The Magic-User Character
Minimum Scores: Str 3, Dex 6, Int 9, Wis 6, Con 6, Cha 6
Hit Die Type: d4 (max 11)
Alignment: Any
Experience bonus: Int 16+
Armour/Shield Permitted: None
Weapons Permitted: Dagger, dart, oil, staff
Weapon Proficiencies: 1 + 1 per 5 levels
Penalty to hit for non-proficiency: -5
Weapon Specialisation: N/A

Magic User

Magic users are a rare breed—practitioners of the mysterious art of arcane spell casting. A lengthy apprenticeship of study and practice allows these somewhat eerie individuals to store arcane energy within their minds and to release it in the form of spells. Magic users cast spells by speaking a few magic words, weaving complex gestures in the air, and employing rare and magical materials. While magic users (with illusionists) are the weakest character class in combat, this weakness is balanced by possessing the most powerful and versatile spells in the game.

The full underlying principles of magic are beyond mortal comprehension; even wizards of the profoundest intellect struggle from momentary inklings to understand its more complex patterns. Nevertheless, those character who possess formidable intelligence and a certain intuitive gift, who are willing to devote themselves to a lifetime of study, may in time sufficiently master the art to be capable of shifting mountains and shattering entire armies. High-level magic users are the most feared and dangerous characters in the game.

Magic users do not gain bonus spells for high intelligence scores; intelligence does determine which spells they can understand and how many spells they may learn for each spell level.

Magic users are dependent upon their spell books, and normally may only cast spell they have learned from these books (exception: magic users may cast spells from arcane magical scrolls). Mages may not cast spells from divine, druidic or phantasmal magic scrolls. The acquisition of a new spell is difficult and demanding and must normally be accomplished through adventuring, although the mage will automatically receive one new spell of the highest spell level that he or she may cast upon acquiring a new level of experience.

OSRIC magic users are superficially similar to the wizards of fantasy literature such as Gandalf and Merlin, but they are more closely similar to mages described in the works of Jack Vance. His “Dying Earth” cycle, and particularly “Rhialto the Marvellous,” are highly recommended.

Magic users are the only class capable of fabricating magic items that they cannot themselves employ. Clerics, druids and illusionists can fabricate magic items, but only those they themselves can use; items such as magical swords, that no primary spell casting class may use, are in their creation the sole province of magic users.

At 11th level, a magic user may establish a stronghold (usually a tower or small keep) in the same manner as a fighter.

Magic User Class Abilities

Spellcasting: Magic users may memorise and cast arcane spells in accordance with the tables provided below. A beginning magic user character will know four spells. One of these will automatically be Read Magic. The second spell should be chosen by the player from the list of first level spells, and the last two should be determined randomly from the list of first level spells.

Advanced Abilities

Eldritch Craft (7th): Mages of 7th or higher level may create magical potions, scribe arcane scrolls (of spells that he or she already knows) and recharge magical rods, staves and wands. This process should be overseen by the GM, who must take care to ensure that it is not too easy! A long list of ingredients will always be required, some of which should be expensive, and others of which should be a challenge to acquire.

Eldritch Power (12th): Magic users of 12th level or higher may attempt to create other magical items by means of the enchant an item spell. However, this is even more difficult than creating a potion or scroll, and the various components required should be of a rarity and value appropriate to the magic item under consideration. Even then, success will not be guaranteed.

Magic User Spell Acquisition Table
Intelligence Score Chance to Understand Spells (d%) Minimum/Maximum Spells Understood Per Level
9 35 4/6
10-12 45 5/7
13-14 55 6/9
15-16 65 7/11
17 75 8/14
18 85 9/18
19 90 10/22
Magic User Level Advancement
Level Base XP
Required
Hit Dice
(d4)
Notes Spells per Day by Level
1 2 3 4 5 6 7 8 9
1 0 1 1
2 2,400 2 2
3 4,800 3 2 1
4 10,250 4 3 2
5 22,000 5 4 2 1
6 40,000 6 4 3 2
7 60,000 7 Eldritch Craft 4 3 2 1
8 80,000 8 4 3 3 2
9 140,000 9 4 4 3 2 1
10 250,000 10 4 4 3 2 2
11 375,000 11 Wizard 4 4 4 3 3
12 750,000 11+1* Eldritch Power 5 4 4 3 3 1
13 1,125,000 11+2* 5 5 4 3 3 2
14 1,500,000 11+3* 5 5 5 4 4 2 1
15 1,875,000 11+4* 5 5 5 4 4 3 2
16 2,250,000 11+5* Mage 5 5 5 4 4 3 2 1
17 2,625,000 11+6* 5 5 5 5 5 4 3 2
18 3,000,000 11+7* Archmage 5 5 5 5 5 4 3 2 1
19 3,375,000 11+8* 5 5 5 5 5 5 4 3 1
20 3,750,000 11+9* 5 5 5 5 5 5 4 3 2
21 4,125,000 11+10* 6 6 5 5 5 5 4 4 2
22 4,500,000 11+11* 6 6 6 6 5 5 5 4 2
23 4,875,000 11+12* 6 6 6 6 6 6 5 4 3
24 5,250,000 11+13* 6 6 6 6 6 6 6 5 3
* Constitution-based hp adjustments no longer apply. Each level gained thereafter requires 375,000 experience points and grants +1 hit point.
Magic User Saving Throw Table
Level Aimed
Magic Items
(e.g., rod, staff, wand)
Breath
Weapons
Death
Paralysis
Poison
Petrifaction,
Polymorph
Spells
for unlisted categories
1-5 11 15 14 13 12
6-10 9 13 13 11 10
11-15 7 11 11 9 8
16-20 5 9 10 7 6
21+ 3 7 8 5 4
Magic-User to-Hit Table
Attack
Bonus
Level Roll required to hit Armour Class
Attack Bonus = 20 - THAC0
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
+0 1-5 26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
+1 6-10 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
+3 11-15 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
+5 16-20 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
+7 21+ 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3

Magic User Spells by Level

Level One

  1. Affect Normal Fires
  2. Burning Hands
  3. Charm Person
  4. Comprehend Languages
  5. Dancing Lights
  6. Detect Magic
  7. Enlarge
  8. Erase
  9. Feather Fall
  10. Find Familiar
  11. Floating Disk
  12. Friends
  13. Hold Portal
  14. Identify
  15. Jump
  16. Light
  17. Magic Aura
  18. Magic Missile
  19. Mending
  20. Message
  21. Protection From Evil
  22. Push
  23. Read Magic
  24. Shield
  25. Shocking Grasp
  26. Sleep
  27. Spider Climb
  28. Unseen Servant
  29. Ventriloquism
  30. Write

Level Two

  1. Audible Glamour
  2. Continual Light
  3. Darkness 15 ft Radius
  4. Detect Evil
  5. Detect Invisibility
  6. ESP
  7. Fool’s Gold
  8. Forget
  9. Invisibility
  10. Knock
  11. False Trap
  12. Levitate
  13. Locate Object
  14. Magic Mouth
  15. Mirror Image
  16. Pyrotechnics
  17. Ray of Enfeeblement
  18. Rope Trick
  19. Scare
  20. Shatter
  21. Stinking Cloud
  22. Strength
  23. Web
  24. Wizard Lock

Level Three

  1. Blink
  2. Clairaudience
  3. Clairvoyance
  4. Dispel Magic
  5. Explosive Runes
  6. Feign Death
  7. Fireball
  8. Flame Arrow
  9. Fly
  10. Gust of Wind
  11. Haste
  12. Hold Person
  13. Infravision
  14. Invisibility 10 ft radius
  15. Lightning Bolt
  16. Monster Summoning I
  17. Phantasmal Force
  18. Protection From Evil 10 ft radius
  19. Protection from Normal Missiles
  20. Slow
  21. Suggestion
  22. Tiny Hut
  23. Tongues
  24. Water Breathing

Level Four

  1. Charm Monster
  2. Confusion
  3. Dig
  4. Dimension Door
  5. Enchanted Weapon
  6. Extension I
  7. Fear
  8. Fire Charm
  9. Fire Shield
  10. Fire Trap
  11. Fumble
  12. Hallucinatory Terrain
  13. Ice Storm
  14. Massmorph
  15. Minor Globe of Invulnerability
  16. Mnemonic Enhancement
  17. Monster Summoning II
  18. Plant Growth
  19. Polymorph Other
  20. Polymorph Self
  21. Remove Curse
  22. Wall of Fire
  23. Wall of Ice
  24. Wizard Eye

Level Five

  1. Airy Water
  2. Animal Growth
  3. Animate Dead
  4. Cloudkill
  5. Cone of Cold
  6. Conjure Elemental
  7. Contact Other Plane
  8. Distance Distortion
  9. Extension II
  10. Feeblemind
  11. Hold Monster
  12. Interposing Hand
  13. Mage’s Faithful Hound
  14. Magic Jar
  15. Monster Summoning III
  16. Passwall
  17. Secret Chest
  18. Stone Shape
  19. Telekinesis
  20. Teleport
  21. Transmute Rock to Mud
  22. Wall of Force
  23. Wall of Iron
  24. Wall of Stone

Level Six

  1. Anti-Magic Shell
  2. Control Weather
  3. Death Spell
  4. Disintegrate
  5. Enchant an Item
  6. Extension III
  7. Forceful Hand
  8. Freezing Sphere
  9. Geas
  10. Glasseye
  11. Globe of Invulnerability
  12. Guards and Wards
  13. Invisible Stalker
  14. Legend Lore
  15. Lower Water
  16. Monster Summoning IV
  17. Move Earth
  18. Part Water
  19. Project Image
  20. Reincarnation
  21. Repulsion
  22. Spirit-rack
  23. Stone to Flesh
  24. Transformation

Level Seven

  1. Cacodemon
  2. Charm Plants
  3. Delayed Blast Fireball
  4. Duo-Dimension
  5. Grasping Hand
  6. Instant Summons
  7. Limited Wish
  8. Mage’s Sword
  9. Mass Invisibility
  10. Monster Summoning V
  11. Phase Door
  12. Power Word Stun
  13. Reverse Gravity
  14. Simulacrum
  15. Statue
  16. Vanish

Level Eight

  1. Antipathy/ Sympathy
  2. Clenched Fist
  3. Clone
  4. Glass-steel
  5. Incendiary Cloud
  6. Irresistible Dance
  7. Mass Charm
  8. Maze
  9. Mind Blank
  10. Monster Summoning VI
  11. Permanency
  12. Polymorph Object
  13. Power Word Blind
  14. Spell Immunity
  15. Symbol
  16. Trap the Soul

Level Nine

  1. Astral Spell
  2. Crushing Hand
  3. Gate
  4. Imprisonment
  5. Meteor Swarm
  6. Monster Summoning VII
  7. Power Word Kill
  8. Prismatic Sphere
  9. Shape Change
  10. Temporal Stasis
  11. Time Stop
  12. Wish