Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength lies in their spells; everything else is secondary. Wizards learn new spells through experimentation, experience, and by learning from other wizards. Over time, they master manipulating their spells to extend their reach, enhance their power, or improve them in other ways. A wizard can also call a familiar, a magical creature that serves them.
Wizards have a custom spell slot recovery system on Haze. For more details, see the Spellcraft System.
To scribe a scroll, you must use your grimoire and have the required special ink to scribe the spell. Starting at level 3, you can scribe spells using your daily CXP allowance. The cost is 15 CXP + (Spell Level * 15).
You may start with one of the default basic familiars, but during play, you can "Bind" other familiars. The level at which you can bind a creature is limited to your caster level. For example, if you are a 1st-level Wizard, you will not be able to bind a 3rd-level familiar. See the Familiar System for more details.
Many benefits are being tested/added for the various school specializations, including longer durations for school spells and AoE spells that ignore allies. For more information, see Spell Changes.
Choosing a school specialization, other than Generalist, provides a +2 spellcraft bonus to spell recovery for spells cast within that school. However, there is a -1 penalty to spell recovery for spells from all other schools. See Spellcraft System for details.
Spell Specific Bonuses: All Spell Specific Bonuses apply ONLY if you are a pure-class Wizard. The Spellcraft modifier above and the bonus spell slot for specializing still applies to non-pure class wizards.