Advanced Dungeons and Dragons Second Edition: Wizard Class introduction
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Wizard

The wizard group encompasses all spellcasters working in the various fields of magic — both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavors. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures, rare components, and mystical words.
Many types of wizards practice the magic arts in the world of Fälgorna. Among the more common are the mage, the specialist wizard, elementalist and thaumaturgist. Other less common breeds include the incantrix, wild mage, witch, sorceror, sha'ir and others even more rare. When a player creates a wizard character, he must make a basic decision — should his character specialize in a school of magic, or should he remain a mage? A mage is equally capable in all schools of magic and may freely learn and cast spells from any school. A specialist wizard gains several important benefits when dealing with his own school, but loses access to certain spells that belong to opposition schools.
No matter what school of magic or speciality field the wizard is involved in, Intelligence is his prime requisite (or one of several prime requisites). Characters must have an Intelligence score of at least 9 to qualify to be a wizard. Wizards use Table 3.4.1 to determine their advancement in level as they earn experience points.
The arcane arts are the tools, weapons, and armor that every wizard shares in common, at least to some degree. He is weak in a toe-to-toe fight, but when prepared he can strike down his foes at a distance, vanish in an instant, become a wholly different creature, or even invade the mind of an enemy and take control of his thoughts and actions. No secrets are safe from a wizard and no fortress is secure. His quest for knowledge and power often leads him into realms where mortals were never meant to go.
Wizards gain one four-sided Hit Die (1d4) per level from 1st- through 10th-levels. After 10th-level, wizards earn one hit point per level and they no longer gain additional hit point bonuses for high Constitution scores.
At first level wizards have a THAC0 of 20 which improves by one point for every three levels the wizard gains. In combat, a first-level wizard has a 5% base chance to deliver a critical hit on a roll of a natural 20 on a d20 and a 95% chance to suffer a critical fumble when he rolls a natural one on a d20. The chance to cause a critical hit increases by 1% per level and the chance to suffer a critical fumble decreases by 1% per level.

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