THE WIZARD
PRIME ATTRIBUTE: Intelligence
ALIGNMENT: Any
HIT DICE: d4
WEAPONS: Club, dagger, dart, sling, staff
ARMOR: None
ABILITIES: Spell casting
TABLE: THE WIZARD
Level HD BtH EPP
-----------------------
1 d4 0 0
2 d4 +1 2,601
3 d4 +1 5,201
4 d4 +1 10,401
5 d4 +1 20,801
6 d4 +2 42,501
7 d4 +2 85,001
8 d4 +2 170,001
9 d4 +2 340,001
10 d4 +3 500,001
11 +1HP +3 750,001
12 +1HP +3 1,000,001
13+ +250,000 per level
Wizards are those who seek and use knowledge of the arcane. They do magic not as the Cleric does, by faith in a greater power, but rather through insight and understanding.
Wizards are the worst of all the classes at fighting; hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons. They are the least hardy, equal to Rogues at lower levels but falling behind later on.
The Prime Requisite of Wizards is Intelligence; a character must have an Intelligence of 9 or higher to become a Wizard. The only weapons they become proficient with are the dagger and the staff. Wizards may not wear armor of any sort nor use a shield as such things interfere with spellcasting.
A first level Wizard begins play knowing one spell of first level (besides Read Magic), and with a spellbook provided by his or her master containing that spell. The Referee may roll for the spell, assign it as he or she sees fit, or allow the player to choose it, at his or her option. See the
Spells section for more details.
ABILITIES
SPELLS: A wizard casts arcane spells. Wizards can only cast a limited number of spells, from each spell level, per day. The Table: Wizard Spells Per Day lists the number of spells per day a wizard may cast of each spell level. For example, a 5th level wizard can cast five 0 level spells, four 1st level spells, two 2nd level spells and one 3rd level spell per day.
A wizard must prepare spells before casting them by studying from a spell book.
While studying, the wizard decides which spells to prepare. Spell memorization and spell descriptions are covered in detail in
Magic.
BONUS SPELLS: With a high intelligence score, a wizard gains bonus spells. If the character has an intelligence of between 13-15, they receive an extra 1st level spell. If the intelligence score is 16 or 17, the wizard receives an extra 2nd level spell, and if 18 or 19, the wizard receives an extra 3rd level spell. Bonus spells can only be acquired if the wizard is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level wizard with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the wizard reaches 5th level.
SPELL BOOK: The number of spells that a wizard has in their spell book at the beginning of play is equal to the number of spells they can cast at first level.
For example, a 1st level wizard with 14 Intelligence can cast four 0 level spells and three 1st level spells (2 + 1 bonus). So, the character would begin play with a spellbook containing four 0 level and three 1st level spells. The spells in the spell book can either be chosen by the Referee, the player, agreement between the two or randomly (use the
Spell List).
TABLE: WIZARD SPELLS PER DAY
Level 0 1 2 3 4 5 6 7 8 9
----------------------------------
1 4 2 - - - - - - - -
2 4 3 - - - - - - - -
3 4 3 1 - - - - - - -
4 4 3 2 - - - - - - -
5 5 4 2 1 - - - - - -
6 5 4 3 2 - - - - - -
7 5 4 3 2 1 - - - - -
8 5 4 3 3 2 - - - - -
9 5 5 4 3 2 1 - - - -
10 6 5 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 6 5 4 4 3 3 2 - -
15 6 6 5 5 4 4 3 2 1 -
16 7 6 5 5 4 4 3 3 2 -
17 7 6 5 5 5 4 4 3 2 1
18 7 6 6 5 5 4 4 3 3 2
19 7 6 6 5 5 5 4 4 3 2
20 7 7 7 6 6 5 4 4 3 3
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