Table 2: Extended Necromancer (Wizard) Advancement, Spells, and Level Improvements


Hit
Dice

Spell Levels

Proficiencies

Saving Throws
Level
Experience
(d4)
THAC0
1
2
3
4
5
6
7
8
9
NW
W
PPDM
RSW
PP
BW
S
1
0
1
20
2
-
-
-
-
-
-
-
-
4
1
14
11
13
15
12
2
2,500
2
20
3
-
-
-
-
-
-
-
-
4
1
14
11
13
15
12
3
5,000
3
20
3
2
-
-
-
-
-
-
-
5
1
14
11
13
15
12
4
10,000
4
19
4
3
-
-
-
-
-
-
-
5
1
14
11
13
15
12
5
20,000
5
19
5
3
2
-
-
-
-
-
-
5
1
14
11
13
15
12
6
40,000
6
19
5
3
3
-
-
-
-
-
-
6
2
13
9
11
13
10
7
60,000
7
18
5
4
3
2
-
-
-
-
-
6
2
13
9
11
13
10
8
90,000
8
18
5
4
4
3
-
-
-
-
-
6
2
13
9
11
13
10
9
135,000
9
18
5
4
4
3
2
-
-
-
-
7
2
13
9
11
13
10
10
250,000
10
17
5
5
4
3
3
-
-
-
-
7
2
13
9
11
13
10
11
375,000
10+1
17
5
5
5
4
4
-
-
-
-
7
2
11
7
9
11
8
12
750,000
10+2
17
5
5
5
5
5
2
-
-
-
8
3
11
7
9
11
8
13
1,125,000
10+3
16
6
6
6
5
5
3
-
-
-
8
3
11
7
9
11
8
14
1,500,000
10+4
16
6
6
6
5
5
3
2
-
-
8
3
11
7
9
11
8
15
1,875,000
10+5
16
6
6
6
6
6
3
2
-
-
9
3
11
7
9
11
8
16
2,250,000
10+6
15
6
6
6
6
6
4
3
2
-
9
3
10
5
7
9
6
17
2,625,000
10+7
15
6
6
6
6
6
4
4
3
-
9
3
10
5
7
9
6
18
3,000,000
10+8
15
6
6
6
6
6
4
4
3
2
10
4
10
5
7
9
6
19
3,375,000
10+9
14
6
6
6
6
6
4
4
4
2
10
4
10
5
7
9
6
20
3,750,000
10+10
14
6
6
6
6
6
5
4
4
3
10
4
10
5
7
9
6
21
4,125,000
10+11
14
6
6
6
6
6
5
5
5
3
11
4
8
3
5
7
4
22
4,500,000
10+12
14
6
6
6
6
6
6
5
5
4
11
4
8
3
5
7
4
23
4,875,000
10+13
14
6
6
6
6
6
6
6
6
4
11
4
8
3
5
7
4
24
5,250,000
10+14
14
6
6
6
6
6
6
6
6
5
12
5
8
3
5
7
4
25
5,625,000
10+15
14
6
6
6
6
6
6
6
6
6
12
5
8
3
5
7
4
26
6,000,000
10+16
14
7
7
7
7
6
6
6
6
6
12
5
7
3
5
7
4
27
6,375,000
10+17
14
7
7
7
7
7
7
7
6
6
13
5
7
3
5
7
4
28
6,750,000
10+18
14
7
7
7
7
7
7
7
7
7
13
5
7
3
5
7
4
29
7,125,000
10+19
14
8
8
8
8
7
7
7
7
7
13
5
7
3
5
7
4
30
7,500,000
10+20
14
8
8
8
8
8
8
8
7
7
14
6
7
3
5
7
4

NW: Nonweapon Proficiency slots; W: Weapon Proficiency slots; PPDM: Paralyzation, Poison, or Death Magic; RSW: Rod, Staff, or Wand; PP: Petrification or Polymorph; BW: Breath Weapon; S: Spells.

A highly intelligent, powerful wizard will tend to have many nonweapon proficiencies. Normally, the DM should only bother to assign these skills if there is some chance that they might augment a role-playing situation. For instance, there is almost no point in assigning nonweapon proficiencies to the evil archvillain of a campaign, whose only purpose is to torment and attack the PCs. As a short cut, the DM should only chose weapon proficiencies for such a character and simply assume that the NPC knows any skills necessary to carry out his or her fiendish plans. However, for those NPCs who might interact with the party outside of direct, antagonistic combat (perhaps serving as a mentor, teacher, henchman, or temporary hireling) the DM should take the time to carefully choose their selection of nonweapon and weapon proficiencies, based upon their kits. These skills might help to further develop the character and make role-playing situations more vivid for everyone involved.

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