This time, I'm rolling up an AD&D PC.
Technically, AD&D provides several rolling options for players, but I am going with the tried-and-true 4d6, drop lowest, and arrange to taste method (which is Method 1).
My first set of numbers is: 5, 9, 10, 13, 13, 14. This set violates the recommendation on page 9 of the PHB, that it is usually essential to the character's survival to be exceptional (with a rating of 15 or above) in no fewer than two ability characteristics, so I'll be rolling again: 8, 12, 12, 13, 15, 16. Much better, according to page 9 and math. Still, I'm game to try the best of three, so last set: 11, 13, 13, 15, 16, 16.
The third time's a charm, indeed! With these numbers, the PC qualifies for all classes but Paladin. In AD&D, Magic-Users end up with lots of spare dice rolls, so that is what I'm going with. AD&D lets you pick race, as well, with attendant bonuses and penalties, but for this magic-user, I am sticking with human.
Garrick the Prestidigitator, LN Human Magic-User 1
S 11 none, open doors 1-2, bend bars/lift gates 2%
I 16 minimum Int to cast 8th level spells, 5 languages known, know spell 65%, min/max spells per level 7/11
W 13 none
D 16 +1 reactions, -2 defensive adjustment
C 13 system shock survival 85%, resurrection survival 90%
Ch 15 max henchmen 7, loyalty base +15%, reaction adjustment +15%
Current XP: 0 XP to next level: 2,501
AC 8
HP 2
Languages Known: Common, Dragon, Elf, Goblin, Giant, Lizard Man
Spells Known:
1 - Read Magic, Sleep, Unseen Servant, Ventriloquism
Equipment: standard adventuring gear, letter of introduction from his master
Goal(s): find more spells, acquire a magic ring, live to old age
The AD&D DMG must be consulted to determine how many and which spells are started with, RAW (pg 39), as well as to learn more on spell acquisition in general. That said, every magic-user begins knowing Read Magic, then randomly determines an offensive, a defensive, and a miscellaneous spell - each conveniently a d10 roll. Beginning with an additional defensive or miscellaneous spell is DM-determined option.
Garrick's DM was not that kind. Still, according to the dice, Garrick has a solid set of spells. Which is good, because he'll need all the help he can get, because 2 hit points means a quick death from all sorts of bothersome things.
Overall, not bad at all. Those high numbers do lend themselves to surviving early levels. For the record, I went with higher Charisma over Constitution because +1 hit point per level is nothing compared to all the hit points that anticipated henchmen provide.
Speaking of surviving early levels, here is a slightly wiser and more powerful version of this mighty spell-slinger.
Garrick the Conjurer, Human Magic-User 3
Current XP: 7,500 XP to next level: 10,001
AC 8
HP 7
Languages Known: Common, Dragon, Elf, Goblin, Giant, Lizard Man
Spells Known:
1 - Charm Person, Read Magic, Sleep, Unseen Servant, Ventriloquism
2 - Mirror Image
Equipment: standard adventuring gear, letter of introduction from master, treasure map, scroll with Web and Dispel Magic.
Goals: find more spells, acquire a magic ring, live to old age, surround self with competent allies, travel on the sea
AD&D has some interesting RAW regarding magic-users and spells they might know. Using Garrick and his 16 Intelligence as an example, there is a 65% chance to understand a spell when scribing it from a scroll or borrowed spellbook. This means there is a 35% chance that Garrick won't understand the spell, so can never learn it (though can still cast it from scrolls or use items that use the spell).
This means a low-Intelligence magic-user and/or bad rolls may miss out on all the 'key' spells of early play: Sleep, Charm Person, Knock, Web, etc. Luckily, if a magic-user's Intelligence increases over the course of play (and it ain't automatic like with 3.x or 5e), the magic-user can try again to learn a spell. Fortunately, the starter spells granted by the 'Master' are considered automatically known.
All this explains why Web is on a scroll and not in Garrick's spellbooks: he cannot comprehend it.
By third level, Garrick has found and recruited a loyal henchwoman to protect him while he is casting spells. Which is handy, as leveling only nets Garrick one new spell per level, no doubt of the highest level possible.
The henchwoman, Astrid the Veteran, is content to serve as long as the pay is regular and the wine is kept flowing between adventures.
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