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The Wizard
A few unintelligible words and a fleeting gesture carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.
Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficut, rewarding art.

Characteristics:
The wizard's strength is her spells. Everything else is secondary. She learns new spells as she xperiments and grows in experience, and shse can also learn them from other wizards. In addition to learning new spells, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way.
Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but prevents her from being able to cast some of the spells that lie outside her field.
A wizard can call a familiar: a small, magical animal companion that serves her. For some wizards, their familiars are their only true friends.
Alignment:
overall, wizards show a slight tendency toward law over chaos because the study of magic rewards those who are disciplined. Illusionists and transmuters, however, are masters of deception and change, respectively. They favor chaos over law.
Religion:
Wizards commonly rever Boccob, god of magic. Some, especially necromancers or smply more misanthropic wizards, prefer Wee Jas, goddess of magic and death. Evil necromancers are known to worship Nell, god of death. Wizards in general, however, are more devoted to their studies than to their spiritual sides.
Races:
Humans, Elves, Gnomes, and Half-Elves.
Special Abilities:

Wizard Spells


Wizard Starting Package:
No armor
Quarterstaff (1d6, crit x2, 20 hp)
Shortbow (1d6, crit x3)
Backpack with waterskin
One days trail rations
Bedroll
Sack
Flint and steel
10 Candles
Map Case
3 Pages of Parchment
Ink
Inkpen
Spell Compnent POuch
Spellbook
Quiver with 20 Arrows
18 gp
Wizard Starting Hit Points and Magic Points:
16 hit points and 10 magic points
Wizard Attack and Evade Bonus as per Level: (Dmg bonus for physical weapons only, NOT magic)
LevelAttack PercentEvade PercentDamage Bonus
125%20%+0
225%20%+0
330%25%+0
430%25%+2
535%30%+2
635%/25%30%+4
740%/25%35%+4
840%/30%35%+6
945%/30%40%+6
1045%/35%40%+8
1150%/35%45%+8
1250%/40%45%+10
1355%/40%50%+10
1460%/45%55%+12
1560%/45%55%+12
1665%/50%60%+14
1770%/50%65%+14
1875%/55%70%+16
1980%/60%75%+16
2090%/60%85%+18