Atlantean Trilogy Archive
An ancient white-bearded wizard with a staff stands atop a tower, blazing golden runes circling him beneath swirling storm clouds.

Wizard

Profession, dual-classed

A dual-classed caster of traditional ritual magic, with High Magic as the primary field and Enchantment or Black Magic second. Through evocation, wizards can enlist spirits, demons or devils.

From the book

Wizards practice the older, more traditional forms of ritual magic. Their main field is High Magic, and they choose Enchantment or Black Magic as a second field.

They may be of any alignment, but most keep a personal code and a measure of self-discipline, probably because High Magic is an arcane lore said to be older than humanity. Its long tradition gives wizards what may be the mightiest magic known, evocation spells and commanding words of power.

With evocation they may call on spirit beings, demons or devils for aid and so win power few casters can match, though not without danger: only the most disciplined resist setting one race against another for gain, and the risk grows with the might of what is evoked. Wizards rarely lack work, especially in civilized lands; low level ones join adventurers or hire out guarding caravans, ships or merchants, and high level ones may advise nobles, officials or royalty.

Skills by level

  1. Level 1
  2. Level 3
  3. Level 5
  4. Level 7
  5. Level 9
  6. Level 10
    • Rods, Staves, and Wands
  7. Level 11
  8. Level 12
    • Homonculi (with Alchemist Only)
    • Golems

At a glance

Minimum attributes
INT 12, WILL 14
Alignment
Any
Combat training
Untrained
Hit points per level
1 H.P. per point of CON, plus 2 H.P. at first level; then +2 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
Special abilities
None listed in the stat block. Through High Magic evocation spells a wizard can enlist spirit beings, demons or devils, at a risk that grows with the power of the creature called.
Fields of magic
High Magic (primary), Enchantment or Black Magic (secondary)
Free skill choices
Secondary field: Enchantment or Black Magic
Restrictions
Homonculi only with an alchemist
Open to races
Humans, Druas, Elves

Dual-classed by two fields of magic, not two professions. The stat block prints 'Minimum Atributes' (misprint).