Val	CHA	Cost	Roll	Notes
18	STR	8	13-	300kg; 3 1/2d6
18	DEX	24	13-	OCV:  6/DCV:  6
20	CON	20	13-
25	BODY	30	14-
25	INT	15	14-	PER Roll 17-
30	EGO	40	15-	ECV:  6
35/60	PRE	25	16-/23-	PRE Attack:  7d6
14	COM	2	12-
12	PD	8		Total:  12 PD/12 PDr
12	ED	8		Total:  12 ED/12 EDr
5	SPD	22		Phases:  3, 5, 8, 10, 12
15	REC	14
80	END	20
60	STUN	16 
Total Characteristics Cost:  252

Movement:	Running:  6"/12"
		Swimming:  2"/4"

Cost	Powers & Skills
Combat Training:
5	Combat Skill Levels:  +1 level w/Melee Weapons

Istari Racial Powers:
200	Istari Powers Variable Power Pool:  (100-pt Pool); Restricted Type of 
	Powers Available; No Skill Required for Change;  Change Powers as 0 Phase 
	Action; Reduced END:  Zero
60	Damage Reduction (Physical, 75% Resistant)
60	Damage Reduction (Energy, 75% Resistant)
12	Damage Resistance (12 PD/12 ED)
6	Life Support:  Immune to Aging, Immune to Disease
20	Clairsentience; See:  Future; No Conscious Control (-2), 0 END (+1/2)
14	Detect:  Magic (+2 to PER), Ranged
9	Enhanced Perception (all) (+3 to PER)
17	+25 PRE; Limited Power:  Only for Defense (-1/2)

18	Glamdring:  HKA:  2d6, +1 STUN (-1/2), OAF (-1), STR Min 10
6	Glamdring:  +3 Combat Skill Levels, OAF (-1)
8	Glamdring:  Detect:  Orcs and other Dark Servants (+3 to PER), 360-Degree 
	Sensing, OAF (-1)
108	Narya—The Ring of Fire:  10d6 Aid:  To VPP; Use Risks Drawing Sauron's 
	Attention; Extra Time:  1 turn; Only for Fire Magic or to bring Courage and 
	Strength; Continuous; Uncontrolled, 0 END (+1/2), Persistant (+1/2), IIF (-1/4)
63	Narya—The Ring of Fire:  3d6 Aid:  Presence (Fade/day, Max. 18); Usable By 16 
	Others:  Simultaneous Use; Ranged, 0 END (+1/2), Persistant (+1/2), IIF (-1/4)
34	Narya—The Ring of Fire:  Change Environment:  Heat and Flames 4" r, 
	0 END (+1/2), Persistant (+1/2), IIF (-1/4)
69	Narya—The Ring of Fire:  Damage Reduction (Energy, 75% Resistant); Only vs
	Fire and Cold, IIF (-1/4)
16	Narya—The Ring of Fire:  Flash Defense (Sight), IIF (-1/4)
64	Narya—The Ring of Fire:  Invisibility (Detect, Mental, No Fringe), 
	0 END (+1/2), Persistant (+1/2), IIF (-1/4)
5	Narya—The Ring of Fire:  Life Support:  Intense Heat/Cold, IIF (-1/4)
13	Narya—The Ring of Fire:  KS:  Fire Magic 20-

Background Skills:
15	Luck (3d6)
3	Talent:  Bump Of Direction
38	Talent:  Danger Sense (Against All Attacks, General Area)   15-
10	Talent:  Eidetic Memory
3	Talent:  Lightsleep
28	Talent:  Universal Translator 18-
3	Conversation 21-
9	Deduction 17-
3	High Society 21-
13	Navigation 16-
3	Oratory 21-
3	Paramedic 14-
7	Persuasion 23-
5	Riding 14-
20	SL:  +2 level w/Overall Level
2	WF:  Quarterstaff, Swords
3	Linguist
4	Adûnaic (Imitate Dialects); Literacy; Similarity Cost:  -1
4	Black Speech (Imitate Dialects); Literacy; Similarity Cost:  -1
5	Easterling (Imitate Dialects); Literacy
5	Haradrim (Imitate Dialects); Literacy
4	Hobbitish (Imitate Dialects); Literacy; Similarity Cost:  -1
5	Khuzdul (Imitate Dialects); Literacy
5	Quenya (Imitate Dialects); Literacy
4	Sindarin (Imitate Dialects); Literacy; Similarity Cost:  -1
1	The Tongue of Aman (Native Accent); Literacy
4	Westron (Imitate Dialects); Literacy; Similarity Cost:  -1
3	Scholar
6	Knowledge Skill:  Councils of the Wise 18-
2	Knowledge Skill:  Fireworks 14-
5	Knowledge Skill:  History of Middle-Earth 17-
3	Knowledge Skill:  Items of Power 15-
3	Knowledge Skill:  Maiar of Middle-Earth 15-
5	Knowledge Skill:  Minions and Powers of Sauron 17-
4	Knowledge Skill:  The Peoples of Middle-Earth 16-
2	Knowledge Skill:  Will of the Valar 14-
3	Traveler
4	Area Knowledge:  Aman 16-
6	Area Knowledge:  Eriador 18-
5	Area Knowledge:  Gondor 17-
2	Area Knowledge:  Haradwaith 14-
2	Area Knowledge:  Mordor  14-
4	Area Knowledge:  Rhovanion 16-
2	Area Knowledge:  Rhûn 14-
3	Well-Connected
5	Contact:  Aragorn 15-
1	Contact:  Bard II 11-
6	Contact:  Celeborn and Galadriel; Usefulness:  Extremely, +2 14-
1	Contact:  Dain II Ironfoot 11-
1	Contact:  Cirdan 11-
7	Contact:  Elrond; Usefulness:  Extremely, +2 15-
1	Contact:  Eomer 11-
1	Contact:  Fangorn 8-
1	Contact:  Faramir 11-
1	Contact:  Imrahil 11-
1	Contact:  Gwaihir 11-
3	Contact:  Radagast 13-
2	Contact:  Saruman 12-
1	Contact:  Thranduil 11-
949	Total Powers & Skills Cost
1151	Total Character Cost

75+	Disadvantages
5	Hunted:  Minions of Sauron (8-); Less Powerful; Harsh
	Psychological Limitation:
20	Opposition to Sauron (Very Common, Strong)
15	Protective of Companions (Common, Strong)
15	Spirit of Compassion (Common, Strong)
10	Istari (8-, Extreme)
10	Meddler (11-)
10	Rivalry:  Saruman; Professional; Position:  Superior
15	Secret ID:  Bearer of the Ring Narya
8	The Valar (8-); More Powerful; Non-combat Influence; Mild
8	Watched:  The Wise (11-); As Powerful; Non-combat Influence; Mild
 1163	Secret Fire of Anor Bonus
1274	Total Disadvantage Points


After the destruction of his fana (material body) as Gandalf the Grey, which occured while defeating the Balrog of Moria, the maiar Olûrin returned to the holy land of Aman to report to the Valar. ManwÎ gave him a new body, one more capable of holding his power, and he was returned to Middle-Earth as Gandalf the White, now holding the power and authority that had once been the assignment of the traitorous Saruman.

Upon his return, Gandalf sought no more to work in secret, as he had for two thousand years, but openly proclaimed his opposition to Sauron, and sought to rally the flagging Free Peoples. He appeared to Aragorn, Gimli and Legolas in the forest of Fangorn and bid them track down and rescue the hobbits Merry and Pippin. Then he traveled to Edoras, the capitol of Rohan, and threw off the evil spells which Grìma had laid upon the mind of Théoden, the old king.

From there, he travelled to Isengard, where he cast Saruman out of the Order of the Istari, and pronounced the judgment of the Valar upon him. He then went to Gondor, where he stopped the Lord of the Nazgul and the army of Mordor from entering the gates of Minas Tirith until the army of Rohan could arrive to rout them. He also stopped the mad Steward, Denethor, from immolating his sick son, Faramir. He stood with the Gondorian army at the Gates of the Morannon

After the War of the Ring, Gandalf crowned Aragorn king of the Reunited Kingdom. He left Middle-Earth for Aman with the Last Riding of the Keepers of the Ring in Third Age 3021.


1. Gandalf's new body was impervious to any weapon or magic. I thought of modelling this with the Spirit rules or with Desolid, but I think the huge defenses listed above ought to do it.

2. "Maiar" powers are severely limited in special effect. Gandalf the Grey never used his powers on mortals; Gandalf the White is more aggressive, throwing off Grima's spells and undoing Saruman's. But he still does not use blasting spells, nor does he fly or Jell-O-wrestle Sauron.

Spells typical of Gandalf are the contest of wills he held with the Lord of the Nazgul (Ego Blasts), the freeing of Théoden's mind (Dispel Magic or Psychic Surgery, from The Ultimate Mentalist), or the disarming of Aragorn, Gimli, and Legolas (Telekinesis).

3. I have chosen not to list Shadowfax as a power or follower. It was a close call. You may see it differently.

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