GLOG Hack Wizard
Wizard Starting Equipment: Spell Book, 1D6 spells, musty robes. 1: Lost Arcana, Book Casting, +1 MD 2: Spell Extrapolation, School of Magic +1 MD 3: Magical Item Creation, Spell Alchemist +1 MD 4: Astute Pupil, Master of Magics +1 MD Lost Arcana : You have spent lifetimes pouring over musty tomes in billowing torch light and you have a deep understanding of the Arcane. Determine if an item is magical with one full day of study or by investing 1 MD. Commit a full week of study or invest 2 MD to determine if an item is cursed. A fortnight of study or investing 3 MD will tell you the exact nature and mechanisms of the enchantments on an item. Book Casting : Every proper Wizard has a spell book and any Wizard that does not is most likely a misnomer or a deception. Many Wizards make their spell books their Implement, but plenty more do not. Your spell book can hold as many spells as it has pages, but takes up 1 inventory slot for every 5 spells written in it. A Wizard may cast spells dir