Comparing the Magic-User

April 25, 2026

The Magic-User is one of the three original classes and the defining arcane spellcaster across every edition of the game. Where the Fighter's identity is built around durability and combat, the Magic-User's identity is built around limitation — fragile, lightly armed, restricted to a single spell at level 1 in most systems. The class is defined as much by what it cannot do as by what it can.

This post compares the level 1 Magic-User (or Wizard, depending on the system) across ten systems: OD&D (via Swords & Wizardry WhiteBox), OD&D + Greyhawk (via Iron Falcon), OD&D + supplements (via Swords & Wizardry Complete), B/X (via Old School Essentials), Basic Fantasy RPG, AD&D 1e (via OSRIC), Castles & Crusades, AD&D 2e (via For Gold & Glory), the 3rd Edition SRD, and D&D 5th Edition. The comparison is purely mechanical — hit dice, spells, saving throws, and equipment.

OD&D / Swords & Wizardry WhiteBox

In WhiteBox, the Magic-User is as constrained as any class gets. One spell per day, a dagger or staff, and no armor. Like all classes in OD&D, hit dice are d6.

OD&D + Greyhawk / Iron Falcon

Iron Falcon is a retroclone of OD&D as expanded by the Greyhawk supplement (Supplement I, 1975) — the name itself is a play on words, a nod to its source material. Where WhiteBox covers the three original booklets, Iron Falcon captures the game after its first major expansion: the d4 hit die for Magic-Users, variable weapon damage, and expanded spell lists.

OD&D + Supplements / Swords & Wizardry Complete

Swords & Wizardry Complete is a retroclone of OD&D with all of its supplements — Greyhawk, Blackmoor, Eldritch Wizardry, and Gods, Demi-Gods & Heroes — plus material from The Strategic Review and early Dragon Magazine articles. It represents the full scope of the original game before AD&D codified everything into a new edition. The Magic-User here uses the d4 hit die and gains an Intelligence-based spells known mechanic.

B/X / Old School Essentials

B/X introduced the d4 hit die for the Magic-User — a significant reduction from OD&D's d6. The class is otherwise similar: one spell, one dagger, no armor. OSE faithfully restates these rules with both ascending and descending AC options.

Basic Fantasy RPG

Basic Fantasy follows the B/X mold but makes two notable changes for the Magic-User: the walking staff is added as a weapon option, and Read Magic is given automatically at first level, freeing the character's one known spell for something more useful.

AD&D 1e / OSRIC

AD&D expanded the Magic-User's spell list dramatically — from eight or twelve first-level spells to thirty — and introduced an Intelligence-based system for determining which spells a character can learn. The class kept the d4 hit die from B/X and gained a slightly wider weapon selection.

Castles & Crusades

The C&C Wizard is the first system here that gives the Magic-User cantrips (zero-level spells) and more than one first-level spell slot at level 1. With four cantrips and two first-level spells per day, plus potential bonus spells from high Intelligence, the C&C Wizard has more magical resources at level 1 than any other OSR system.

For Gold & Glory

For Gold & Glory's Mage (the generalist Wizard subclass) is based on AD&D 2nd Edition. It has the widest weapon selection of any Magic-User in the older systems, adding knives and slings. It is also the only system here that allows any armor at all — specifically helmets and gauntlets.

3rd Edition SRD

The 3rd Edition SRD represents the d20 System redesign of D&D (2000). The Wizard gains at-will cantrips (zero-level spells), a familiar, and the Scribe Scroll feat. The spellbook starts larger than any previous edition, and the feat system gives even the Wizard meaningful non-magical customization options.

D&D 5th Edition

The 5e Wizard is the most capable version of the class at level 1, with more spell slots, at-will cantrips, a larger spellbook, and Arcane Recovery. The hit die also increased to d6 — the first time the class has been tougher than d4 since OD&D.

At a Glance

System Hit Die Attack AC Type Saves Spells/Day Weapons XP to Lvl 2
S&W WhiteBox 1d6 +0 Desc (9) 1 (15) 1 Dagger, staff 2,500
Iron Falcon 1d4 THAC0 19 Desc (9) / Asc (11) 5 1 Dagger 2,400
S&W Complete 1d4 +0 Asc (10) 1 (15) 1 Dagger, staff, dart 2,500
B/X (OSE) 1d4 THAC0 19 Desc (9) 5 1 Dagger 2,500
Basic Fantasy 1d4 +1 Asc (11) 5 1 Dagger, staff 2,500
AD&D 1e (OSRIC) 1d4 THAC0 20 Desc (10) 5 1 Dagger, dart, staff 2,400
Castles & Crusades 1d4 +0 Asc (10) SIEGE 4 cantrips + 2 Club, dagger, dart, staff 2,601
For Gold & Glory 1d4 THAC0 20 Desc (10) 5 1 Dagger, staff, dart, knife, sling 2,500
3e SRD 1d4 +0 BAB Asc (10) 3 (Fort/Ref/Will) 3 cantrips + 1 Club, dagger, crossbow, staff 1,000
D&D 5e 1d6 +2 prof Asc (10) 2 (Int, Wis) 3 cantrips + 2 Dagger, dart, sling, staff, light crossbow 300

What the Numbers Tell Us

The most consistent thing about the Magic-User across editions is the d4 hit die. OD&D gave everyone a d6, and 5e bumped the Wizard to d6, but every system in between uses d4. The Magic-User has always been the most fragile class in the game, and the d4 is the mechanical expression of that identity.

Spell slots tell a starker story than hit dice. In most systems, a level 1 Magic-User has exactly one spell per day. That single spell — often Sleep — is the class's entire contribution to the adventuring day beyond throwing daggers. The 3rd Edition SRD was the first version of D&D to give the Wizard at-will cantrips (zero-level spells), and Castles & Crusades and 5e followed that pattern. C&C provides four cantrips and two first-level slots; 5e goes further with at-will cantrips, two slots, Arcane Recovery, and ritual casting. The one-spell Magic-User and the 5e Wizard are playing fundamentally different games.

Spells known at level 1 vary more than expected. B/X gives the Magic-User a single spell in the book. OSRIC gives four (including Read Magic). For Gold & Glory gives 3d4 — potentially up to twelve. D&D 5e gives six plus three cantrips. The size of the starting spellbook determines how flexible the character is from day to day, even when the number of slots stays the same.

Weapon restrictions have loosened over time but remain tight. B/X, OSE, and Iron Falcon allow only the dagger. AD&D added darts and staves. For Gold & Glory added knives and slings. 3e added crossbows — both heavy and light — and 5e kept the light crossbow while also adding slings. But in no system does the Magic-User approach the Fighter's full weapon access. The class's combat limitations are part of its design — the price paid for arcane power.