Adnerg was a wizard supreme. He picked up some levels of fighter to stay alive, but he was a wizard through and through.
If I continue with my ham-fisted Freudian analogies here, Adnerg was Grenda's "Super-Ego."
Adnerg was a great character.
When my characters first met him, he was in a bar gambling. He was loud and boisterous and not at all like a wizard, until combat came around. Then he became the "nuclear option."
Notes about High Levels
Adnerg here is the third character from this collection and in many ways is the poster child for our games in the 1980s.
I have four character sheets for him at different parts in his career. The image above has hi at level 97 Magic-user / level 30 fighter. Yeah. I know. BUT there are good reasons for this. First off keep in mind that these characters are old. Adnerg here has a creation date of 8/14/1984. So they go a lot of play. I think for a while there I was playing every weekend and sometimes three or four nights per week in the summers.
Also, there was BARDD. BARDD was our computer-based combat simulator for the TRS-80 Color Computer 2. We would put our characters in to the software and let it run. Our rule was that if the characters died in it, they were dead. This was the fate of my first and only half-orc character. Grenda put his characters in and let it run. His characters earned a lot of XP.
We were both good at math, but I was better and calculated the XP tables and spell-progression tables for levels beyond 30. These skills served me well when I would later work on my witch class and Grenda would work on his various Riddlemasters (more on that later).
Like all good wizards, he had many names. He was also known as Erife'nur, the Rune Fire mage.
Adnerg "Erife'nur" Myrildean
Class: Sorcerer
Level: 20
Species: Human
Alignment: Twilight Neutral
Background: Scholar
Abilities
Strength: 9 (+0)
Agility: 14 (+1)
Toughness: 16 (+2)
Intelligence: 20 (+4)
Wits: 16 (+2)
Persona: 18 (+3)
Fate Points: 1d12
Defense Value: 3
Vitality: 110 (d4)
Degeneracy: 0
Corruption: 0
Check Bonus (A/N/D): +8/+6/+4
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Spell Attack Bonus: +10
Saves: +5 vs magic attacks and area effects
Arcane Powers
Astral Projection, Beguile, Polymath, Precognition, Shadow Walking, Telekinesis
Spells
1st level (6+1): Arcane Darts, Black Flames, Gout of Flame, Luck Stone, Night Vision, Sense Death, Sleep
2nd level (5): Beguile Person, Conjure Flame, ESP, Lesser Renewal, See Invisible
3rd level (5): Concussive Blast, Conjure Fireworks, Dark Lightning, Dispel Magic, Fly
4th level (5): Befuddlement, Conjure Fire, Globe of Daylight, Protection against the Deeper Dark, Serpent Arrow
5th level (4): Banishment, Command Winds, Elemental Wall, Summon Elemental
6th level (4): Dispel Evil, Evoke Weather, Move Earth, Part the Seas
7th level (4): Ball of Sunshine, Drain Life, Wave of Mutilation, Zone of Peaceful Conduct
8th level (3): Gaze of the Abyss, Mind Shield, Summon Other
9th level (3): Feedback Barrier, Orb of Imprisonment, Sleeping Village
Heroic Touchstones
Level 1: Additional First level spell
Level 3: Additional Arcane Power: Telekinesis
Level 5: Additional Vitality Points
Level 7: Luck Benefit
Level 9: Spirit Guide: Hawk "Rynn"
Level 11: Level 1 of Warrior
Level 13: Level 2 of Warrior
Level 15: Magical Recovery
Level 17: Level 3 of Warrior
Level 19: Level 4 of Warrior
Heroic (Divine) Archetype: Magic
Gear
Staff ("Lacham"), mace ("Shatterside")
Note, unlike the Addingdales, Adnerg has no psionics.
This is a really great build and "feels" like Adnerg. It would be a pleasure to add him to the Wasted Lands RPG.
You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.