Tags
80s School, B/X, BECMI, BX, Classic Fantasy, Medieval Fantasy, old school, old school renaissance, old school revival, OSR
This re-write of the B/X Magic User utilizes the “5 Special Abilities + 2 Weaknesses” format that standardizes the construction of Classes (making it possible to easily create custom permutations). Note that this version of Magic User does not require Spell Books, and may cast any spell they know spontaneously. Their spells go to Level 7, and they can also make single-use Scrolls and Potions from Level 1 – provided they have enough money and time to invest!
Human Magic User
Prime Requisite: Intelligence.
Special Abilities: Cast Spells, Enchant Magic Items, Esoteric Knowledge, Research and Create New Spells, Special Bonus Spells.
Restrictions and Weaknesses: Armor and Weapons Restrictions, Magical Implement.
Hit Dice: d4 per Level, until 9th. Add 1 Hit Point per Level thereafter.
Alignment: Any.
Starting Age: 20+d4
Starting Language(s): Western Common, Draconic.
Alternate Ability Generation: Str: 3d6 | Int: 1d6+12 | Wis: 3d6 | Dex: 3d6 | Con: 3d6 | Cha: 3d6
Typical Starting Equipment:
- Academic robe, or gown.
- Cloak.
- Walking shoes.
- Magical Implement (see below).
- Dagger.
- Crossbow.
- 20 crossbow bolts.
- Leather quiver.
- Pendant or ring with the emblem of the Magic User’s Magical Order (or symbol of their mentor).
- 6 candles.
- Oil Lamp.
- 1 pint of oil for lamp.
- Hourglass.
- License to practice magic against the enemies of the Five Peoples.
- Letter of Introduction from mentor.
- Book of magical theory (such as “A Most Concise Explication of Techniques Relevant to the Legitimate Pronunciation of Vowel Sounds in Such Works of the Magical Arts as are Effected During the Waning Period of the Moon; with Appended Notes from the Famous Address of the Illuminated Princess Elainne of the Lunar School at the Fifth Symposium of the Grand Academy Regarding the Aforementioned Procedures”).
- Personal Journal.
- Ephemeris (indicating planetary positions).
- Writing quill.
- Pot of ink.
- Mortar and pestle.
- Ceramic cup.
- Penknife.
- Hand mirror.
- Razor, or Pumice Stone.
- Bar of soap.
- Sponge (for personal hygiene).
- 1 week of rations (dried sausage, hard cheese, hardtack bread, and dried apples).
- ½ pound of coffee beans (from Yaribas in the Ultimate South).
- Pet cat or owl.
- 2d6 gp
Your character is a journeyman Wizard, Witch, or Warlock who has recently completed their studies, and is ready for adventure. They may belong to a hierarchically-structured Magical Order, or have been taught their magic individually by a mentor. It’s even possible that they were tutored by a Dragon, or Infernal being!
The language of the magical arts is Draconic, and all Human Magic Users learn the language. Your character may communicate with Dragons – but unless they learned the language directly from an actual living Dragon, your character’s speech will sound very archaic and overly formal when they speak Draconic.
Cast Spells
- A First Level Magic User knows four 1st Level Magic User Spells, and gains one more per Experience Level after.
- A Magic User can cast any personally known, without prior preparation.
- The total Levels worth of Spells a Magic user can cast per day is equal to Experience Level times 2. Example: a 7th Level Magic User can cast a total of 14 Levels worth of Spells per day.
- A Magic User may specialize in one of the Seven Spheres of magic (Blessing, Glamour, Evocation, Malediction, Transmutation, Fascination, or Divination). If specialized, a Magic User requires a Magical Implement to Cast Spells. Unspecialized Mages, on the other hand, can cast Spells with their voice alone.
- The Highest Level of Spell that a Magic User can cast is equal to half their Experience Level, rounded down. For example: a Magic User of the 5th or 6th Experience Level can know and cast 1st, 2nd, and 3rd Level Spells.
Enchant Magic Items
With an investment of gold and time, a Magic User can create Spell Scrolls (at any Level), brew Magic Potions (at any Level), create or recharge Wands (at 7th Level), create Rods (at 9th Level), create Miscellaneous Magic Items (9th Level), enchant Weapons and Armor (+1 at 10th Level. +2 at 11th, etc.), create or recharge Staffs (at 11th Level), and enchant Rings (at 11th Level).
Spell Scrolls require rare materials costing 100gp per spell Level.
- A spell inscribed on a scroll is triggered by reading it aloud – which also causes the writing to burn, run together, or disappear (so the spell cannot be used again).
- No more than 9 Levels of Spells can be placed on a Scroll. Naturally, a Magic User can only scribe spells that they can also cast.
- The process of scribing a Spell Scroll takes 1 day of uninterrupted work per Level of spell recorded. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Scroll was incorrectly scribed, and useless.
Magic Potions require rare ingredients worth 500 times the Level of the spell that most closely approximates the Potion’s effect.
- As with Spell Scrolls, the Magic User must actually be able to cast the spell corresponding the Potion’s effect.
- The process of brewing a Potion takes 1 week of uninterrupted work. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Potion was incorrectly mixed, and useless.
Magic Wands require that the Magic User be able to cast the spell(s) corresponding to (or approximating) the Wand’s effect.
- For example, a Wand of Fireballs requires a Magic User able to cast the Fireball spell. The physical Wand itself costs 100gp per Level of Spell the Wand can recreate, and each “charge” (up to 20) exhausts materials that cost 100 gp per Level of the spell. Therefore, a fully charged Wand of Fireballs costs a total of 6,300 gp. (100 x 3, + 100 x 3 x 20).
- The process of enchanting a new Wand takes 1 month of uninterrupted work, while recharging one takes 1 week. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Wand was incorrectly made, and useless.
- Each “charge” placed back into a depleted Wand costs 100gp per Level of the spell, but does not require an Intelligence Check.
Rods, like Wands, require that the Magic User be able to cast the spell(s) corresponding to (or approximating) the Wand’s effect.
- The cost is 1000gp per Level of Spell that the rod will recreate.
- The process of making a Rod takes 1 month of uninterrupted work, and requires the permanent forfeit of 4 Hit Points (which cannot be gained back by any means short of gaining a new Experience Level). At the end of that time, the Magic User must make an Intelligence Check. If the check is failed the Rod was incorrectly made, and useless.
Magic Weapons and Armor of “+1” enchantment are usually created by a Magic User of at least 10th Level; “+2” items by one of 11th Level; “+3” by one of 12th Level; “+3” by one of 13th Level; and “+5” by one of 14th Level.
- The basic cost is 300 times the usual price of the item to be enchanted, per “plus”. Therefore, a “+ 3” sword costs 900 times the usual price of the sword. Any Magic Weapon can cut through any non-magical material – even Adamant if it is unenchanted.
- The process of enchanting Magic Armor or Weapons takes takes 2 months of uninterrupted work. At the end of that time, the Magic User must make an Intelligence Check. If the check is failed the item was incorrectly made, and useless.
Staffs, like Wands and Rods, require require that the Magic User be able to cast the spell(s) corresponding to (or approximating) those the Staff will create.
- The physical Staff itself costs 500gp per Level of Spell the Staff can recreate, and each “charge” (up to 20) exhausts materials that cost 500 gp per Level of the spell. If the Staff can replicate many different spells, each adds to the initial cost. Therefore, a new “Staff of Wizardry” with 30 charges (and the powers of Fireball, Lightning Bolt, Ice Storm, Invisibility, Passwall, Web, and Conjure Elemental) costs 12,000gp for the staff, plus 15,000gp for the charges, for a total cost of 27,000gp.
- The process of enchanting a new Staff takes takes 3 months of completely uninterrupted work. At the end of the process, the Magic User must make an Intelligence Check. If the check is failed the Staff was incorrectly made, and useless.
- Recharging a Staff takes 3 weeks, but does not require an Intelligence Check
Magic Rings are enchanted differently than other items.
- The initial cost for the ring itself must be no less than 10,000gp.
- The Magic User must then Summon (or otherwise meet) a Planar Spirit with powers corresponding to (or approximating) those the Magic User wishes the ring to have.
- The Magic User must give the ring to the entity, and induce them (by bargaining or command) to lend their power to it. If allowed to bargain, the entity will generally demand the Magic User first undergo a quest to retrieve and deliver some item important to the entity.
- If the Magic User tries to force the summoned entity to enchant the ring and fails, the entity will simply take the object – and then attack the Magic User, their loved ones, and/or their property.
- The process takes at least as long as it requires to Summon (or otherwise meet with) the entity, plus whatever length of time may be required to fulfill a specified quest. In any event, each attempt to enchant a Magic Rings (successful or not) also requires an Intelligence Check. Failure indicate that the Ring was incorrectly made, so the attempt to enchant it failed.
Miscellaneous Magic Items can be created either using the process and costs for Rods (requiring a Magic User of at least 9th Level) or that for Magic Rings (requiring a Magic User of at least 11th level).
Esoteric Knowledge
A Magic User can make an Intelligence Check to do such things as:
- decipher arcane writings.
- translate an ancient inscription in a lost language.
- identify a spell being cast.
- identify a potion with a sip.
- identify a Planar Spirit.
- identify a magic item from its inscribed runes.
Research and Create New Spells
Magic Users may conduct research to find an existing spell they do not know, or to create an entirely new spell.
- Researching an existing spell requires 1 week per spell Level, access to one or more occult libraries, and 100gp per Spell Level. At the end of that time (and after spending the money), your character must make an Intelligence Check (with a +1 Bonus). Success means they have located and learned the Spell. Hurray!
- Researching an entirely new spell requires you first creating a full description of the spell desired, using the standard game format. The Game Master will then decide what Level the spell must be. Your Magic User must then spend 1 week per spell Level in occult libraries, and spend 1000gp per Level of the proposed spell. At the end of that process, after spending the money, your character must make an Intelligence Check. If they succeed, they have a new and unique Spell.
Special Bonus Spells (Specialists Only)
Specialist Magic Users can know cast extra spells, which do not count towards the total Levels of spell they may otherwise Cast daily.
- 1st Experience Level: One extra 1st Level Spell per day, from sphere of specialization.
- 5th Experience Level: One extra 1st Level Spell, and one 2nd Level Spell per day, from sphere of specialization.
- 9th Experience Level: One extra 1st Level Spell, one 2nd Level Spell, and one 3rd Level Spell per day, from sphere of specialization.
Armor and Weapons Restrictions
- Magic users cannot wear actual armor, except for a breastplate made from the made of the hardened sap of the Sword Lacquer Tree, which weighs just a pound, and grants AC 7 [12]. Such a Breastplate costs 40 gp – when a human-sized one can be found for sale.
- The only weapons a Magic User knows how to use are the staff, dagger, dart, club, sling, and light crossbow. Magic Users Specialized in the sphere of Malediction may also use normal swords.
Magical Implement (Specialists Only)
Specialist Magic Users must employ a specially prepared Implement to Cast Spells, with the type depending on their Specialization:
- Blessing: Staff
- Divination: Crystal Ball
- Evocation: Pantacle
- Fascination: Ring or Pendulum
- Glamour: Wand
- Malediction: Sword (and may use a normal sword as weapon)
- Transmutation: Athame (Dagger)
If the Magic User has an enchanted version of the necessary Implement, they must substitute it for their regular one. Example: a Magic User specialized in Transmutation may use any enchanted Dagger in place of their regular Athame.
It costs 1,000 times the Magic User’s Experience Level in gp to replace a lost or destroyed Implement.
Unspecialized Magic Users do not require a Magical implement, and may Cast Spells with their voice alone, while holding other items.
Destiny at 9th Level
Your character’s rewards at 9th Level depend upon their tradition, location, and choices.
- If they belong to a Magical Order, your character become a “Magister” with authority over all the lower-Level members of their Order in the province where they live. If your character lives in country ruled by Magic Users, they will also be granted a noble title of some kind – depending upon how many political allies they’ve made.
- Your Magic User may be invited by a nearby ruler to become their “Court Magician”. If they decide to join the government in this way, your character will be given a small palace or castle, and a stipend of 5,000 gp per year.
- If they decide not to become a “Court Magician”, your Magic User may build their own tower (perhaps with a dungeon underneath). They will then attract 1d4 Magic Users of 1st to 3rd Level, and 1d4 ordinary people (ages 11+d10) desiring to become apprentices (and eventually 1st level Magic Users).
Destiny at 14th Level
If your Magic User is a member of a Magical Order, they can make a bid to become it’s leader.
- Most of the time, the reigning head of the Order will be ready to retire (or pursue Immortality), and just appoint your character their successor.
- If they belong to an Order specialized in the sphere of Malediction, however, your character will have to win a magical duel with the current leader to order to take over.
If your Magic User is unspecialized and of Good or Lawful Alignment, a Gold Dragon will ask to marry them.
- Should they accept, your character will thereafter be treated as a complete equal by all other Gold Dragons.
- Children born to a Draconic mother and a Human father are regular Gold Dragons – albeit ones that mature at a Human rate and prefer to take Human form whenever possible.
- Children born to a Draconic father and a Human Mother are Humans with blond hair, amber eyes, and coppery complexions. They are born naturally skilled in magic, just like a full Gold Dragon.
If your Magic User is unspecialized and of Chaotic or Neutral Alignment, a Fairy King or Queen will invite them to come to Summerland as their new spouse.
If your Magic User is unspecialized and of Evil Alignment, an Infernal Prince or Princes will ask them to be their dark consort.
Human Magic User Advancement Table
| Exp. Points
(Hours played) |
Exp. Level |
Level Title |
Hit Points |
THAC0 [Attack Roll Bonus] |
Highest Spell Level Known |
Total Levels of Spells Cast per Day (excluding Bonus spells) |
| 0 |
1 |
Minor Initiate |
1d4 |
19 [0] |
1st |
2 |
| 3,000 (20 hours) |
2 |
Initiate |
2d4 |
19 [0] |
1st |
4 |
| 6,000 (32 hours) |
3 |
Minor Spellbinder |
3d4 |
19 [0] |
2nd |
6 |
| 11,000 (44 hours) |
4 |
Spellbinder |
4d4 |
18 [+1] |
2nd |
8 |
| 20,000 (56 hours) |
5 |
Minor Adept |
5d4 |
18 [+1] |
3rd |
10 |
| 40,000 (68 hours) |
6 |
Adept |
6d4 |
18 [+1] |
3rd |
12 |
| 80,000 (80 hours) |
7 |
Minor Sorcerer |
7d4 |
17 [+2] |
4th |
14 |
| 140,000 (92 hours) |
8 |
Sorcerer |
8d4 |
17 [+2] |
4th |
16 |
| 260,000 (104 hours) |
9 |
Wizard, or High Witch / High Warlock |
9d4 |
17 [+2] |
5th |
18 |
| 360,000 (116 hours) |
10 |
Wizard, or High Witch / High Warlock |
9d4+1 |
16 [+3] |
5th |
20 |
| 480,000 (128 hours) |
11 |
Wizard, or High Witch / High Warlock |
9d4+2 |
16 [+3] |
6th |
22 |
| 600,000 (140 hours) |
12 |
Wizard, or High Witch / High Warlock |
9d4+3 |
16 [+3] |
6th |
24 |
| 720,000 (152 hours) |
13 |
Wizard, or High Witch / High Warlock |
9d4+4 |
16 [+3] |
7th |
26 |
| 840,000 (164 hours) |
14 |
Wizard Prince / Wizard Princess, or Witch Queen / King of Witches |
9d4+5 |
15 [+4] |
7th |
28 |
Human Magic User Saving Throws
| Level |
Poison / Death Ray / Disease |
Wands / Psionics |
Paralysis / Petrification |
Dragon Breath / Explosives / Firearms |
Spell /Staff / Rod |
| 1 |
13 |
12 |
14 |
15 |
16 |
| 2 – 3 |
12 |
11 |
13 |
14 |
15 |
| 4 – 5 |
11 |
10 |
12 |
13 |
14 |
| 6 – 7 |
10 |
9 |
11 |
12 |
13 |
| 8 – 9 |
9 |
8 |
10 |
11 |
12 |
| 10 –11 |
8 |
7 |
9 |
10 |
11 |
| 12 – 13 |
7 |
6 |
8 |
9 |
10 |
| 14 |
6 |
5 |
7 |
8 |
9 |
Permutations and Variations of the Human Magic User
ELVEN FEY WITCH (or Warlock)
An Elf who has specialized in magic, and forgone martial training.
Special Abilities: Cast Spells, Enchant Magic Items, Esoteric Knowledge, Nightvision (as per Elven Warrior-Wizard), Resist Paralysis (as per Elven Warrior-Wizard).
Restrictions and Weaknesses: Armor and Weapons Restrictions, Enmity of the Bogeymen.
Destiny at 9th Level: As Elven Warrior-Wizard.
Destiny at 14th Level: As Elven Warrior-Wizard.
Special: Elves never Specialize in a single sphere of magic, or join Human Magical Orders.
GNOMISH WIZARD
A Gnome who has chosen to master the arcane arts, rather than tinker with Contraptions.
Special Abilities: Cast Spells, Darkvision (as per Gnomish Tinkerer), Enchant Magic Items, Esoteric Knowledge, Research and Create New Spells.
Restrictions and Weaknesses: Armor and Weapons Restrictions, Short Legs.
Destiny at 9th Level: As Gnomish Tinkerer.
Destiny at 14th Level: As Gnomish Tinkerer.
Special: Traditional Gnomish Wizardry is essentially the same as Elven. Gnomish and Elven Wizards are known to associate with each other – and even swap spells!
HALFLING HEDGE WIZARD
One of the rare Halflings with a true talent for magic. Most Halfling Hedge Wizards are Elf-kin.
Special Abilities: Cast Spells, Enchant Magic Items, Hide (as per Halfling Rover), Nightvision (as per Halfling Rover), Small Target (as per Halfling Rover) .
Restrictions and Weaknesses: Armor and Weapons Restrictions (also cannot use a staff), Small Stature.
Destiny at 9th Level: As Halfling Rover.
Destiny at 14th Level: As Halfling Rover.
Special: Halfling Hedge Wizardry is its own magical tradition, passed down individuality from Halfling teacher to Halfling student. Halfling Hedge Wizards never Specialize in a single sphere of magic, nor do they join Human Magical Orders.


