
Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. The following are the class features of the wizard. Table: Wizard LevelĪrcane bond, arcane school, cantrips, Scribe Scroll The wizard’s class skills are Appraise ( Int), Craft ( Int), Fly ( Dex), Knowledge (all) ( Int), Linguistics ( Int), Profession ( Wis), and Spellcraft ( Int). Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger. Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic.

These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible-such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Beyond the veil of the mundane hide the secrets of absolute power.
