(Christopher Loh)

Character Creation Summary

A : Strength, Reflexes, Intelligence, Psychic Talent and looks, roll 3d6 for each (Psychic talent must be at least 12, Intelligence and Strength must be at least 9)
B: Health Points : roll 1d6 + 4
E: Basic EVASION 3
G: Initially equipped with lantern, flint-&-tinder, backpack, dagger, staff, any two potions from the following: Dexterity*, Occult Accuity*, Strength*, Healing* and Replenishment*
H: Initial magical points 3
D: Stats improved as Sorcerers*

He suffers the same armor penalty like a Sorcerer*.

Wizards are invariably human.

Magic Points

Wizard’s rank Magic Points usable/day
1st 3
2nd 6
3rd 9
4th 11
5th 14
6th 17
7th 18
8th 20
9th 22
10th 25
(And + 3 MPs per rank thereafter)

Expended magic points regenerate at noon.

Spell Casting

Wizards are magic users with immense flexibility. They are able to cast spells across different magic using classes (Sorcerer*, Mystic*, Elementalist* and Warlock*). However this flexibility comes with a heavy cost in terms of limited cosmic flux that they are able to wield each day (from above). They will not be a match against a similar rank canon magic using class due to their lower magical reserves.

For every level that the Wizard attains, he will gain knowledge of 1 spell from each of the different class. Elementalist* spells are considered to be 1 combined class for the purpose of spell knowledge. However the wizard cannot chose to study the darkness Elementalist* spells nor the darkness version of the normal spells.

At level 10 at above, the Wizard will be able to choose a total of 40 spell levels (10 spell levels from each class). In the unlikely event that the Wizard hits level 24, he will have mastered all the Mystic* spells and the restriction of splitting spell levels equally among different class will no longer apply.

Spell mastery example:

At 1st rank Wizard Tash chooses:
Dragon Breath* (1st level Sorcerer*),
See Enchantment* (1st level Mystic*)
Abundance* (1st level Elementalist*)
Imperil* (1st level Warlock*)

When he reaches 2nd level, he chooses:
Hold off the Dead* (2nd level Sorcerer* spell)
Darksight* (2nd level Mystic* spell)
Stargaze* (2nd level Elementalist* spell)
Fortune* (2nd level Warlock* spell)

The process will continue until he hits level 10:

At 10th rank Wizard Tash could choose:
Sorcerer* category – Resurrect* (level 10)
Mystic* category – Thunderclap* (level 9) and Invigorate* (level 1)
Elementalist* category – Tremor* (level 8), Candle* (level 1) and Rain* (level 1)
Warlock* category – Annihilate* (level 6), Inquiry* (level 2), Heal injury* (level 1) and Silent Warrior* (level 1)

By 24th level, Tash would master all the Mystic* spells and the splitting of spell levels will no longer apply. This means that all the 40 spell levels could be channel into 1 class if he so choose or he could split up into different class:
Sorcerer* category - Doppelganger* (level 10)
Elementalist* category – Banshee* (level 10), Summon Tsunami* (level 10)
Warlock* category – Invulnerability* (level 9) Flying Steed* (level 9) and Camouflage* (level 2)

Tash will only master all the spells known by the canon class at level 30. (Munchkins, this is really not a class that gives optimal spell casting. It is more of a flexible spell casting class).

While the secrets of darkness Elementalist* magic is still beyond the reach of Wizards at level 30, it is rumoured that Balor* himself is VERY likely to pay a visit to those that reach such a high level of magic and seduce them with the power of Darkness*…

Change of Spells Known

The Wizard’s initial choice of spells is not unalterable. If a Wizard choose to switch spells (perhaps a similar spell in another class at a higher level is an improvement of the current one that he has), it will take two weeks of game time; during this period the Wizard is proficient in neither group. Spell levels gained before level 10 will still be required to be split equally among different class (even after the wizard is above level 10).

Weapons Group

Wizard do not have much time for combat practice and cannot be expected to be proficient in a whole range of weapons. By selecting specific weapon groups, Wizard is able to at least be the equal of a Sorcerer* in a fight. The weapons groups are exactly the same as a Warlock* (Bk 6, pg 184) and will chose 3 weapon groups out the six. He will need to make the choice of weapon proficiency by level 3.

When fighting with a weapon belonging to one of his chosen Weapon Groups, the Wizard uses his full normal ATTACK and DEFENCE score. If he uses a weapon out of the weapon group, he will suffer a penalty of -2 from both ATTACK and DEFENCE. Switching of weapon groups is possible but it will take two game months and during the period, the Wizard is proficient in neither group.

Wearing Armor

Wizard suffers exactly the same penalty as a Sorcerer* fighting in non proficient armor (ATTACK, DEFENCE and spell miscasting)

Other Skills of Wizard

  • Calligraphy* – 4th level. Same as Sorcerer*. (Munchkins who are thinking of switching spell knowledge after writing the scrolls should consider the limited magic reserves that the Wizard has).
  • Alchemy* – 6th level. Same as Sorcerer*.
  • Artifice* – 8th level. Same as Sorcerer*.
  • Enchantment of Arms and Armour* – Same as Mystic*.
  • Encyclopedic Knowledge – As below.
  • Languages* – As below (Initial idea by Wayne Imlach and Brother Spencelayh).

Encyclopedic KnowledgeThe wizard possesses the ability to identify items and comes up with the brief history and usage. Application of this ability (e.g. whether the Wizard can use it to identify the potion that he found) or specific knowledge like passwords is subject to the GM’s discretion. The chance of this is 5%/ level. At the roll of 96-100, false information is given instead (a harmful item is being recalled as a beneficial item and etc.) The roll is made by GM for obvious reasons.

LanguagesWizard characters are well versed in the languages and customs of many cultures. They are automatically literate, gain +6 to additional language rolls, and when rolling for ancient languages, may roll twice to see if a language is understood.

Skills of the Mighty

Wands Same as Sorcerer*. A Wizard of 8th level will be able to construct Wands* like a Sorcerer*. However two important restrictions apply.

First, unless the GM is agreeable, the only Wands* that could be constructed would be based on Book 4 pp47-48. If the GM is more generous, the player could propose a Wand* consisting of 16 spell levels from different classes. As a comparison, the “weakest” Wand* (10) is the Wand* of mastery (Command* 3 and Enslave* 7). The “strongest” Wand* (22) would be Wand* of healing (Miracle Cure* 9, Lesser Healing* 1, Greater Healing* 3, Antidote* 4 and Cure Disease* 4).

Second, the Wizard must know the spells that he is going to imbue within the Wand*. Once the Wizard has construct the Wand*, he will not be able to “unlearn” the spells that is inside the Wand* and change it to another spell. Example a Wizard who construct the Wand* of mastery (Enslave and Command) must know these two spells before he starts constructing the Wand*. After constructing the Wand*, he will not be able to change Enslave* or Command* to other spells. This restriction will only be lifted if the Wand* is being destroyed.

Comparison to Other Magic-Using Classes

Wizard emphasis on flexibility of spells at the expense of cosmic flux reserves (MPs). Munckin should avoid this class as it is not a “broken” class as one thought it would be. On a sidenote, Munckins should consider to play a Warlock* as IMHO is the most powerful class.

In terms of magical reserves, Wizards lose out to Sorcerer*, Mystic* and Elementalist*. In terms of physical training, Wizards are even weaker than Sorcerer* (due to the weapons group). Their skill of Wand* construction is likely to be of little use due to their limited magical reserves.

GM should have little to fear Wizards being disruptive to game balance (being a “broken” class), they could introduce Wizards as NPC and playtest it before allowing it as PC class.

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