)
1
—
3 lb
his life's work — losing it is losing his magic
Spare spellbook (cached)
1
—
3 lb
the wise keep a copy hidden far away
Spell component pouch
1
—
1 lb
bat guano & sulphur, iron filings, a glass rod…
Ink, quill & sealing wax
1
8 gp
—
for scribing scrolls & new spells
Backpack & belt pouches
1
2 gp
2 lb
Bedroll, waterskin, rations (1 wk)
1
4 gp
12 lb
Hooded lantern & oil
1
12 gp
3 lb
or simply Light on the staff
Hemp rope, 50 ft
1
1 gp
8 lb
Scrolls & Potions — scribed and brewed by his own hand
Item
Qty
Value
Wt
Notes
Potion of Extra-Healing
2
—
—
1e — heals 3d8+3, in three sips
Potion of Gaseous Form
1
—
—
escape, or pass under a door
Scroll: Fireball & Dispel Magic
1
—
—
backup blasts when slots run dry
Scroll of Protection from Petrification
1
—
—
the wizard's quiet dread
Oil of Slipperiness
1
—
—
slip 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.