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Wizardry deals with hit points the same way other RPGs do, that is, you gain HP based on your class + VIT modifier. A mage rolls 1 to 4 HP and then if he has say 18 VIT, he tacks on +3 for a max roll of +7, just like most D&D clones. "But!" you cry, "WHY IN THE BLUE HECKS DO I GET ONLY 1 HP?!"
Well, it's the extra step of just being that much harder Wizardry throws at you. When your character levels, instead of just rolling dX+VIT like every other game, the game calculates your character's maximum hit points possible then rolls a d100% and compares it to your current max hp. If that d100% is less than the % of hp you currently have of the max score, you merely get +1 hp, if it's over, you get that total % of your possible max HP as +hp gain.
So you literally must roll a *100* on a d100 every level up to gain your maximum hp/level. Odds are you rolled max the early levels because it wasn't so hard. But as you gained more and more hp, it gets harder and harder to roll that maximum number because the percentage gap gets bigger and bigger. As your rolls end up lower than your current maximum, you see +1 hp over and over again.
So it's probably just smartest to go 4 or 5 levels, taking +1s; then when you feel up to wasting an hour, spend the next level rolling like a madman for a big gain as close as your maximum possible hp to catch up...."
Hope the developers fix this, else very little motivation to level up...
Your spell points isn't directly affected by your spell stat. The number of spell points you have is determined by the greater of the following two numbers:
1. the number of spells you have learned for a spell level
2. 1 + the level your learned your first spell for a level - your current level, capped at 9
So, for example, there are 6 learnable spells 5th level cleric spells, which a cleric will start learning at level 9. At level 9 the minimum number of spell points a cleric will have will be 1, while the maximum they could have is 6 (assuming they learn all 6 spells at level 9, which is where piety helps frontload spell points). Regardless of how many spells they have learned, they will receive their 7th spell point for 5th level spells at level 15, the 8 spell point at level 16, and the 9th spell point at level 17.
As far as HP's go, the above poster covered it, but basically your hit dice are rerolled every level. If the amount is greater than what you had previously, you get that new amount. If the total is less than what you rolled previously, you get +1 hp. So that means if you roll really well one level it makes it more likely you'll only get +1 the next level.
For example, take fighter with 18 vit (+3 per hit dice), which rolls a D10 per level for hit points. Now if you're going from level 9 to level 10.
Average for level 9 = 9d10 + 27 = 76.5
Average for level 10 = 10d10 + 30 = 85
If you roll really well when you got level 9, such as rolling a 80 on your 9d10, then you would end up with 107 hp's (80 + 27). When you level up that's pretty hard to beat with 10d10 + 30, so to get more than a visual +1 hp you would have to roll at least a 79 on 10d10 (which would give you 109 hp's).
Usually this means that you tend to get big jumps in hp's with a good roll, especially early levels when the variance is high with only a few dice, and you also get a big jump when you level up your vitality and get the flat +hp/dice for vit 16, 17, and 18.