Starting Spellbooks (WSC)

==Starting Spellbooks==
If the players and DM are experienced, the DM might just allow the players to set up their own books, subject to DM review and approval. This approach works best when a player has a strong idea for a specific type of wizard. It does not work well with an inexperienced player or one who is aggressively trying to dominate the campaign. In such cases, a more neutral spellbook creation method is better.
If either the DM or players are inexperienced the straight “6 starting spells” method is recommended. If the DM and players are able to deal with a campaign situation in which one player starts with 3 spells while another starts with 12 spells (all based on random dice rolls), then the 3d4 method might be used instead.
===Spells at 1st Level===
A fledgling 1st-level wizard is assumed to have just completed a course of apprenticeship with a master of unthinkably high level (at least 6th!). Having been a relatively apt pupil, worked diligently, and made every effort to please the master (or mistress, as the case may be), the mentor was kind enough to prepare a special present: a book of first level spells! The following parameters govern the spells available to the first level wizard...
* All wizards know read magic, for it is impossible to unlock the meaning of arcane magical scripts without this basic key.
* Likewise, all wizards know detect magic, a basic tool of their trade.
* Other spells are divided into offensive, defensive, and miscellaneous spells. If wizards start with 6 spells, the player receives one roll on each column, with a second roll on the column of his choice.
* Specialist wizards get one additional spell, chosen from the specialty school, as a class benefit.
* Nystul's magic aura, Tenser's floating disc, and other named 1st-level spells must be located in play, they cannot be chosen, even if the player otherwise has free spell selection. Wild magic is an exception (see Wild Magic table, page 16).
* Player's Option: Some spells are Universal spells. These can be learned by any wizard regardless of school or specialty. No “Chance to Learn” roll is required for universal spells, they are gained automatically if chosen or successfully researched. They are (1st) cantrip, comprehend languages, hold portal, identify, wizard mark: (2nd) knock, protection from cantrips, wizard lock: (3rd) dispel magic; (4th) remove curse: (5th) teleport; (6th) enchant an item: (7th) teleport without error; (8th) permanency; and (9th) astral spell.
===The 3d4 Method===
Rolling 3d4 for the number of first level spells will yield widely varying results. If the DM uses this method, the player rolls 3d4 and subtracts 2 from the result (representing the read magic and detect magic spells). The remaining number is the number of rolls taken on the appropriate Spellbook Chart. Rolls are assigned as evenly as possible to the columns of the chart. For example, a player rolls a 4, a 2, and a 3, for a total of 9 spells. Deducting 2 (read magic, detect magic) leaves 7, so the player decides to roll for three offensive spells, two defensive spells, and two miscellaneous spells.
===Using Random Starting Spellbook Generation===
To use the Starting Spellbook charts, roll 1d20 (or 1d12) for each type of spell. If the “choose” result occurs, the player can pick freely from that list or reroll. The “Chance to Learn” rolls for Intelligence do not apply to the random creation of the initial spellbook. Remember that specialists receive a free spell of their specially. Universal spells are marked “•”; specialty spells are in italics.
The optional lists include spells from the TOME of Magic book.
These tables are constructed so they can be used by players with the Players Handbook, with a sub list of less typical PHB spells and spells from the Tome of Magic Optional tables for the Schools of Effect and Schools of Thaumaturgy (from the Player's Options: Spells & Magic book) are also provided.
 Generalist Wizard Starting Spells (1d20)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires	Alarm
2 	Charm Person 	Armor 	Cantrip*
3 	Chill Touch 	Audible Glamer 	Comprehend Languages-
4 	Color Spray 	Change Self 	Detect Undead
5 	Friends 	Dancing Lights 	Enlarge
6 	Grease 	Feather Fall 	Erase
7 	Hypnotism 	Gaze Reflection 	Find Familiar
8 	Light 	Hold Portal- 	Identify
9 	Magic Missile 	Jump 	Mending
10 	Phantasmal Force	Prot./Evil 	Message
11 	Shocking Grasp 	Shield 	Mount
12 	Sleep 	Spider Climb 	Unseen Servant
13 	Spook 	Ventriloquism 	Wizard Mark*
14 	Taunt 	Wall of Fog 	(choose)
15+ 	(choose) 	(choose) 	(choose)
OTHER OPTIONS: O-fireburst, fist of stone, D—lasting breath; M—conjure spell components, metamorphize liquids.
==SCHOOLS OF PHILOSOPHY==
 Abjurer Starting Spells (1d12)Barred (Alteration, Illusion/Phantasm)
Offensive	Defensive 	Misc. 	
1 	Charm Person 	Armor 	Alarm
2 	Chill Touch 	Audible Glamer 	Cantrip*
3 	Friends 	Change Self 	Comprehend Languages*
4 	Grease 	Hold Portal* 	Detect Undead
5 	Hypnotism 	Protection from Evil	Find Familiar
6 	Magic Missile 	Shield 	Identify*
7 	Phantasmal Force	Ventriloquism 	Mount
8 	Sleep 	Wall of Fog 	Unseen Servant
9 	Taunt 	(choose) 	Wizard Mark*
10 	(choose) 	(choose) 	(choose)
11 	(choose) 	(choose) 	(choose)
12 	(choose) 	(choose) 	(choose)
OTHER OPTIONS: O-fireburst; M—conjure spell components.
 Conjurer Starting Spells (1d12)Barred (Invocation/Evocation, Greater Divination)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires 	Cantrip'
2 	Charm Person 	Armor 	Comprehend Languages
3 	Color Spray 	Audible Glamer 	Enlarge
4 	Friends 	Change Self 	Erase
5 	Grease 	Dancing Lights 	Find Familiar
6 	Light 	Feather Fall 	Identity*
7 	Phantasmal Force	Gaze Reflection 	Mending
8 	Shocking Grasp 	Hold Portal* 	Message
9 	Sleep 	Jump 	Mount
10 	Spook 	Protection from Evil	Unseen Servant
11 	Taunt 	Spider Climb 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
OTHER OPTIONS: O—chill touch, fireburst, fist of stone, hypnotism; D—lasting breath, ventriloquism; M—alarm, conjure spell components, detect undead, metamorphize liquids.
 Diviner Starting Spells (1d12)Barred (Conjuration/Summoning)
Offensive	Defensive 	Misc. 	
1 	Charm Person 	Affect Normal Fires 	Alarm
2 	Color Spray 	Audible Glamer 	Cantrip*
3 	Friends 	Change Self 	Comprehend Languages
4 	Hypnotism 	Dancing Lights 	Detect Undead
5 	Light 	Feather Fall 	Enlarge
6 	Magic Missile 	Gaze Reflection 	Erase
7 	Phantasmal Force	Hold Portal- 	Identify*
8 	Shocking Grasp 	Protection from Evil	Mending
9 	Sleep 	Shield 	Message
10 	Spook 	Ventriloquism 	Wizard Mark
11 	Taunt 	Wall of Fog 	(choose)
12 	(choose) 	(choose) 	(choose)
OTHER OPTIONS: O—burning hands, chill touch, fireburst, fist of stone; D—jump, lasting breath, spider climb; M—metamorphize liquids. A diviner can take detect magic as a specialty spell and take another roll on any column.
 Enchanter Starting Spells (1d12)Barred (Invocation/Evocation, Necromancy)
Offensive	Defensive 	Misc.* 	
1 	Burning Hands 	Affect Normal Fires 	Cantrip*
2 	Charm Person 	Armor 	Comprehend Languages
3 	Color Spray 	Audible Glamer 	Enlarge
4 	Friends 	Change Self 	Erase
5 	Hypnotism 	Dancing Lights 	Find Familiar
6 	Light 	Feather Fall 	Identify*
7 	Phantasmal Force	Gaze Reflection 	Mending
8 	Shocking Grasp 	Hold Portal* 	Message
9 	Sleep 	Protection from Evil	Mount
10 	Spook 	Spider Climb 	Unseen Servant
11 	Taunt 	Ventriloquism 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
Other Options: O—grease, fireburst, fist of stone; D—jump, lasting breath; M—alarm, conjure spell components, detect undead, metamorphize liquids.
 Illusionist Starting Spells (1d12)Barred (Invocation/Evocation, Necromancy, Abjuration)
Offensive	Defensive 	Misc.* 	
1 	Charm Person 	Affect Normal Fires	Cantrip'
2 	Color Spray 	Armor 	Comprehend Languages
3 	Friends 	Audible Glamer 	Enlarge
4 	Grease 	Change Self 	Erase
5 	Hypnotism 	Dancing Lights 	Find Familiar
6 	Light 	Feather Fall 	Identify*
7 	Phantasmal Force	Gaze Reflection 	Mending
8 	Shocking Grasp 	Hold Portal- 	Message
9 	Sleep 	Jump 	Mount
10 	Spook 	Spider Climb 	Unseen Servant
11 	Taunt 	Ventriloquism 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
Other Options: O—burning hands, fireburst, fist of stone; D—lasting breath; M—conjure spell components, detect undcad, metamorphize liquids. 
 Invoker Starting Spells (1d12)Barred (Enchantment/Charm, Conjuration/Summoning)
Offensive	Defensive* 	Misc. 	
1 	Burning Hands 	Affect Normal Fires 	Alarm
2 	Chill Touch 	Dancing Lights 	Cantrip'
3 	Color Spray 	Feather Fall 	Comprehend Languages
4 	Light 	Gaze Reflection 	Detect Undead
5 	Magic Missile 	Hold Portal* 	Enlarge
6 	Phantasmal Force	Jump 	Erase
7 	Shocking Grasp 	Protection from Evil	Identify
8 	Spook 	Shield 	Mending
9 	(choose) 	Spider Climb 	Message
10 	(choose) 	Wall of Fog 	Wizard Mark*
11 	(choose) 	(choose) 	(choose)
12 	(choose) 	(choose) 	(choose)
Other Options: O—fireburst, fist of stone; D—audible glamer, change self, lasting breath, ventriloquism; M metamorphize liquids.
 Necromancer Starting Spells (1d12)Barred (Enchantment/Charm, Illusion/Phantasm)
Offensive	Defensive 	Misc.* 	
1 	Burning Hands 	Affect Normal Fires 	Alarm
2 	Chill Touch 	Armor 	Cantrip'
3 	Color Spray 	Dancing Lights 	Comprehend Languages*
4 	Grease 	Feather Fall 	Detect Undead
5 	Light 	Gaze Reflection 	Erase
6 	Magic Missile 	Hold Portal* 	Find Familiar
7 	Shocking Grasp	Jump 	Identify*
8 	(choose) 	Protection from Evil	Message
9 	(choose) 	Shield 	Mount
10 	(choose) 	Spider Climb 	Unseen Servant
11 	(choose) 	Walt of Fog 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
Other Options: O—fireburst, fist of stone; D—lasting breath; M conjure spell components, enlarge, mending, metamorphize liquids.
 Transmuter Starting Spells (1d12)Barred (Abjuration, Necromancy)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires	Cantrip*
2 	Charm Person 	Armor 	Comprehend Languages
3 	Color Spray 	Audible G lamer 	Enlarge
4 	Friends 	Dancing Lights 	Erase
5 	Grease 	Feather Fall 	Find Familiar
6 	Light 	Gaze Reflection 	Identify*
7 	Magic Missile 	Hold Portal- 	Mending
8 	Shocking Grasp	Jump 	Message
9 	Sleep 	Shield 	Mount
10 	Spook 	Spider Climb 	Unseen Servant
11 	Taunt 	Wall of Fog 	Wizard Mark
12 	(choose) 	(choose) 	(choose)
Other Options: O—fireburst, fist of stone, hypnotism, phantasmal force; D—change self, lasting breath, ventriloquism: M-alarm, conjure spell components, detect undead, metamorphize liquids. 
==SCHOOLS OF EFFECT (Optional)==
 Air Elementalist Starting Spells (1d12)Barred (Elemental Earth)
Offensive	Defensive 	Misc. 	
1 	Charm Person 	Affect Normal Fires 	Alarm
2 	Color Spray 	Audible Glamer 	Cantrip*
3 	Friends 	Change Self 	Comprehend Languages*
4 	Hypnotism 	Dancing Lights 	Enlarge
5 	Light 	Feather Fall 	Find Familiar
6 	Magic Missile 	Hold Portal* 	Identify*
7 	Shocking Grasp	Jump 	Message
8 	Sleep 	Lasting Breath 	Mount
9 	Spook 	Protection from Evil	Murdock's Feathery Flyer
10 	Taunt 	Ventriloquism 	Unseen Servant
11 	(choose) 	Wall of Fog 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
Other Options: O—burning hinds, chill touch, fireburst, grease, phantasmal force; D—armor, gaze reflection, spider climb, shield; M—detect undead, conjure spell components, erase, mending, metamorphize liquids.
 Earth Elementalist Starting Spells (1d12)Barred (Elemental Air)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires 	Alarm
2 	Charm Person 	Armor 	Cantrip1
3 	Color Spray 	Audible Glamer 	Comprehend Languages*
4 	Fist of Stone 	Gaze Reflection 	Detect Undead
5 	Friends 	Hold Portal 	Enlarge
6 	Grease 	Jump 	Find Familiar
7 	Magic Missile 	Protection from Evil	Identify*
S 	Shocking Grasp	Shield 	Message
9 	Sleep 	Spider Climb 	Mount
10 	Spook 	Ventriloquism 	Unseen Servant
11 	Taunt 	(choose) 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
Other Options: O—chill touch, fireburst, hypnotism, light, phantasmal force: D—change self, dancing lights; M conjure spell component, erase, mending, metamorphize liquids.
 Fire Elementalist Starting Spells (1d12)Barred (Elemental Water)
Offensive	Defensive 	Misc. 	
1 	Burning Hands	Affect Normal Fins 	Alarm
2 	Charm Person 	Armor 	Cantrip*
3 	Color Spray 	Audible Glamer 	Comprehend Languages
4 	Fireburst 	Change Self 	Find Familiar
5 	Hypnotism 	Dancing Lights 	Identify*
6 	Light 	Feather Fall 	Mending
7 	Magic Missile	Hold Portal 	Message
S 	Sleep 	Shield 	Mount
9 	Spook 	Jump 	Unseen Servant
10 	Taunt 	Protection from Evil	Wizard Mark*
11 	(choose) 	(choose) 	(choose)
12 	(choose) 	(choose) 	(choose)
Other Options: O-chill touch, fist of stone, friends, grease, phantasmal force, shocking grasp: D—gaze reflection, spider climb, ventriloquism; M—conjure spell component, detect undead, enlarge, erase. 
 Water Elementalist Starting Spells (1d12)Barred (Elemental Fire)
Offensive	Defensive 	Misc. 	
1 	Charm Person 	Audible Glamer 	Alarm
2 	Color Spray 	Change Sell” 	Cantrip*
3 	Friends 	Dancing Lights 	Comprehend Languages-
4 	Grease 	Gaze Reflection 	Find Familiar
5 	Hypnotism 	Hold Portal* 	Identify*
ft 	Light 	Protection from Evil	Mending
7 	Magic Missile	Shield 	Message
8 	Sleep 	Spider Climb 	Metamorphize Liquids
9 	Spook 	Ventriloquism 	Mount
!0 	Taunt 	Wall of Fog 	Unseen Servant
11 	(choose) 	(choose) 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
Other Options: O-chill touch, fist of stone, phantasmal force, shocking grasp: D—armor, feather fall, jump, lasting breath; M-conjure spell component, detect undead, enlarge, erase.
 Dimensionist Starting Spells (1d12)Barred (Enchantment/Charm, Necromancy)
Offensive	Defensive 	Mise. 	
1 	Burning Hands 	Armor 	Alarm
2 	Color Spray 	Change Self 	Cantrip”
3 	Grease 	Dancing Lights 	Comprehend Languages*
4 	Light 	Feather Fall 	Enlarge
5 	Magic Missile 	Gaze Reflection 	Erase
6 	Phantasmal Force	Hold Portal- 	Find Familiar
7 	Shocking Grasp 	Jump 	Identify-
8 	Spook 	Protection from Evil	Message
9 	(choose) 	Shield 	Mount
10 	(choose) 	Spider Climb 	Unseen Servant
11 	(choose) 	Wall of Fog 	Wizard Mark-
12 	(choose) 	(choose) 	(choose)
Other Options: O—detect phase PO:SM), fireburst, fist of stone; D—affect normal fires, audible glamer, lasting breath, ventriloquism, M- conjure spell component, detect undead, mending, metamorphize liquids.
 Force Mage Starting Spells (1d12)Barred (Alteration; Divination)
Offensive	Defensive 	Misc. 	
1 	Charm Person 	Armor 	Alarm
2 	Chill Touch 	Audible Glamer 	Cantrip*
3 	Friends 	Change Sell 	Comprehend Languages
4 	Grease 	Hold Portal- 	Detect Undead
5 	Hypnotism 	Protection from Evil	Find Familiar
6 	Magic Missile 	Shield 	Identify
7 	Phantasmal Force	Ventriloquism 	Mount
8 	Sleep 	Wall of Fog 	Tenser's Floating Disc
9 	Spook 	(choose) 	Unseen Servant
10 	Taunt 	(choose) 	Wizard Mark*
11 	(choose) 	(choose) 	(choose)
12 	(choose) 	(choose) 	(choose)
Other Options: O—fireburst; M—conjure spell components. 
 Mentalist Starting Spells (1d12)Barred (Alteration, Necromancy)
Offensive	Defensive 	Mist. 	
1 	Charm Person 	Armor 	Alarm
2 	Friends 	Audible Glamer 	Cantrip*
3 	Magic Missile 	Change Self 	Comprehend Languages*
4 	Phantasmal Force	Hold Portal* 	Find Familiar
5 	Sleep 	Protection from Evil	Identify*
6 	Spook 	Shield 	Mount
7 	Taunt 	Ventriloquism 	Unseen Servant
8 	(choose) 	Wall of Fog 	Wizard Mark
9 	(choose) 	(choose) 	(choose)
10 	 	(choose) 	(choose)
Other Options: O—color spray, fireburst, grease; M—conjure spell components, detect undead.
 Shadow Mage Starting Spells (1d12)Barred (Abjuration, Invocation/Evocation)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires	Cantrip*
2 	Charm Person 	Armor 	Comprehend Languages1
3 	Chit! Touch 	Audible G lamer 	Detect Undead
4 	Hypnotism 	Change Self 	Erase
5 	Phantasmal Force	Dancing Lights 	Find Familiar
6 	Shocking Grasp 	Feather Fall 	Identify*
7 	Steep 	Gaze Reflection 	Mending
8 	Spook 	Hold Portal- 	Message
9 	Taunt 	Jump 	Unseen Servant
10 	(choose) 	Spider Climb 	Wizard Mark
11 	(choose) 	Ventriloquism 	(choose)
12 	(choose) 	(choose) 	(choose)
Other Options: O—color spray, fireburst, fist of stone, friends, grease, light. D-lasting breath: M—alarm, conjure spell components, enlarge, metamorphize liquids, mount. 
==SCHOOLS OF THAUMATURGV (Optional)==
 Alchemist Starting Spells (1d12)Barred (Illusion/Phantasm, Necromancy)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires 	Alarm
2 	Charm Person 	Armor 	Cantrip*
3 	Color Spray 	Dancing Lights 	Comprehend Languages
4 	Fireburst 	Feather Fall 	Erase
5 	Friends 	Gaze Reflection 	Find familiar
6 	Crease 	Hold Portal* 	Identify
7 	Light 	Jump 	Metamorphize Liquids
8 	Magic Missile 	Protection from Evil	Message
9 	Shocking Grasp	Shield 	Unseen Servant
10 	Sleep 	Spider Climb 	Wizard Mark*
11 	(choose) 	Wall of Fog 	(choose)
12 	(choose) 	(choose) 	(choose)
Other Options: O—fist of stone, hypnotism, taunt; D—lasting breath; M conjure spell components, detect undead, enlarge, mending, mount.
 Artificer Starting Spells (1d12)Barred (Enchantment/Charm /Living Beings)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires 	Alarm
2 	Color Spray 	Armor 	Cantrip-
3 	Grease 	Dancing Lights 	Comprehend Languages-
4 	Light 	Feather Fall 	Enlarge
5 	Magic Missile 	Gaze Reflection 	Erase
6 	Phantasmal Force	Hold Portal- 	identify
7 	Shocking Grasp 	Jump 	Mending
8 	Spook 	Protection from Evil	Message
9 	(choose) 	Shield 	Mount
10 	(choose) 	Spider Climb 	Unseen Servant
11 	(choose) 	Wall of Fog 	Wizard Mark-
12 	(choose) 	(choose) 	(choose)
Other Options: O—fireburst, fist of stone; D—audible glamer, change self, lasting breath, ventriloquism: M-conjure spell components, detect undead, find familiar, metamorphize liquids. An artificer can take identify as a specialty spell and take another roll on any column.
 Geometer Starting Spells (1d12)Barred (Enchantment/Charm, Illusion)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires 	Alarm
2 	Chill Touch 	Armor 	Cantrip*
3 	Color Spray 	Dancing Lights 	Comprehend Languages*
4 	Grease 	Feather Fall 	Erase
5 	Light 	Gaze Reflection 	Find Familiar
6 	Magic Missile 	Hold Portal* 	Identify*
7 	Shocking Grasp	Jump 	Mending
8 	(choose) 	Protection from Evil	Message
9 	(choose) 	Shield 	Mount
10 	(choose) 	Spider Climb 	Unseen Servant
11 	(choose) 	(choose) 	Wizard Mark*
12 	(choose) 	(choose) 	(choose)
Other Options: O—fireburst, fist of stone; D—lasting breath, wall of fog; M—conjure spell components, detect undead, dictation (PO:SM), enlarge, metamorphize liquids. 
 Song Mage Starting Spells (1d12)Barred (Divination, Invocation/Evocation, Necromancy)
Offensive	Defensive 	Misc. 	
1 	Charm Person 	Affect Normal Fires 	Cantrip*
2 	Color Spray 	Armor 	Comprehend Languages*
3 	Friends 	Audible Glamer 	Erase
4 	Grease 	Change Self 	Find Familiar
5 	Hypnotism 	Dancing Lights 	Identify*
6 	Light 	Feather Fall 	Mending
7 	Phantasmal Force	Hold Portal* 	Message
8 	Shocking Grasp 	Jump 	Mount
9 	Sleep 	Protection from Evil	Unseen Servant
10 	Spook 	Spider Climb 	Wizard Mark
11 	Taunt 	Ventriloquism 	(choose)
12 	(choose) 	(choose) 	(choose)
Other Options: O—burning hands, fireburst, fist of stone; D—gaze reflection, lasting breath; M—alarm, conjure spell components, detect undead, enlarge, metamorphize liquids.
 Wild Mage Starting Spells (1d20)Barred (None; Wild spells barred to all others)
Offensive	Defensive 	Misc. 	
1 	Burning Hands 	Affect Normal Fires 	Alarm
2 	Charm Person 	Armor 	Cantrip*
3 	Chill Touch 	Audible Glamer 	Comprehend Languages*
4 	Color Spray 	Change Self 	Detect Undead
5 	Friends 	Dancing Lights 	Enlarge
6 	Grease 	Feather Fall 	Erase
7 	Hypnotism 	Gaze Reflection 	Find Familiar
8 	Light 	Hold Portal* 	Hornung's Guess
9 	Magic Missile 	Jump 	Identify*
10 	Phantasmal Force	Protection from Evil	Mending
11 	Shocking Grasp 	Shield 	Message
12 	Sleep 	Spider Climb 	Mount
13 	Spook 	Ventriloquism 	Nahal's Reckless Dweomer
14 	Taunt 	Wall of Fog 	Patternweave
15 	(choose) 	(choose) 	Unseen Servant
16 	(choose) 	(choose) 	Wizard Mark*
17+ 	(choose) 	(choose) 	(choose)
Other Options: O—fireburst, fist of stone; D—lasting breath; M—conjure spell components, metamorphize liquids.
Category:Wizard's Spell Compendium