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Not sure about that one…

Many of my online friends did this test and, for lack of any other entertainment herein, I finally decided I needed to start using fillers again…

… except I was not actually ready to do justice to a 120-item questionnaire, so the result turns out to be rather random. Human? Check. The rest? Really!?

And what’s up with constantly using “she” for “wizard”?

Not that I ever played D&D. I’m only slightly familiar with the universe. It could be more PC than I suspected.

I Am A: True Neutral Human Wizard (6th Level)

Ability Scores:







True Neutral A true neutral character does what seems to be a good idea. He doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he’s not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard’s strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Find out What Kind of Dungeons and Dragons Character Would You Be?

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  1. Eric

    It is more PC than you expected, at least these days: recent editions alternate between uses of “she” and “he” in examples, and the “paragon” examples of each class represent a mixture of gender and ethnic types (e.g. the “paragon” example of what a monk is in 3.5E is a human woman with dark skin). The paragon Wizard in 3.5, IIRC, is an Elvish Woman; I think the creator of the quiz simply cut’n’pasted the descriptions from those rules into his quiz results.

    It’s a mixture of younger game designers bringing more modern attitudes in general, a deliberate attempt to market to a more diverse audience than nerdy white guys, and a conscious reaction to the fact that first edition D&D showed some questionable judgement when it came to things like gender (e.g. in the original AD&D rules, Strength was adjusted for gender, which was rationalized as representing actual biological differences but in fact came off as a bit of arbitrary sexism).

    By the way, you’ll make an excellent Wizard. Your Intelligence score is not only very high, but will give you a lot of bonus spells every day and puts you in a good position for ultimately learning the highest-level spells. The remainder of your scores, aside from your average Strength, are also above-average. Notwithstanding Jim’s Warrant levels, I think you’re positioned to kick everybody else’s butt as long as you don’t get dragged into a one-on-one melee (Wizards don’t last long in a fistfight or swordfight; you’ll want to stay at range and lob spells at your enemies). So, congratulations.

  2. Ilya

    Thanks, Eric. I’ll try to follow your advice. And I surmise that if Jim and I join forces, we could rule the world! Not that he’d ever share…

  3. Natalie

    I’m feeling weak.

    I Am A: Neutral Good Elf Sorcerer (5th Level)

    Ability Scores:

  4. Ilya

    You are just a point below me here or there, Natalie. And, according to Eric, I’m a pretty awesome figure. You can’t be too weak!

    Do the numbers run from 1 to 20? 10 to 20?

  5. Eric

    The difference, unfortunately, is in what the stats are good for. Natalie would make a great Wizard. As a Sorcerer, not so much, I’m afraid. 🙁

    When a character is initially created, the numbers range from 3 to 18 (the traditional character generation method is to roll four six sided dice for each and drop the lowest die, adding the remaining numbers together). As a character progresses, a point may be added to one characteristic at every four levels, and some races will receive bonuses or penalties to stats as well. Statistics can also be raised by spells, magical items, etc. or lowered by poison, disease, magic, etc. There’s no real maximum score–high level characters may have stats above 20. A score of zero, however (which might be the result, say, of poison, illness, or attacks by the undead), generally means death (or some equivalent–a character with an Intelligence of 0 might be considered alive, but a vegetable).

    Different classes will prefer different stats. A Fighter, for instance, should generally have a high Strength, but Intelligence isn’t a necessary attribute for a big, dumb brick who likes pummeling things. In the cases of you and Natalie, Intelligence is a Wizard’s primary attribute (e.g. it determines the number and power of spells he can cast), but for a Sorcerer, Charisma is the score that serves a similar function. (Charisma originally meant a character’s charisma, but it’s been expanded in later versions of the game to refer to a character’s essence, more or less. Kind of a kludge, but there you are. A Wizard casts spells “scientifically,” you might say, learning them from books and committing them to memory, while a Sorcerer casts them, for want of a better phrase, “artistically,” sort of improvising them or casting them from her own essence or vitality. It actually sort of makes sense in gameplay, but sounds even more ridiculous than most gaming things when one attempts to explain it elsewhere….)

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