Arcane Background (Wizard)
Wizard
Requirements: Smarts: d6
The classic spellcaster of any fantasy campaign is the wizard. She might be an apprentice fresh from a magical academy, an aged mage who learned her craft by trial and error, or someone gifted from birth with eldritch affinity.
Wizards have the largest spell selection of all the Arcane Backgrounds, but no inherent special abilities, and no access to critical powers such as healing or relief.
- Arcane Skill: Spellcasting (Smarts)
- Power Points: 15
- Starting Powers: Detect/conceal arcana, dispel, lock/unlock, and three other powers chosen from the list below.
- Available Powers: Arcane Protection, Barrier, Beast Friend, Blast, Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Confusion, Conjure Item, Create Pit, Curse, Damage Field, Darksight, Deflection, Detect/Conceal Arcana, Disguise, Dispel, Drain Power Points, Elemental Manipulation, Empathy, Environmental Protection, Farsight, Fear, Fly, Growth/Shrink, Havoc, Illusion, Intangibility, Invisibility, Light/Darkness, Locate, Lock/Unlock, Mind Reading, Mystic Intervention, Object Reading, Planar Binding, Plane Shift, Protection, Puppet, Scrying, Shape Change, Sloth/Speed, Slumber, Smite, Speak Language, Stun, Summon Ally, Telekinesis, Teleport, Time Stop, Wall Walker, Warrior's Gift, Wish, Zombie
Magic
Wizards may take Edges that require Arcane background (Magic)
Armor Interference (Major)
Bulky armor interferes with the precise patterns they must make when working their magics. They have the Armor Interference (Major) Hindrance.
Components
Wizard spells require various bits and baubles, such as gemstones or powders, giving them the Material Components Hindrance (see page 29).