The Wizardclass of Unforgotten Realms Live is capable of casting spells, similar to the Sorcerer. However, the Wizard's abilities fulfill a much more aggressive role. This means that a Wizard can easily be the primary source of damage for a party, rivaling the power of even the most fearsome physical attackers.
Wizards start with an Oaken Staff, Cloth Robes, Arcane Signet, or Monocle. Wizards start with 1500 gold. Casting a Spell for the first time each battle does not use a Wizard's action.
Summon forth a cloud of ice rain in a targeted area. This storm deals 3 damage at the end of each of your turns and lasts until combat ends or the cloud is disrupted.
Throw a ball of fire dealing 10 damage at a target. Rolling a critical drastically increases the size of this fireball to hit a 3x3 area around your target.
Harmonize a single note one by one with the rest of the group. If the Game Master deems your harmony valid, you may summon forth a power familiar spirit to aid you in battle for a single turn. Your group's stamina is restored to full, all allies take an additional action on their turn, and your familiar will attempt to protect your allies from damage.
Intricate Circle Wizard, one of the three most powerful wizards. According to Thomas in the Okagnoma Guild Hall campaign, he or she uses an intricate series of circles to designate himself or herself.