Wizards are arcane seekers of knowledge and lore of all types.  Though they do not posess the mastery of Mages, they take much of their power from the elements. Their primary focus is in damage: cataclysmic spells to strike down their foes.  They also master the abilities of transporting themselves and others around Norrath and beyond.

Type:

Arcane

Class Skills:

Wizards channel the raw forces of nature and magic through themselves to deliver horrible damage to their foes.  They can direct a focused blast at one enemy, or radiate a field of damage from themselves to damage many.  Their magical attacks take many forms, and they choose the best spell for each moment.

As they are not physical fighters, it is necessary for Wizards to be able to make a quick getaway.  To this end, Wizards are the unparalleled masters of magical transportation, able to take themselves, and eventually send others to many locations on Norrath, the moon, and even the Planes.  Some Planes cannot be accessed without the aid of a Wizard.

Other Names:

Channeler, Evoker, Sorcerer, Arcanist, Crimson Hand (Erudite), Jin (Froglok)

Armor:

Wizards do not wear armors heavier than cloth or silks.  Wearing anything heavier would restrict their movements far too much.

Religion:

Some Wizards are convinced that all their power comes from within, and are therefore Agnostic.  Of course, those that do choose to follow their gods will have a tendancy to follow gods of their homelands.

The notable exception to this is Solusek Ro, who is a patron deity of Wizards.  Those who follow an ambitious and far-reaching quest for power and knowledge tend to follow this Burning Prince.

Questing:

Much of what a Wizard learns can be found in arcane and forgotten tomes.  However, some of these tomes still need to be found, and the search for knowledge, true knowledge, can only be completed outside the libraries.  Many mysteries and secrets await the questing Wizard, in the far reaches of the world and Planes.  More advanced spells require specialized components, so that the Wizard may complete his research.  The Temple of Solusek Ro, found in the Lavastorm Mountains, holds a few quests of particular interest to Solusek's favorites.  Also, concerns of the Wizard's school and hometown may direct him.

Culture and Training:

Wizards have little time learning social graces and etiquette, as channeling energies that can rip your (generally frail) body to pieces takes some concentration.  As such, Wizards learn a great deal about magic, magical creatures, and lore, but little else besides that.  It's not unusual to find a Wizard who can speak several forgotten languages, but cannot make edible goo.

Interaction:

A Wizard is generally not cut out for adventuring alone.  There are certain techniques that they can use that will allow them to go it alone, but they cannot heal themselves (beyond bandaging) and they'll have to sit and meditate, which can be exceedingly dull when you are alone.  Wizards truly shine in a party, though.  As masters of teleportation, they can assist a party in traveling to wherever they need to go.  And, once they've arrived, a Wizard is capable of putting out tremendous amounts of damage with their spells.  A Wizard's mastery of the arcane forces allows them to make sure the battles the party faces goe quicker, and when the party has achieved their goals, the Wizard can help them all get home again.

Alignment:

Wizards, coming from many walks of life, and many races, can walk any path.

Roleplay Tips:

You know more than most.  You have to.  As you progress in your career, you will develop an intelligence far above the norm.  You will think in ways the average members of your race just can't.  Because you have to.  You walk the razor's edge at times, and one misstep can mean a quick death.  The fundamental power of a Wizard is destruction, and your alignment will determine how you will wield it.  A Discordant or Evil Wizard will be more free with a violent solution to a problem than an Orderly or Good Wizard.

Quote:

"These runes seem to be some sort of warn- ah, I see it's found our Ranger.  Prepare yourselves."