
The torch’s flame flickers inside the dank halls of the dungeon. Echoes of dripping water and white noise deafen the ears of the now-occupied party of adventurers. The dwarf spits. “The damn thing is stuck! Should we really keep trying to force it open?”
“I’ll look for another way around,” says the thief. He points to the two remaining ratcatchers. “Magician, clergyman – stay put while this oaf bangs away at the door.” The lithe burglar slinks away into the darkness, treading through complexes unmapped and unmanned.
SHINK. A clatter of footsteps collapses into a fall, and a strangled croak is let out. A dozen footfalls rumble through the passageway. Creeping into the torchlight are the forms of several grotesque, diminutive creatures -appearing as if puke itself had gotten up and walked, bearing sharp teeth, blades, and claws.
“Goblins! RUN FOR YOUR LIVES!” The holy man turns tail and runs, while the dwarven warrior arms himself with his morningstar; it’s spikes glint in the firelight just as the spear tips of the goblins do.
“Today is a good day to die,” the dwarf mutters to himself. A common prayer of a dwarven berserker.
A battle cry is let loose from the bearded half-man as he charges into the fray – just as a scattering of glamorous fireworks explodes above his head. Sent forth from the outstretched hands of the magic-user comes a Color Spray – dazzling and blinding to goblin eyes once accustomed to the darkness. They slink away, cowering behind shields and arms.
Seeing the opportunity, the dwarf leaps into battle, hacking and crushing away at the putrid hides of the goblins. Blood spills; brains squelch under dwarven thew.
Nothing remains but a twitching pile of pierced limbs and cracked jaws.
What isn’t conveyed in the fiction above is the level of the party members and how many spell slots the Magic User has. If he’s just a 1st level Medium, then that Color Spray is all the magic he’ll ever be able to conjure for the rest of the day.
So.. what else can the Magic User do for the party now that he’s magic-less?
The Common Complaints of Low Level Magicians
Objectively speaking, when comparing the combat capabilities of a 1st level Magic User to that of any other class at 1st level, when they’re unable to cast spells they fall behind in their perceived usefulness. Sometimes Magic Users even prepare spells that never end up getting cast in certain delves. With their d4 Hit Die, no armor, and their only weapon being the lowly dagger, it can seem apparent that games that involve lots of combat encounters can accidentally serve to make Magic Users feel worthless when they aren’t preparing combat specific spells like Sleep or Color Spray.
Fighters are great at opening stuck doors, front lining vs. monsters, and that makes their application obvious. You never hear Fighters complaining about things they can’t do, as they’re generally quite capable.
When comparing the practical usefulness of a Magic User to other classes, they can all be useful in unique ways that benefit each other and I think that’s where the juice lies. The immediate application of a Magic User’s skills aren’t obvious to most players, but with a nudge from a 10′ pole and encouragement, the Magic User’s outlook won’t be entirely bleak.
Most of the advice I’ll give about playing Magic Users can be applied to other classes as well, like the Thief or Cleric if they’re also feeling a bit down and out about their 1st level. However, this first example may lean into a Magic User’s specialty.
Knowledge is Power

‘What does the writing say?’ asked Frodo, who was trying to decipher the inscription on the arch. ‘I thought I knew the elf-letters, but I cannot read these.’
‘The words are in the elven-tongue of the West of Middleearth in the Elder Days,’ answered Gandalf. ‘But they do not say anything of importance to us. They say only: The Doors of Durin, Lord of Moria. Speak, friend, and enter. And underneath small and faint is written: I, Narvi, made them. Celebrimbor of
Hollin drew these signs.’ Book 2, Chapter IV: A Journey in the Dark
Prior to this scene, in the novel The Fellowship of the Ring, Gandalf is leading the Fellowship towards the entrance to the Mines of Moria. He knows of the Sirannon, a gate-stream that spouted from the West Entrance to Moria and notices that it’s streams used to be swift and noisy but are now gone. They travel up to The Stair Falls that lead up to the Walls of Moria and noticed that it had now been dammed and the entry way blocked. This leads them to searching for the hidden entrance, The Doors of Durin, which Gandalf knows is secret as dwarven doors are invisible to the naked eye.
Without Gandalf’s intimate worldly knowledge of Middleearth, it would’ve been incredibly difficult for them to find a way into Moria, let alone navigate Moria itself with it’s labyrinthine passages. This is a core aspect of Magic User play. Magic Users are studious, both in the ways of magic and history. Noting the benefits of a high Intelligence score in B/X is Additional Languages and you know damn well that Gandalf is fluent in many a tongue on Middleearth.
Ask your GM information about the locations you travel to, if it’s common knowledge or only found through research. Like-wise with magic texts, magic doors, monsters, etc. Rangers may be excellent at preventing parties from getting lost, but an educated Magic User can get them to where they need to be going if they’re familiar with the land. Magic Users might not be able to face a Troll head on, but they’d know a Troll is destroyed by acid and fire.
Even if your Magic User doesn’t know any information about places that crop up in your home games, it’s definitely not impossible for you to spend your downtime on worldly research.
MacGyver, the Man Who Carries No Gun

The hit television show from ’85 MacGyver proves that even those who are unarmed aren’t completely useless. MacGyver’s feats and stunts are primarily accomplished because of his aptitude and quick thinking. Nobody ever questions if the Fighter with a high Strength can bend prison bars, or if a Thief with high Dexterity can dive off the side of a building harmlessly into a wagon full of straw. The same should apply to those with a high Intelligence score. You don’t have to be as smart as your character for them to think up great ideas or to create interesting uses out of items they have.
I, myself have no idea how to tie an innumerous amount of useful knots that an adventurer might know for adjusting a rope to climb, to lasso, or to bind adversaries with, but it doesn’t mean my character can’t do it either.
In a video by Matt Colville titled “Arguing About D&D in the 1970s” he cites an aspect of play that has originated as far back as the 1950s in wargaming culture known as The Statement of Intention. As written in the book The Elusive Shift by Jon Peterson.
A common belief in the early days of Roleplaying games was that the way a player delivered their statements to preform in-game actions evoked how skillful of a player they were. It lead to players coming up with phrases or the way they spoke to have no gaps for misinterpretation as the DM was supposed to view their lack of specificity as a Monkey’s Paw sort of scenario.
It was most obviously used in scenarios involving The Wish Spell. A spell that can grant whatever the wisher desires, but the players had to be very intentional with the way they phrased their wish, lest it be used against them by the DM. A request of a million gold pieces may just fall from the sky and pelt the adventurer to death, despite them obviously wanting the pile to appear before them in a non-harmful way.
This style of play lead to arduous and pedantic efforts by the players to cover all of their options so that they could ensure victory, even if it didn’t seem realistic for the characters in world to do so. They may state that they inspect every single surface of a dungeon chamber meticulously for hours to confirm that there were no secret doors or traps and it brought ire to both the players and the DM. DMs believed it to be unsportsmanlike and took the fun out of their designs.
How are the players supposed to play the game, where the dungeons are dangerous and require the players to be tactical and clever but you yourself couldn’t actually see or interact with the environment described to you by the DM? How can you surprise players with traps or secrets when they themselves can’t see the signs of them without being told? Matt Colville likens it to “playing an escape room, but you can’t enter the room and you have to send other people inside the room and tell them what to do, and they’d come out angry because you didn’t tell them to look inside the potted plant. What potted plant?“
All of this to say, if you’re playing a character with a high Intelligence stat, there should be no reason why your character shouldn’t know how to tie a knot, or make a trap. Please avoid the pedantry that want you to describe how you loop the rope around to make your lasso, or how you hammer your iron spike into the wall, but do your best to explain your reasoning of being able to do something with the tools you have.
Being pedantic has it’s use cases, as describing the way you prod at a trap with your 10′ pole or feel around to find a secret door can be fun for both the DM and the players but it has to be done in good faith.
Below this text I wish to give some general applications for Adventuring Gear that you can buy in town. With the 3d6 gold pieces a player gets at character creation, Magic User is going to have quite the amount of spare change seeing they don’t have to invest in armor and expensive weapons. Spend this money on useful gear, information from townsfolk, or hired hands. If the idea of playing your Magic User without a spell is that dreadful, you can always just hire a retainer that you can swap to as your primary character. There is nothing wrong with you if you don’t find playing a weak character fun.
Applications of Adventuring Gear
Belladonna, Bunch
Historically known as the last antidote someone can take before being completely taken over by Lycanthropy, however it is still incredibly poisonous to consume.
The player who consumes the Belladonna gets to make a save vs. Death, with a success meaning the player is free from Lycanthropy, but a failure may result in a number of d6 in damage OR outright death.
Maybe the Magic User could distill it into a proper antidote for the afflicted, making a potion that avoids the requirement of a Saving Throw.
It’s toxic nature could also be used to create a weak toxin that may be better utilized by a Thief in the party.
Garlic, Bud
The first line of defense against Vampires and Vampire Spawn. Vampire-Repellent is always good to have as Vampires are one of the most dangerous monsters you could come across as a low level party.
Hold out the Garlic like a Cleric would a holy symbol to keep the Vampires away, as they won’t willingly touch or attempt to charm someone holding it.
The clever Magic User could string up buds of Garlic along passageways or on doorsteps to prevent Vampires from coming near.
Holy Water, Vial
The holy hand grenade against any kind of undead, demons or devils.
If thrown it does 1d8 damage vs. those evildoers and the Magic User could pour lines of Holy Water around areas to sanctify them and to ward against an un-holy monster’s approach.
Mallet and 3 Stakes
The final requirement to destroy a Vampire. If a Vampire is defeated and reduced to 0 HP, they turn into mist and return back to their coffin. If the party knows of the coffin’s location, they can open it and drive the stake into the Vampire’s heart to finish them.
The Mallet and Stakes also have more practical uses as well, such as helping to pitch Tents, erect Trip Wires with thin rope or string, emergency Iron Spikes to nail up ropes or to barricade doors and maybe even to serve as splints for broken bones.
Mirror, Small Silver
Excellent for peeking around corners that are lit, maybe even tied to the end of a 10′ pole for a long “selfie-stick” style rearview mirror. You could also reflect light into the mirror and shine it down into places you can’t reach or are scared to approach. A great one I’ve used a bunch is to reflect the light at your party to give signals. The funniest one could be to look at your friends through it or people you don’t trust, cuz if there’s no reflection they’re definitely a vampire.
Oil, Flask
A choice item for Magic Users who like to carry Lanterns and Tinderboxes. Great for light as the Lantern lasts 4x as long as a Torch and with a Hooded Lantern can be covered to hide in dark places easier. Oil is also great for chucking into hallways when enemies give chase to either make them slip in the oil slick or to throw a lit torch in with it to set them all ablaze. Molotovs should be carried en mass for a Magic User who wants to contribute to combat more than just throwing bag-fulls of daggers. The weirdest choice for oil could be to slick door hinges so they squeak less when opening, which could be used on stuck doors to help with surprise attacks on those inside.
Pole, 10′
The quintessential OSR item that every character should carry. Since the dawn of time people have been using some variant of a 10′ Pole and it’s uses are innumerous. Poke things, poke lots of things especially dangerous things. Check for pressure plate traps, push open doors from far away, stick the pole in the mysterious devil’s mouth. Just buy the damn thing cuz I’m sure you can find at least one use for it every session.
Rations
Both great for the carrier and for the non-carrier. Standard Rations are great for overland travel as it’s more cost effective than an Iron Ration, although it stays good for longer. Iron Rations are great for seafaring adventures and for taking into dungeons. Some variations of OSR games sometimes make Standard Rations spoil when taken into the Underworld so it’s better to be safe than sorry. Rations could also be used to befriend hungry beasts or humanoids. Wouldn’t hurt to drop them behind you while you run away because it might be more appetizing to them than you.
Rope, 50′
Another excellent item for adventuring. Tie all kinds of things together, tie it to the end of your 10′ Pole to make a long man-catcher tool, tie around iron spikes on walls for easy climbs, tie it to a grappling hook to get to high places, and tie up your baggage into trees so that nasties don’t find your treasures or valuables. Some even make a 10′ loop out of the rope and throw it down hallways to reel it back in to see if it catches on anything. Rope is always useful so never hesitate to buy some every time you go back to town.
Sacks
The best way to carry treasure out of the dungeon and.. other things. You could put bodies inside a Large Sack to keep your buddies well preserved for resurrection. Fill them with sand, flour, or lots of oil flasks for a big fire.
You could also put something heavy or hard in the sacks and swing them around like the infamous frozen butter sock. Not to mention if you’re getting chased down by a bunch of money grubbers you could drop your sack off so they have something they want and you keep what you want – your life.
Spikes, Iron
One of my favorite items in the Adventuring Gear list. Iron Spikes are most notable for spiking doors both as barricades to keep people out, and to keep doors open so that you have a quick escape. Some doors in the dungeon like to close themselves so the only way around it is to always carry a bunch of Spikes with you. Spikes also make great climbing hand holds/rope nails, a way to jam certain traps from activating, maybe even a way to force a lock open by breaking the mechanism.
A fun thing to do in your downtime is to buy a bunch of Iron Spikes and have either a strong Fighter or a Blacksmith shape them into caltrops. Either small for people, or keep them big for horses.
Torches
The bare minimum of dungeon equipment, however one of the most useful. Someone should always have light going while in dungeons and dark places. The Magic User being a great person to carry them as having your friends’ hands free to carry their mean-looking weapons is a huge plus.
Throw torches down holes, into suspicious puddles, into oil slicks and oil covered baddies. Tie a torch to the end of your 10′ Pole for a really long light stick. Some of the more obvious ones are to stick your burning torches into wall sconces so even you have free hands to hold more torches. Use the char from a burnt out torch for make-shift ink on parchment, or to make dark markings along dungeon walls to keep track of where you’ve been.
Just buy some damn torches.
Waterskin
Another great item, both the waterskin and the wineskin. If you aren’t thirsty for either of these drinks you could pour them out over crevices and cracks to maybe find traps or listen for drips to see how far things go. Fill the skin up with sand or flour to fling in your adversaries’ faces to blind them or to leave a breadcrumb trail back home. They also make great offset weights for puzzle traps similar to the one in Indiana Jones.
Wolvesbane
Lastly, but not leastly the bane of Werewolves. Similar to Garlic for Vampires, they have identical application. Hold it forth to keep them at bay and if you really want to be safe, get your friends all flower crowns and necklaces of the stuff. Cultivate a field of Wolvesbane around the town to make a barrier for the peasantry. Maybe the Magic User could make Wolf Repellent out of the stuff or Werewolf Poison.
This is about all I can think of for alot of these items so hopefully these ideas inspire some in you. Don’t forget to spend your spare gold on scrolls and magic items so that when you run out of memorized spells, you still have a few shots left in the chamber.
Good luck and Farewell my fellow Magic Users! -Dylan









