Wizard Personalities (CWH)

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No two wizards are alike. They may have the same specialties, the same spells, even the same backgrounds, yet each has his own set of quirks, flaws, goals, and interests that make him a unique personality.
This chapter provides descriptions of different wizard personalities drawn from fantasy literature and mythology. Players should look at them all and see if any of the descriptions fit their conceptions of their characters.
Each player should think about what his character would be like if he actually existed—would he be bold or cautious? Greedy or generous? Considerate or selfish? Thoughtful? Impulsive? Flamboyant?
If any of the personality types listed seem right for your character, feel free to use the description as a basis for making role-playing decisions about a PC's actions and goals. The descriptions can also be used to help decide how a PC interacts with NPCs and with other members of his party. If none of these descriptions seem exactly right for your character, perhaps one or more of them will inspire you to create a new personality type.
Each personality description below includes the following information: 
Character Description: This section describes the character's general attitudes, motivations, and outlook, and how he is most likely to function in a typical campaign. In some cases, suggestions are given as to what types of players might find this particular personality type the most enjoyable to play. 
Best Suited For: Some personality types are more appropriate for certain alignments than others, and some are more appropriate for certain kits than others. This information is provided here.
These are only recommendations, not hard and fast rules, and using alignments and kits other than the ones suggested might require some imaginative rationale on the part of the DM and the player. For instance, an Entertainer/Savage Wizard could exist, but he will probably be rare in a typical campaign world. Novice players are advised to remain within the alignment and kit recommendations in this section.
In Combat Situations: Each personality type approaches combat situations in a slightly different fashion. Some might charge straight ahead with their weapons swinging, while others might hold back to size up the enemy before committing to a course of action. Some might cast their strongest spells first, others might hold them in reserve. This section details each personality type's combat style.
In Role-Playing Situations: This section explains how the character is likely to react when encountering NPCs. These suggestions should be used as guidelines when role-playing conversations, including interrogations, interviews, and small talk. This section will also give an idea how the character might interact with the other player characters.
==The Altruist==
Character Description: The Altruist is a selfless humanitarian, his actions fueled by a passion for justice. The Altruist regards his magical skills as a special gift to be used to promote the common good, and he devotes his life to the welfare of others. He is admired by the oppressed, scorned by oppressors, and respected by all. Because his goals are simple and his values are unambiguous, this personality type is a particularly easy one to play. It is a good choice for characters of beginning players. Experienced players, however, may find him a bit boring, and the DM should be aware that an entire party of Altruists can lead to a lifeless campaign.
Best Suited For: Any kit is appropriate for the Altruist. Obviously, this type of character should be of good alignment, lawful good being the most frequently encountered.
In Combat Situations: The Altruist is a courageous, aggressive combatant. He is as selfless on the battlefield as he is in all other walks of life; if an Altruist has a single protection from evil spell, he will cast it on the most vulnerable member of his party, using it on himself only if he's absolutely certain that all of his companions are safe. He attacks honorably and with mercy, accepting the surrender of his opponents whenever possible. He assumes leadership roles if necessary, though he seldom seeks them.
In Role-Playing Situations: The Altruist is polite, even-tempered, and thoughtful. He has little patience for liars and cheaters, and NPCs who exploit the helpless are especially repugnant to him. Most NPCs, except those of evil alignment, admire and respect the Altruist's strong moral code, but some NPCs may see him as self-righteous and pompous.
==The Brooder==
Character Description: The Brooder is tormented with self-doubt; he worries about his relationship with the rest of the universe, where he fits in with the rest of mankind, and the meaning of his own existence. He may dwell for days on the ramifications of some seemingly insignificant action. If he makes a wrong decision or a decision he perceives as being wrong, he may become consumed with self-loathing, spiraling into a deep depression that can persist for weeks. Holding himself to impossibly high standards, the Brooder is continually disappointed with his performance as a wizard, a citizen, and as a human being.
Obsessed with perfection, the Brooder tends to be an extremely skilled spell caster and combatant. His mind is sharp and his actions are precise and correct. Although he usually succeeds at whatever he attempts, his accomplishments seem to bring him little fulfillment or joy.
Not surprisingly, the Brooder's outlook on life is dismal. He believes the struggle between good and evil can never be won; it will continue to claim victims on both sides for all eternity. Friendship is valued but transient; a friend today can be an enemy tomorrow. Acts of courage and selflessness are admirable but ultimately futile. Existence is a tragic joke—men are only puppets in the hands of incomprehensibly cruel gods.
Because the Brooder seldom voices his opinions, this personality is a good choice for players who tend to be quiet. Conversely, the Brooder is a nice change of pace for players who normally take charge.
Best Suited For: Because the Brooder tends to reject moral absolutes, he gravitates toward neutral alignments, particularly neutral good and chaotic neutral. The Brooder can use any kit, but the Academician, the Mystic, and the Wu Jen are especially good choices.
In Combat Situations: The Brooder is an excellent fighter. Cowardice is unknown to him; since he doesn't believe his own life is particularly precious, he fights as if he has nothing to lose. He is calm and clear-thinking in times of crisis, using his spells to their maximum effectiveness. If necessary, he will unhesitatingly risk his life for a friend.
If the Brooder is preoccupied with a past mistake or a depressing philosophical revelation, he may be slow to join a battle. Likewise, if the Brooder is in a state of mind where the differences between good and evil seem especially ambiguous, he may decline to participate in a fight. Usually the Brooder can be roused to battle by a firm request from the party leader or the gentle urgings from a trusted companion. Even in the depths of despair, the Brooder will not stand idle and allow harm to come to his companions.
In Role-Playing Situations: In most encounters with NPCs, the Brooder will remain quiet and distracted, leaving most of the talking to his companions. He is loathe to offer his opinion, and seldom cares to hear the opinions of others. Most of the time, he is simply apathetic. Most NPCs perceive the Brooder to be emotionless and preoccupied, and keep their distance. Sensitive NPCs might feel sorry for him.
The Brooder's attitude can be extremely frustrating to his fellow player characters. Since he keeps to himself most of the time, usually his companions will only be able to guess what he's thinking or feeling.
Some PCs may attempt to befriend him. Kindness and patience will eventually break through a Brooder's shell. Although he may not show it, the Brooder feels friendship deeply, and may even share his deepest thoughts with a companion who has been kind and caring
==The Commander==
Character Description: The Commander is a natural leader who exudes authority. This may be due to his upbringing, his training, his innate tendencies, his birth order (these types tend to be first-born), or any combination of these factors, but whatever the reasons, taking charge comes automatically to the Commander. He is decisive, imposing, and inspiring.
The safety of his companions is of paramount importance to the Commander, and he feels personally responsible for their actions. The Commander is not always the leader of his party—he understands that a leader cannot function without able followers—but he always tends to act like one, issuing orders, taking charge, and showing initiative whenever others are slow to act.
Players selecting this type of character should be prepared to make most of the decisions for the group. If a player is uncomfortable with this role, he would do better to choose a different personality type.
Best Suited For: Lawful and neutral are the most appropriate alignments for Commanders. Characters of evil alignment might demonstrate good leadership, but are too self-centered to fit the nature of this personality. Chaotic characters usually lack the necessary discipline needed for leadership.
A Commander can take the Amazon, Anagakok, Militant Wizard, Patrician, Peasant Wizard, Savage Wizard, or Wu Jen kit. Academicians tend to be too analytical and Mystics are too self-absorbed. Most Witches will have difficulty gaining the complete trust of their parties, though Witch Commanders are certainly feasible.
In Combat Situations: A Commander is a master tactician and superb strategist. In combat, his mind is constantly at work, looking for weaknesses in an enemy's defense, weighing attack options, considering the best positions for friendly forces, and deciding when to withdraw and when to press ahead. Even if someone else is actually in charge, the Commander inevitably will be issuing orders and attempting to boost his party's morale.
In Role-Playing Situations: Unless he is outranked or asked to refrain, the Commander will presume to speak for the group in NPC encounters. He will negotiate a group rate for the party at an inn, and speak to the local authorities about recruiting extra men for an anticipated battle. Depending on his manner, NPCs may see the Commander as either arrogant or accommodating, but they will always be impressed with his self-confidence
==The Counselor==
Character Description: The Counselor is a learned man of calm self-assurance who typically serves as an advisor to rulers, administrators, military men, and adventurers.
A Counselor is typically older than other adventurers and is usually more experienced, but could also be a younger character with a special talent for understanding human nature or a natural empathy.
A man of integrity and great dignity, he is respected not only for his knowledge, but also his insight into human behavior. He believes in moderation and justice, and has a helping hand and kind word for all.
The Counselor is a good choice for players who like to play thoughtful, even-tempered characters who are more apt to be advisors than leaders. Since novice and low-level characters lack the experience for this personality type, mid-level and high-level characters (especially those with high Wisdom scores) are the best choices to be Counselors.
Best Suited For: Because a Counselor's relationship with others is based on trust, characters of good alignments are best suited for this personality type, especially lawful good characters. Chaotic good characters can function as Counselors as well, although this type of Counselor will be guided more by his own personal philosophies than by any accepted standards of law and moral values. Neutral characters tend to be too selfish; it is unlikely that other characters would turn to them for advice. Evil Counselors are not likely to be accepted in a party whose members are mostly good and/or lawful.
Any kit can be adapted to this personality type. The Academician is a logical choice, but the Mystic and Wu Jen also make good Counselors (the Wu Jen has much eastern wisdom to offer, while the Mystic is eager to share his insights into the human condition).
In Combat Situations: The Counselor is a veteran of many battles, but because he is likely to be of advanced years, he is not the best physical combatant. He most likely will remain in a protected position, probably near the back of the party or in a good vantage point from which to cast spells.
The Counselor is also an excellent negotiator. Whenever possible, he will try to seek common ground with an aggressor in an attempt to avoid combat. The Counselor seldom takes the role of a military leader, but usually functions as the leader's chief advisor and consultant.
In Role-Playing Situations: All but the most mean-spirited and evil-hearted NPCs will respect the Counselor for his wisdom and compassion. The Counselor will never turn his back on a person in trouble, and is forever making the problems of others his own. At the same time, the Counselor is a shrewd judge of character and is usually the first to spot a charlatan or a duplicitous NPC.
In a campaign, the Counselor is everybody's best friend. He always has time to hear his companions' problems, no matter how trivial, and serves as a source of both comfort and sage advice
==The Intimidator==
Character Description: Many believe that the wizard is the most powerful of all mortals—the Intimidator is convinced of it. Radiating power and confidence, the Intimidator faces all challenges head on. There's no opponent too tough and no obstacle too difficult for him. His access to magic makes him superior to all others—at least he believes this to be fact. His reaction to common people—that is, people who cannot cast spells—ranges from sympathy to impatience, but as long as they acknowledge his superiority, he can tolerate them.
Usually, this amount of confidence evolves over many years, so most Intimidators are mid-level or high-level wizards. But an especially powerful or an especially arrogant lower-level wizard might easily be an Intimidator.
An inflated ego alone is not enough—this personality type is primarily intended for wizards who are in fact more powerful than their contemporaries. To qualify as an Intimidator, a wizard should have higher than normal scores in at least two abilities other than Intelligence (for instance, a wizard with Strength and Charisma scores of 12 or more would be a good candidate for an Intimidator). However, even if a character lacks exceptional abilities, he might still be an Intimidator if he has a reputation as a no-nonsense aggressor and has the personality to match.
Best Suited For: The Intimidator is suited to any alignment, though characters of neutral and chaotic alignments might make better egomaniacs; neutral good, neutral evil, chaotic good, and chaotic neutral are all appropriate choices.
Any kits that suggest aggressive, grim characters are good for the Intimidator, with the Savage Wizard and the Militant Wizard being obvious choices. More passive types, such as the Mystic and Academician, are less appropriate for the Intimidator.
In Combat Situations: The Intimidator loves nothing more than a good fight. He is a shrewd, dangerous opponent bent on extinguishing every one of his enemies.
Although he does not attack recklessly, the Intimidator prefers to face off with the most formidable opponent on the battlefield. Where some wizards might use fireball to frighten a group of opponents by sailing it over their heads, the Intimidator would scare them by firing it directly at their leader, incinerating him.
In Role-Playing Situations: The Intimidator is accustomed to getting his way. If reason fails, he will threaten, frighten, or otherwise intimidate NPCs to get their cooperation, unless a player character companion intervenes.
The Intimidator is a man of few words. He knows that a snarl or a stare can be a much more effective way to coerce uncooperative NPCs than long speeches or kind words. Needless to say, the Intimidator is not especially adept at delicate negotiations.
In a campaign, all player characters will respect the Intimidator, but he's likely to associate only with player characters he sees as peers, such as high-level warriors and other wizards. The Intimidator will tend to be patronizing and condescending to the rest of the party, treating them as well-meaning children, incompetent bumblers, or outright irritants
==The Mercenary==
Character Description: The Mercenary sees the adventuring life as a means to further his personal wealth. He may accept a job with a party at a set salary or might agree to take a fixed share of any treasure the party finds. Any interest he has in the party's goals are secondary to his pocketbook.
Not all Mercenaries are interested in money. Some may be interested in acquiring souvenirs for their personal collections, while others may wish to hoard magical devices or fatten their spells books. In all cases, however, the Mercenary's first interest is in himself.
A Mercenary is not necessarily a criminal or a thief—he prides himself in his professionalism and has no shame about his interest in wealth and material possessions. Since his motivations are straightforward, the Mercenary is a good personality type for novice players.
Best Suited For: The Mercenary is best suited for neutral alignments, particularly neutral good and lawful neutral. Lawful good characters are less inclined to exploit others for personal gain, while evil characters are more likely to turn to criminal activities to increase their wealth. This personality type is suitable for any kit.
In Combat Situations: The Mercenary is a good, professional combatant. He takes orders well, offers strategic suggestions when asked, and fights valiantly alongside his companions. However, he will not volunteer for dangerous missions, nor will he unnecessarily risk his neck unless he gets extra pay or there's a chance of recovering an especially desirable treasure.
In Role-Playing Situations: The Mercenary tends to let the other player characters do most of the negotiating and interacting with NPCs. He may take a more active role if he suspects an NPC has information about a treasure or about any of his other personal interests. Otherwise, there are no restrictions for the Mercenary—he can be humorous and personable, introverted and serious, or arrogant and obnoxious, as determined by the player
==The Mystery Man==
Character Description: The Mystery Man is a genuine enigma. Surrounded in a veil of secrecy, his motivations, his goals, and the details of his background are kept hidden from even his closest companions. He favors dark clothing and speaks only when necessary; his words are often cryptic or vague, suggesting that the Mystery Man knows far more than he chooses to reveal.
No one is certain why the Mystery Man behaves as he does. Perhaps it is due to an oath to an ancestor, or perhaps it is a neurotic compulsion. Whatever the reason, the Mystery Man is clearly determined to operate on his own terms. Consequently, the Mystery Man is a good personality type for players who feel comfortable with offbeat characters.
Best Suited For: The Mystery Man is perfectly suited for neutral alignments, especially neutral good and lawful neutral, but any alignments are possible. The Mystery Man's reason for maintaining his veil of secrecy might suggest an appropriate alignment. For instance, if he has taken an oath to avenge the death of his spouse, he might be lawful good. If his magical aptitude makes him feel like an outcast from society, but he still identifies with order and organization, he might be lawful neutral. If he conceals his identity because he is an escaped criminal, he might be lawful or neutral evil.
Any of the kits can be adapted to the Mystery Man.
In Combat Situations: Typically, the Mystery Man listens impassively to the orders of his leaders, then fights as he chooses. The Mystery Man can be counted on to do the unexpected; as a battle gets underway, he may suddenly vanish, then abruptly appear in the midst of an opposing force. He might use control undead to command undead creatures to lift him to their shoulders and carry him into battle. He might summon shadow for a whispered conversation, dismiss the shadow, then use light to make himself glow while he attacks an opponent.
While his fighting style is eccentric, it is startlingly effective. Opponents are usually baffled by the Mystery Man's tactics or are intimidated by his manner and appearance. For these reasons, the Mystery Man is a first-rate combatant.
In Role-Playing Situations: The very presence of the Mystery Man is enough to make many NPCs uncomfortable. While he usually lets his companions do most of the talking, NPCs often are so intimidated by the Mystery Man that they are quick to cooperate just to get rid of him. Many NPCs of the opposite sex find that the Mystery Man's veil of secrecy makes him intriguing and extremely attractive. While polite and considerate to his companions, the Mystery Man has no interest in socializing with them.
==The Neophyte==
Character Description: The Neophyte is a young, low-level wizard: an inexperienced novice anxious to begin his life as an adventurer and excited about the prospects ahead.
However, the Neophyte's eagerness is more than matched by his naivete. He has seen little of the world outside of his homeland; when encountering new cultures or experiencing new situations, he may be confused and intimidated or curious and impulsive. Since he tends to overestimate his abilities and underestimate dangers, he constantly gets himself into trouble. Still, his cheerful outlook and youthful enthusiasm endear the Neophyte to his companions, and he is a welcome member of any party, even if his friends usually have their hands full looking after him.
Hopefully, the Neophyte will not be naive forever. With experience comes wisdom, and with wisdom comes sophistication. As a campaign progresses, the Neophyte should temper his impulsiveness with caution and his brashness with maturity. Therefore, this personality type is only a temporary one—at some point, the character will abandon the role of the Neophyte and grow into a different personality. The road from innocence to maturity is a fascinating one, making the Neophyte an excellent choice for novice wizards and beginning role-players.
Best Suited For: The entire range of neutral and good alignments are open to the Neophyte. Characters with evil alignments should be avoided—they aren't trusting or naive enough to make enjoyable Neophyte characters.
Since all wizards begin their careers as novices, any kit suits the Neophyte, although the serious-minded Wu Jen and Academician are less likely to exhibit the Neophyte's enthusiasm and impulsiveness.
In Combat Situations: The Neophyte has probably experienced little combat in his life, especially the life-threatening variety. Although understandably nervous, he is also determined to do his best and prove to his comrades that he is not just a child who needs to be protected. Unfortunately, this attitude often results in inappropriate and ineffective tactics; the Neophyte is likely to charge his opponents head-on, regardless of their size or strength, or fire missile weapons at anything that moves. He might seem to cast spells at random, sometimes squandering his most powerful magic on relatively defenseless foes. As an inexperienced spell caster, he is not familiar with sophisticated casting techniques; for instance, when faced with a charging wolf pack, he's more likely to use magic missile on a single wolf instead of casting it on a nearby cliff-face to cause an avalanche, thus destroying the entire pack.
Assuming his companions can keep him from accidentally killing himself, the Neophyte gradually learns from experience, becoming a more skillful combatant as he matures. Eager to learn, a Neophyte will make a good student to a more experienced comrade. An older and wiser PC wizard might wish to take a Neophyte under his wing to show him the ways of the world.
In Role-Playing Situations: Generally, the Neophyte does not know how to act around NPCs, particularly those older than him. He might be shy and say nothing, or he might blurt out something inappropriate. Figures of authority intimidate him, smooth-talkers take advantage of him, and attractive members of the opposite sex reduce him to a blathering, stammering idiot.
The Neophyte tends to accept people on face value; he never guesses that a friendly stranger might be picking his pocket. Friendly, personable NPCs will find the Neophyte charming and amusing; impatient, businesslike NPCs will find him exasperating and annoying
==The Obsessive==
Character Description: The Obsessive is motivated by a single, all-consuming goal. This goal might be learning a particular spell, locating a long-lost mentor, acquiring a particular magical item or artifact, or avenging the death of a loved one. The goal might also be completely unrealistic, such as ridding the world of all evil, or filling his spell books with the formulas of every known spell.
The Obsessive focuses on the resolution of his goal to the exclusion of all else. He views his association with an adventuring party as a means to an end; for instance, he might join an adventuring party if he learns that they are journeying to a faraway kingdom where he believes an artifact might be located. The Obsessive cooperates with an adventuring party only to the extent that their goals don't conflict with his.
If his goal is realistic, it is unlikely that a character will remain an Obsessive forever. A player selecting this personality type might want to choose a second personality type for his character once he reaches his goal. This second personality type might also suggest a goal for the Obsessive. For instance, if a character is a Commander at heart, he might become an Obsessive if he is consumed with finding an evil NPC responsible for killing all of his men. When he brings the NPC to justice, the Obsessive reverts to Commander.
Best Suited For: Characters of any alignment can be Obsessives, though certain obsessions are more appropriate for certain alignments. For instance, an Obsessive bent on avenging his daughter's murder probably has a strong sense of justice; he's probably of lawful alignment. A greedy Obsessive who seeks a legendary fortune in gold could be of a neutral alignment, possibly neutral evil.
Any kit can be used for the Obsessive.
In Combat Situations: The Obsessive tends to be a brutal, savage fighter, since he sees opponents as another obstacle between him and his goal; he wants them out of the way as quickly as possible. Negotiation makes him impatient; he would rather blast his adversaries to bits with a fireball than waste time talking. That does not mean that the Obsessive takes unnecessary risks—after all, he cannot reach his goal if he's dead—but he is prone to recklessness and can easily endanger his companions if he is not kept in check by a firm leader.
In Role-Playing Situations: In all cases, the Obsessive is more concerned with his personal goal than the goal of the party. He'll question NPCs intently for information about his goal, and if they have nothing to offer, he will seek out other NPCs to interview. If the party leader convinces him that he is operating to the detriment of the party's goals as well as his own, the Obsessive will restrain himself, but this will probably be only temporary.
In a campaign, the Obsessive is self-absorbed and humorless. He will talk incessantly to his companions about his own goal, but his eyes will glaze over when they share their problems or opinions with him. The Obsessive's attitude does nothing to endear him to his companions, but depending on the nature of his goal, they may feel sympathy or compassion for him
==The Showman==
Character Description: No one enjoys being a wizard more than the Showman. He delights in dazzling friends and foes alike with surprising, dramatic magical effects. Nothing stirs the heart of a Showman more than learning a new magical effect or putting a new twist on an old spell. He sees magic as a fine art, comparable to sculpting, composing, and painting. He has more appreciation for a well-executed cantrip than for a mundanely-cast 9th-level spell.
The Showman casts spells with a flair. He considers both opponents and allies as potential audiences. If a spell requires a short phrase for its verbal component, he'll incorporate the phrase in a song or poem. If a spell requires him to point at a subject, he will use a series of elaborate and dramatic gestures to arrive at pointing his finger. His alteration spells are strikingly imaginative; his illusions are breathtaking works of art. Nothing frustrates a Showman more than having to use a spell in the same way twice, especially if his audience of friends or foes has seen it previously.
The Showman's flamboyance is easily matched by his ego. He wallows in the approval of others; applause is like music to him, a compliment is like food to a starving man. However, even the most casual criticism can send him sulking and an insult can devastate him.
Most often, the Showman is cheerful and upbeat. Most people find him great fun to be around, and no one can argue that his approach to magic is genuinely entertaining. This is a good character type for players who want to introduce more humor and playfulness into a campaign.
Best Suited For: The spontaneity typical of the chaotic alignments makes them good choices for the Showman, but good and evil alignments are appropriate (the good-aligned Showman loves to share his skills with others and bring smiles to their faces; the evil-aligned Showman enjoys frightening and intimidating them). The Showman is not likely to be drawn to the cautious and self-centered neutral alignments.
The Showman is best suited for the Amazon, Peasant Wizard, Witch, and Wu Jen kits. The Academician tends to be too cerebral, the Anagakok and the Militant Wizard too serious, the Savage Wizard too unsophisticated, the Mystic too introspective, and the Patrician too stuffy.
In Combat Situations: The Showman relishes combat, since it gives him a perfect opportunity to show off his spells. Needless to say, the Showman will always go for the most spectacular, dramatic, and dazzling effects—if he wants to scare away an opponent with phantasmal force, why create a simple ogre or troll when he can create a multi-headed werewolf with purple tentacles and 10-inch golden fangs? Unfortunately, his flair for the dramatic sometimes finds him squandering his higher-levels spells unnecessarily, such as in using lightning bolt when the less-spectacular magic missile would be just as effective.
In Role-Playing Situations: Since the Showman views all new acquaintances as potential audiences, he enjoys meeting people from all walks of life. The Showman is especially fond of members of the opposite sex, and will often go to great lengths to impress and dazzle them, sometimes at the expense of the business at hand. Most NPCs see the Showman as endearing and charming, but some find his attention-getting antics obnoxious.
Among his companions, the Showman is appreciated for his pleasant attitude and positive outlook. He is always able to boost morale with a clever trick or entertaining demonstration. At times, PC leaders might have a problem impressing the Showman with the seriousness of a situation or getting him to focus on an important task, but flattery or indulgence usually get the Showman's cooperation