Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 10- --- ---
| 3
| 5
| 20- --- ---
|
4
| 10
| 200 --- ---
| 5
| 20
| 200 0-- ---
| 6
| 40
| 300 0-- ---
|
7
| 60
| 300 0-- ---
| 8
| 80
| 320 0-- ---
| 9
| 125
| 431 0-- ---
|
10
| 200
| 432 10- ---
| 11
| 350
| 433 20- ---
| 12
| 650
| 433 210 ---
|
13
| 950
| 443 220 ---
| 14
| 1250
| 444 330 ---
| 15
| 1550
| 444 431 0--
|
16
| 1850
| 554 442 0--
| 17
| 2150
| 555 442 10-
| 18
| 2450
| 555 543 20-
|
19
| 2750
| 555 554 210
| 20
| 3050
| 555 555 320
| 21
| 3350
| 555 555 321
|
22
| 3650
| 555 555 332
| 23
| 3950
| 555 555 443
| 24
| 4250
| 655 555 554
|
25
| 4550
| 666 665 555
| 26
| 4850
| 776 666 666
| 27
| 5150
| 777 777 777
|
28
| 5450
| 877 777 777
| 29
| 5750
| 887 777 777
| 30
| 6050
| 888 777 777
|
31
| 6350
| 888 877 777
| 32
| 6650
| 888 887 777
| 33
| 6950
| 888 888 777
|
34
| 7250
| 888 888 877
| 35
| 7550
| 888 888 887
| 36
| 7850
| 888 888 888
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Con 10, Int 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
Level 1: Does not require spellbooks, may cast any Wizard spell that is known. If this is done, there is a (101-Int*5-CL*2)% chance of spell failure.
| Level 1: If Dex is 15 or more, can 2nd edition specialize in Alteration (pick an opposite school).
| Level 1: Identify potions, medicines, poison.
| Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
| Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your Apothecary2 level, treat it as your Apothecary2 level.
| Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
| Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
| Level 1: [If a lab is available] 1 hour of actions: Roll a (your CL)+(lab CL) check, if success: Make a concoction, some effects follow Aphrodisiac, Beauty Cream (+1 Chr for 1d), Chemical Light, Emetic (causes vomiting), Healing Salve (1d4), Painkiller, Poison (1 use, CLd4 damage or death at CL=9), Poison Antidote, Relaxant, Stimulant
|
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