Any Level 3 or Level 4 Elementalist may become an Air Wizard, so long as they have taken all the advances and skills for a Level 3 Elementalist.
Note that characters wishing to become an Air Wizard must spend a minimum of 1D4 terms training at the Air College in the Grey Mountains and must prove to the masters that they will not bring the college into disrepute before they are allowed to leave.
Advance Scheme - Level 4 | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
+10 |
+10 |
+1 |
+1 |
+4 |
+40 |
|
+30 |
+30 |
+30 |
+30 |
30 |
|
Advance Scheme - Level 5 | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
+10 |
+10 |
+1 |
+1 |
+5 |
+40 |
|
+30 |
+40 |
+40 |
+40 |
+40 |
|
Skills - Level (Acolyte)
- Arcane Language: Elvish
- Cast Spells: Air Magic level 4
- Etiquette
- Manufacture Potions
- Manufacture Scrolls
Skills - Level 5 (Master)
- Cast Spells: Air Magic level 5
- Manufacture Magic Items
- Public Speaking
- Silent Move: Rural
- Silent Move: Urban
Magic Points
- Humans: +4D4 points per level
- Halflings: +2D4 points per level
Trappings
- Light blue shirt and breeches
- Heavy woolen cloak, often dyed light blue
Career Exits
- Air Wizard - of next level
- Illusionist - level 1
- Wizard - level 2