Wizard
The wizard group encompasses all spellcasters working in the various fields of arcane magic--both those who specialize in specific schools of magic and those who study a broad range of magical theories.
Initial Wizard spells
Wizards start with a spellbook containing 4d3 (or up to the limit of his Intelligence) 1st-level spells. Three of these are automatically Read Magic, Detect Magic, and Write which all wizards learn as part of their training. The remaining 1st-level spells can be chosen by the player.
Restrictions
Wizards cannot wear any armor.
Wizards are severely restricted in the weapons they can use. They are limited to those that are easy to learn or are sometimes useful in their own research. Hence, a wizard can use a dagger or a staff, items that are traditionally useful in magical studies. Other weapons allowed are darts, knives, and slings (weapons that require little skill, little strength, or both).
Wizards can use more magical items than any other characters. These include potions, rings, wands, rods, scrolls, and most miscellaneous magical items. A wizard can use a magical version of any weapon allowed to his class but cannot use magical armor, because no armor is allowed. Between their spells and magical items, however, wizards wield great power.
Finally, all wizards (whether mages or specialists) can create new magical items, ranging from simple scrolls and potions to powerful staves and magical swords. Once he reaches 7th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them). See the section on Spell Research.
No matter what school of magic 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.
Unlike many other characters, wizards gain no special benefits from building a fortress or stronghold. They can own property and receive the normal benefits, such as monthly income and mercenaries for protection. However, the reputations of wizards tend to discourage people from flocking to their doors. At best, a wizard may acquire a few henchmen and apprentices to help in his work.