First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Magic-User
  The magic-user is the prototypical spell caster in the Dungeons & Dragons game.  They draw upon the arcane powers of the inner and outer planes to work magic.  To do this, they exercise their superior intelligence, which must be at least 9; the higher the character's intelligence, the greater the variety of spells from which to draw.  Other ability scores--especially dexterity--must be at least 6, except that strength may be as low as 3, and there is no minimum on comeliness.  If the character's intelligence is at least 16, he gains a 10% bonus on experience.

  Their combat abilities outside magic are very weak.  They get only d4 hit points per level, and have the worst combat table and the greatest non-proficiency penalty.  They are not allowed to wear armor (which interferes with their magical skills), and have very few weapons from which to choose.  They are not restricted in alignment.

  The Arcana rules give significant details related to magic-user apprenticeships; however, it is generally agreed that player characters begin at first level, with their limited spell book and an armful of cantrips, simple spells of limited power learned and used during the apprenticeship.  Although these cantrips are not intended to be powerful, the resourceful player can often find valuable uses for them.  Spells are discovered and collected in multiple books as the character progresses.  However, there is a distinction between the spells the character can learn, the spells in his books, and the spells he "knows".  A die roll based on the character intelligence determines what spells a character can learn; some referees require a character to make these rolls immediately upon reaching the level at which the spells may be cast, while others expect the player to make the roll for each spell when it is discovered.  (Since the rules suggest that a character who has tested for every spell available at a given level but not reached the minimum for his intelligence may re-check spells until the minimum is reached, MyWorld rules require the check to be made at the time the spells become knowable, to determine which spells the character should seek; there is a strong argument to the contrary, in that a character would not know what spells he could know until he finds them.)  But the spells a character can learn are not much use until he has copies of them in his spell book--and magic users start with only four spells in their books, and must find the rest through adventures.  Even more limiting, the character must memorize spells in order to be able to cast them, and is limited in the number and level of the spells he can know at any moment.  A first level magic user can memorize only one spell of the first level; he can instead memorize four cantrips, if he desires.

  Within the realm of the game, magic-users are presumed to cast spells by pronouncing them aloud.  This refers to the character's actions within the game world, not the player's actions at the gaming table.

  Magic users use many magic items.  Many scrolls, wands, staves, and miscellaneous magic items are restricted to use by this class or the closely-related Wizards of High Sorcery only.  High-level magic-users are extremely powerful--if they can live long enough to reach those levels.

  Eleventh level and higher magic-users can create many magic items themselves.  This is a time-intensive process, taking weeks or possibly months to complete.  At this level also the character is permitted to build a stronghold and establish himself as a nobleman over a territory which he clears and defends.

  Advancement table:

Experience
 
Level
Level Title
0
2500
1
Prestidigitator
2501
5000
2
Evoker
5001
10000
3
Conjurer
10001
22500
4
Theurgist
22501
40000
5
Thaumaturgist
40001
60000
6
Magician
60001
90000
7
Enchanter
90001
135000
8
Warlock
135001
250000
9
Sorcerer
250001
375000
10
Necromancer
375001
750000
11
Wizard
750001
1125000
12
1125001
1500000
13
1500001
1875000
14
1875001
2250000
15
2250001
2625000
16
Mage
2625001
3000000
17
3000001
3375000
18
Arch-Mage

  375000 xp/level above the 18th.

  Occidental humans, elves, and half-elves may be magic-users; many Krynn characters may by magic-users, but this is unusual, as such magic-users are regarded as renegade enemies of the very powerful Wizards of High Sorcery.


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Collection of such pages as the much-praised Alignment Quiz, What is an RPG? (excerpted from Multiverser), the highly valued Confessions of a Dungeons & Dragons™ Addict, along with special rules and player aids in both written and computer formats, this site was highly praised by RAWS, linked by Gary Gygax, and is worth a look even if you don't like what you found here.

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The complexity of creating a D&D character always reminds me of how much simpler it is to play
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A consideration of time travel....

Temporal Anomalies in Popular Movies
There are enough time travel films out there now that most of the things which could go wrong in time have been shown on the silver screen.  This page applies a new conception of how time works (discussed in the
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