Wizard

The Wizard is a master of Arcane Magic, casting spells using magically enchanted wands, staffs and other items. They carry a book containing all their masterered spells, as they are, unlike the Sorcerers and Mages, not born with Magic in their blood.

Studying old tomes, artifacts and hard pratice are daily tasks that a Wizard undergoes during his or her training. They often venture far from their homes to learn new, exotic spells, often forgotten centuries past.

Details

 * Role: Damage
 * Main Stat: Intellect
 * Weapons: Dagger, Wand, One-Handed Mace, One-Handed Sword, Staff
 * Armor: Cloth
 * Defense Bonus: +2 WILL
 * Lvl 1 +HP = 10
 * +HP/Lv = 4
 * Carries a Spellbook containing their Spells. If lost, the Wizard cannot cast other spells than their Basic Spells.
 * A Wizard can obtain a new Spellbook, but will (with the exception of Basic Spells) only be able to use Spells contained in the new Spellbook.

Resource

 * The Wizard uses Mana to cast his spells.
 * Mana Pool = 20
 * At the beginning of an encounter, the Wizards Mana Pool starts at 20.
 * Mana equal to your INT modifier is generated at the beginning of the Wizard's turn.
 * If the Wizard's Mana Pool is below 5 at the end of an encounter, unless having taken an extended rest, it starts at 10 at the beginning of the next.

Additional Spells
Unlike any of the other classes, the Wizard may find and learn spells throughout their journey to add in addition to their Spellbook. But unlike Spells learned by leveling, the Wizard will have to use time to study and practice these spells in order to master them. Using these in combat without having mastered them might have fatal consequences.

A Wizard may have up to a total of 25 Spells learned.

The GM decides what spells are encountered and when. As these spells are usually very powerful in one way or the other, they should be quite rare and hard to find, and will take some time to master. (I will add a mechanic on Spell Mastery at some point)