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.
- Hit Die: 1d6. All classes use d6 hit dice in OD&D.
- Attack Bonus: +0 at level 1. The Magic-User attacks on the same table as all other classes at this level.
- Armor Class: Descending, base 9 (unarmored). Ascending AC (base 10) is provided as an option.
- Saving Throw: Single saving throw of 15. One number for all effects. Magic-Users receive a +2 bonus on saving throws against spells, including those from wands and staves.
- Class Features: Spellcasting — one first-level spell per day, prepared from a spellbook.
- Weapons & Armor: Daggers and staves only. No armor of any kind.
- Spells Known: The referee determines which spells are in the spellbook. There is no formal "spells known" mechanic. Eight first-level spells exist on the list.
- XP to Level 2: 2,500
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.
- Hit Die: 1d4.
- Attack Bonus: THAC0 19 at level 1. Appendix A provides ascending AC with an attack bonus of +1.
- Armor Class: Descending, base 9 (unarmored). Appendix A provides ascending AC as an option (base 11, calculated by subtracting descending AC from 20).
- Saving Throws: Five categories — Death/Poison: 13, Wands/Polymorph/Paralysis: 14, Turn to Stone: 14, Dragon Breath: 16, Staves & Spells: 15.
- Class Features: Spellcasting — one first-level spell per day, prepared from a spellbook.
- Weapons & Armor: Dagger only. No armor, no shields.
- Spells Known: Determined by Intelligence, using a "chance to know" percentage with minimum and maximum limits per spell level. Eleven first-level spells on the list.
- XP to Level 2: 2,400
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.
- Hit Die: 1d4.
- Attack Bonus: +0 at level 1.
- Armor Class: Ascending, base 10 (unarmored). Descending AC is provided as an alternative.
- Saving Throw: Single saving throw of 15. Magic-Users receive a +2 bonus on saving throws against spells, including those from wands and staves.
- Class Features: Spellcasting — one first-level spell per day, prepared from a spellbook.
- Weapons & Armor: Dagger, staff, and darts. No armor, no shields.
- Spells Known: Determined by Intelligence. Each of the eight first-level spells is checked individually against a "chance to understand" percentage, with minimum and maximum limits per spell level based on Intelligence score.
- XP to Level 2: 2,500
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.
- Hit Die: 1d4. The Magic-User is now the most fragile class in the game.
- Attack Bonus: THAC0 19. All classes share the same attack progression at levels 1-3 in B/X.
- Armor Class: Descending, base 9 (unarmored). OSE also provides ascending AC (base 10) as an option.
- Saving Throws: Five categories — Death/Poison: 13, Wands: 14, Paralysis/Petrify: 13, Breath: 16, Spells/Rods/Staves: 15.
- Class Features: Spellcasting — one first-level spell per day, prepared from a spellbook.
- Weapons & Armor: Dagger only. No armor, no shields.
- Spells Known: One spell in the spellbook at level 1, chosen or assigned by the referee. Twelve first-level spells on the list.
- XP to Level 2: 2,500
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.
- Hit Die: 1d4.
- Attack Bonus: +1 at level 1. Basic Fantasy uses an attack bonus added to a d20 roll against ascending AC.
- Armor Class: Ascending, base 11 (unarmored).
- Saving Throws: Five categories — Death/Poison: 13, Wands: 14, Paralysis/Petrify: 13, Breath: 16, Spells: 15.
- Class Features: Spellcasting — one first-level spell per day, prepared from a spellbook.
- Weapons & Armor: Dagger and walking staff (cudgel) only. No armor, no shields.
- Spells Known: Two spells in the spellbook at level 1 — Read Magic (given automatically) plus one other. Twelve first-level spells on the list.
- XP to Level 2: 2,500
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.
- Hit Die: 1d4.
- Attack Bonus: THAC0 20. The Magic-User has the slowest attack progression in the game, advancing every five levels.
- Armor Class: Descending, base 10 (unarmored).
- Saving Throws: Five categories — Death/Paralysis/Poison: 14, Petrify/Polymorph: 13, Aimed Magic Items: 11, Breath Weapons: 15, Spells: 12. The Magic-User has the best saves against magical effects of any class.
- Class Features: Spellcasting — one first-level spell per day, prepared from a spellbook.
- Weapons & Armor: Dagger, dart, oil, and staff. No armor, no shields.
- Spells Known: Four spells in the spellbook at level 1 (per OSRIC) — Read Magic automatically, one chosen by the player, and two determined randomly. Additional spells are learned through an Intelligence-based "chance to know" roll with minimum and maximum limits per spell level. Thirty first-level spells on the list.
- XP to Level 2: 2,400
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.
- Hit Die: 1d4.
- Attack Bonus: +0 at level 1.
- Armor Class: Ascending, base 10 (unarmored).
- Saving Throws: The SIEGE Engine replaces traditional saves. Wizards have Intelligence as their prime attribute (target 12); non-prime attributes target 18. Saves are resolved as attribute checks against a challenge level set by the Castle Keeper.
- Class Features: Spellcasting — four zero-level spells and two first-level spells per day, prepared from a spellbook. High Intelligence (13+) grants bonus spell slots.
- Weapons & Armor: Club, dagger, dart, and staff. No armor, no shields.
- Spells Known: The spellbook contains a number of spells equal to the number the Wizard can prepare, including bonus spells from Intelligence.
- XP to Level 2: 2,601
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.
- Hit Die: 1d4.
- Attack Bonus: THAC0 20.
- Armor Class: Descending, base 10 (unarmored).
- Saving Throws: Five categories — Paralysis/Poison/Death: 14, Rod/Staff/Wand: 11, Petrify/Polymorph: 13, Breath Weapon: 15, Spell: 12. Like AD&D 1e, the Wizard has the best saves against magical effects.
- Class Features: Spellcasting — one first-level spell per day, prepared from a spellbook. Mages practice all schools of magic with no restrictions. Specialist Wizards (Illusionist, Necromancer, etc.) are also available as an alternative.
- Weapons & Armor: Daggers, staves, darts, knives, and slings. Helmets and gauntlets only (no body armor, no shields).
- Spells Known: 3d4 spells in the spellbook at level 1, two of which must be Read Magic and Detect Magic, the rest chosen by the player.
- XP to Level 2: 2,500
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.
- Hit Die: 1d4.
- Attack Bonus: +0 Base Attack Bonus at level 1. The Wizard has the slowest BAB progression (+1 every two levels).
- Armor Class: Ascending, base 10 + Dex modifier (unarmored).
- Saving Throws: Three categories — Fortitude: +0, Reflex: +0, Will: +2. The Wizard’s best save is Will.
- Class Features: Spellcasting — three cantrips (zero-level) and one first-level spell per day. Summon Familiar grants a magical companion with scaling benefits. Scribe Scroll is a bonus feat at level 1.
- Weapons & Armor: Club, dagger, heavy crossbow, light crossbow, and quarterstaff. No armor.
- Spells Known: All cantrips in the spellbook, plus 3 + Intelligence modifier first-level spells. Additional spells can be copied from scrolls and other spellbooks.
- XP to Level 2: 1,000
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.
- Hit Die: 1d6. Starting HP is 6 + Constitution modifier (max die, not rolled).
- Attack Bonus: Proficiency bonus +2, plus Intelligence modifier for spell attacks or Strength/Dexterity for weapon attacks.
- Armor Class: Ascending, base 10 + Dexterity modifier (unarmored).
- Saving Throws: Two proficient saves — Intelligence and Wisdom. Proficient saves add +2 (proficiency bonus) to the roll.
- Class Features: Spellcasting — three cantrips known (cast at will, unlimited times per day) and two first-level spell slots. Arcane Recovery lets the Wizard recover one expended first-level spell slot once per day after a short rest. Ritual casting allows casting certain spells without expending a slot if they are in the spellbook and have the ritual tag.
- Weapons & Armor: Daggers, darts, slings, quarterstaffs, and light crossbows. No armor.
- Spells Known: Six first-level spells in the spellbook, plus three cantrips known permanently. The number of spells prepared each day equals Intelligence modifier + Wizard level (minimum 1).
- XP to Level 2: 300
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.