Wizard

The Wizard. Also known as Sorcerer, Mage, and any other number of titles, the Wizard is a master of the Arcane arts. He or She has dedicated their life to the study of the Arcane and the mysteries inherent in it.

While technically "anyone" could become a wizard, the discipline and focus required makes only the most strong of will capable of performing Arcane Magic beyond cantrips. Even then it can still be very taxing on the body. Combined with the price of magic (extremely steep) and general knowhow of the Ancient tongue required to make any sort of living off of it (knowledge restricted to the Triad and Church), and it's not hard to understand why Wizards are so rare to find outside of their towers and academies.

The Wastelands are not a friendly place for Wizards. Even great Archmages are reduced to the power of newly-promoted mage's apprentices within the confines of the island, and a lack of components makes the casting of ritualistic spells just that much harder. Only those who have fallen to dark magic seem to get any sort of break, and even they find their powers lacking.

Specs
HP: 2

MP: 14

Attack Bonus: -1

+5 Concentration

+5 Lore

+3 Alchemy

+3 Appraise

+2 Diplomacy

+1 Treat Injury

Bonus: Familiar, Knowledge of Old World Speech

Restrictions: A Wizard may only wear cloth, and may only use starter weapons effectively.

Starting Armor: Cloth/Robes

Starting Weapon: Staff, Light Crossbow, Short Blades, or sling

Starting Gold: 4d12

Familiar
Unlike Witches and Shaman, a Wizard's familiar is an interesting conundrum. Not all wizards have familiars. As a matter of fact a number of high ranking magi consider them more of a burden than anything. A familiar may not be able to speak, but it is far more intelligent than its regular counterpart due to the life connection it shares with its master. If a wizard dies, so does the familiar, and if the familiar dies, the Wizard can feel its death for agonizing minutes or even hours.

Hedge mages tend to take on a familiar simply because it eases their burdens to have a helper. Such familiars are typically ravens, small monkeys, and other such pets. Those of the triad also take such familiars quite often, but due to their position some are able to come into the possession of more exotic creatures such as large lizards or even imps (though such is frowned upon by the church). Some wizards even come into the possession of elemental sprite familiars, though such individuals are seen as very evil people by Shaman, as the elements are not to be bent to one's will.