Wizards

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The wizard group encompasses all magicians; both those who specialise in certain schools of wizardry, and those who study magic more broadly.

All wizards gain one 4-sided at 1st level. After 1st level, wizards gain just 1 hit-point per level.

Wizards cannot wear any armour except gambeson. Additionally, they have a limited selection of weapons; all daggers, darts, all knives, all slings, and quarterstaff.

Learning and casting spells require long study, patience, and research. Once his adventuring life begins, a wizard is largely responsible for his own education; he no longer has a teacher looking over his shoulder and telling him which spell to learn next. This freedom is not without its price, however. It means that the wizard must find his own source for magical knowledge: libraries, guilds, or captured books and scrolls.

Whenever a wizard discovers instructions for a spell he doesn't know, he can try to read and understand the instructions. The player must roll percentile dice. If the result is equal to or less than the percentage chance to learn a new spell, the character understands the spell and how to cast it. He can enter the spell in his spell book (unless he has already learned the maximum number of spells allowed for that level). If this die roll is higher than the character's chance to learn the spell, he doesn't understand the spell.

Wizard Experience Levels

Level Wizard
1 0
2 2,500
3 5,000
4 10,000
5 20,000
6 40,500
7 60,000
8 90,000
9 135,000
10 250,000
11 375,000
12 750,000
13 1,125,000
14 1,500,000
15 1,875,000
16 2,250,000
17 2,625,000
18 3,000,000
19 3,375,000
20 3,750,000

Wizard Spell-Slots per Level

Wizard
Level
Spell Level
1 2 3 4 5 6 7 8 9
1 2 - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 3 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - -
10 4 4 3 2 2 - - - -
11 4 4 3 3 2 - - - -
12 4 4 3 3 2 1 - - -
13 4 4 3 3 2 1 - - -
14 4 4 3 3 2 1 1 - -
15 4 4 3 3 3 1 1 - -
16 4 4 3 3 3 1 1 1 -
17 4 4 3 3 3 1 1 1 -
18 4 4 3 3 3 1 1 1 1
19 4 4 3 3 3 2 1 1 1
20 4 4 3 3 3 2 2 1 1

The Schools of Magic

Spells are divided into eight different categories, or schools, according to the types of magical energy they utilise. Each school has its own special methods and practices.

The eight schools of magic are Abjuration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy, and Transfiguration.

Specialist Wizards

A wizard who concentrates his effort in a single school of magic is called a specialist. There are specialists in each type of magic, although some are extremely rare. Not all specialists are well-suited to adventuring; the diviner's spells are limited and not generally useful in dangerous situations. On the other hand, player characters might want to consult an NPC diviner before starting an adventure.

A specialist gains one additional spell per spell level, provided the additional spell is taken in the specialist's school. Thus, a 1st-level illusionist could have two spells; one being any spell he knows and the other limited to spells of the illusion school.

Because specialists have an enhanced understanding of spells within their school, they receive a +1 bonus when making saving throws against those spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school. Both of these modifiers can be in effect at the same time: for example, when an enchanter casts an enchantment spell at another enchanter, the modifiers cancel each other out.

Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell.

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See Also: Mage, Illusionist

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