Wizard Characters (POSM)

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A player creating a wizard character has one basic decision to make when the character is first rolled up— should his character specialize in a school of magic, or should he remain a mage? A mage is equally capable in all schools of magic and may freely learn and cast spells from any school. A specialist wizard gains several important benefits when dealing with his own school, but loses access to certain spells that belong to opposition schools.
As noted in the Player's Handbook, wizards may not wear armor and are limited in their selection of weapons to the dagger, dart, knife, sling, and staff. (Some character kits may allow additional weapon choices.) In addition, characters constructed with the Player's Option: Skills & Powers rules or the expanded character point rules in this book may pay extra character points in order to gain access to better weapons or protective equipment.
All wizards may create magical potions or scrolls after reaching 9th level by using the magical item creation rules in this book. (The alchemist and geometer gain this ability earlier in their careers.) Wizards may also create other types of magical items upon reaching 11th level. Any wizard may attempt to research new spells, regardless of level.
==The Wizard's Spell Book==
A 1st-level wizard begins play with 3d4 1st-level spells in his spell book, two of which must be read magic and detect magic. Once these two have been included in the spell book, the player may select any other 1st-level spells of the school of universal magic without making a learn spells roll. In addition, a specialist wizard may automatically choose one spell of his specialty to begin play with. Beyond these selections, the player must attempt a learn spells check for any additional spells he wishes his character to know, with the normal penalties or bonuses for specialization. Optionally, the DM may assign a beginning wizard character read magic, detect magic, and four other spells of the DM's choice.
Adding Spells to the Wizard's Repertoire: As a wizard continues with his adventuring career, he will encounter new spells that he may wish to add to his spell book. In addition, mages may add a spell to their book whenever they reach a new spell level, while specialist wizards are allowed to add one spell of their specialty to their spell books each time they gain an experience level. Last but not least, the DM may allow a PC wizard to purchase spells from an NPC wizard or organization. The price should be a spell of equal level that the NPC doesn't know, a magical item other than a potion or scroll, or at least 1,000 gp per level of the spell in question.