White Wizard Neophyte
Neophyte Wizards
3,000 gp
10 gp / day
130 lbs
2

|
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14 / 14
2 / 2
9
9
30
1
5

Clothes, Robe
Component Pouch
Pouch
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Robe
    0.1 gp
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Shoes, Leather
    1 gp

  • Inventory Unequipped:
  • Ink, 1-ounce bottle
    10 gp
  • Magical Ink
    50 gp
  • Quill Pen
    0.2 gp
  • Scroll Case
    1 gp
  • Spellbook
    50 gp

  • At Will Spell(s):
  • Comprehend Languages
    1


  • Spellcasting |
  • | Crunch Numbers Internal Compass Know Color True Strike
  • | Identify Instant Search Know Protection

A white divination wizard stands before you, clad in flowing robes laced with silver embroidery. A luminous crystal orb rests in their hands, swirling with shifting visions. Arcane glyphs flicker in the air, forming and dissolving like whispered secrets.

Draped in white robes, the neophyte studies omens and glimpses the unseen. Their spells reveal hidden truths, detect magic, and interpret celestial signs. Often carrying a crystal focus or scribed parchments, they assist scholars, rulers, and seekers with foresight. Their magic is subtle but invaluable in deciphering destiny’s threads.

Neophyte Wizards
Creature Sub Type
3,000 gp

Neophyte Wizards are fledgling spellcasters who have begun to grasp the fundamentals of their chosen school of magic. They are typically students, apprentices, or self-taught individuals who have not yet attained full mastery. While they are capable of casting spells and wielding magical power, their abilities are still developing, and they lack the deep reserves of more experienced wizards.

Combat Role

  1. Neophytes are battlefield controllers or support casters.
  2. They rarely deal large amounts of direct damage but instead focus on protecting allies, countering enemy spells, or providing tactical advantages.
  3. They should be protected by stronger creatures in an encounter, as their low defenses make them easy targets.
Clothes, Robe
Component Pouch
Pouch
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Robe
    0.1 gp
  • Component Pouch
    25 gp
  • Pouch
    0.5 gp
  • Shoes, Leather
    1 gp

  • Inventory Unequipped:
  • Ink, 1-ounce bottle
    10 gp
  • Magical Ink
    50 gp
  • Quill Pen
    0.2 gp
  • Scroll Case
    1 gp
  • Spellbook
    50 gp

  • Skill Tier 1:
  • Bending Weapon Skill
  • Magic
  • Psyche

  • Skill Tier 2:
  • Common Language Skill

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information