Physical Skills
Physical skills generally affect a character’s ability to do things which
require talents of the body or voice. For instance, a character skilled in Scout
will keenly perceive a piece of straw that looks out of place in a giant hay pile.
The unskilled scouting character, on the other hand, will blindly walk down the
hall, oblivious to the giant red sign that says, “Secret Door Here!” As with
most skills, Physical skills grow stronger as your characters practice them.
Physical skills reach a maximum of 100 points.
SCOUT: The knack of seeing and finding things such as secret door,
hidden entrances, or buried items others seem to pass by. You must add
points manually to “Scout” to increase your character’s proficiency.
MUSIC: The art of playing enchanted musical instruments and bringing
forth from them different magical spells.
ORATORY: The vocal discipline required to properly recite a magical spell
in combat. Without good oratory, spells meant for monsters may fizzle or
backfire on the party.
LEGERDEMAIN: The ability to pickpocket (steal) items or gold from
NPCs without their knowledge or permission.
SKULDUGGERY: The delicate skill of inspecting and disarming traps on
chests and picking locks on doors.
NINJUTSU: The legendary art that allows characters to hide themselves
from their opponents. For the Ninja and Monk, proficiency in Ninjutsu
helps to lower their armor class rating.
SWIMMING: A measurement of your character’s ability to swim across
deep water. Characters with fewer than 10 skill points may drown from
entering deep water.
CLIMBING: The knack of taking falls, climbing into pits, and scaling the
sides of walls without taking damage.
Academia Skills
Academia skills affect a character’s ability to learn and understand matters
intellectual. These skills also affect the magic users’ ability to learn and
understand spells. While Academia skills may eventually increase automatically,
magical study skills must be advanced manually by adding skill points whenever
a character gains a level; these are studied skills, not practiced. Without study,
the magician will never learn spells beyond the basic. As with all the skills, the
highest amount a particular skill can reach is 100 points.
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Appendix C: Character Skills
As your characters travel through forests and encounter NPCs and
monsters, they will develop, learn, and hone the skills that are necessary for
survival and success in Wizardry. There are four categories of skills: Weaponry,
Physical, Academia, and Personal. Within each of these categories, there are
many individual skills, all of which are listed in this section. Depending on your
character’s profession, you may not see every possible skill while reviewing
your character.
Weaponry Skills
In general, Weaponry skills affect a character’s ability to handle his or her
weapon. As your character practices these skills (equipping and using a
weapon in combat, blocking a blow, etc.), points will be added to the skill to
reflect your training. At their best, all skills reach a maximum of 100 points.
WAND & DAGGER: The talent of wielding daggers, wands, and other
small items used as weapons in combat.
SWORD: Any sword, including the katana, used as a weapon in combat is
covered under this skill.
AXE: This ability covers any axe, such as the battle or hand axe, used as a
weapon in combat.
MACE & FLAIL: The talent needed to use any mace-like item, including
the flail or hammer, as a weapon in combat.
POLE & STAFF: The mastery of any pole & staff, such as the halberd,
bo, or staff, used as a weapon in combat.
THROW: The demonstrated ability to be on target when any weapon is
thrown. This includes such things as shurikens, darts, potions, and weapons
that are thrown accidentally.
SLING: The ability to use any weapon which consists of a leather strap
and two cords which, when whirled and released, hurls stones and other
like objects at an opponent.
BOW: The flair of handling any bow which fires arrows and is used as a
weapon in combat.
SHIELD: The art of using a shield effectively to block an opponent’s blow
while fighting or parrying.
HANDS & FEET: The talent of using one’s hands and feet as lethal
weapons to strike and hopefully kill an opponent.
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