You are a youth on the cusp of adulthood and have spent nearly the entirety of your life learning the arcane arts. You're decades if not centuries from mastery, but you've made enough headway in your chosen discipline to earn the title Wizard. With nothing save the robes on your back and a precious spellbook tucked away, you've set out into the world as an adventurer.
Before we begin, we must know who you are.
Are you a man, or are you a woman?
As Wizards do not concern themselves with the physical, the sex of a Wizard is of little consequence. That said, several cabals, disciplines, and opportunities are open only to one sex or the other, and a Wizard's sex often influences the perceptions of their mundane counterparts.
Now that that's out of the way, what race do you come from?
Human: Humans, the descendents of a once prosperous interplanar empire, are cursed with short lives, but are often tempered with great ambition and a broad insight that others may lack.
Half-Orc: The result of an Orc coupling with a Human, Half-Orcs often lack finer intellect and are widely despised, but have an impressive physique, and an innate talent for warfare.
Elf: Elves are endowed with millennia long lives, immense intelligence, inhuman grace, and unmatched arcane talent, but the mystic mastery of life and death eludes them.
Dwarves: Dwarves are as sturdy, slow-to-age, and patient as the mountains they call home and almost never forget anything they've learned, but their connection to the arcane is subdued.
With that in mind, which discipline have you achieved basic competency in?
Evocation: The arcane art of unchained destruction in each of its myriad forms, favored by those who prefer simple solutions to complex problems.
Illusion: The arcane art of deceiving and misleading the primary senses of one's foes, a potent discipline, but easily countered by skilled abjurers or those of exceptionally strong will.
Abjuration: The arcane art of shielding oneself from magic and dispelling the curses and spells of one's foes, often used in concert with other schools of sorcery.
Communion: The arcane art of calling on the denizens of other planes, be it for favors martial, arcane, or informational, usually requiring extensive knowledge and careful ritual.
Transmutation: The arcane art of shifting the physical form of oneself or another, often for combat or for disguise, but clever mages are even able to heal the wounds of others.
Necromancy: The arcane art of bending death itself to one's whims, to reanimate corpses as unthinking cannibals thralls, flay the life from the living, and even twist souls to one's own ends.
Restoration: The arcane art of manipulating the benign essence of life, to heal the direst of wounds in mere moments, turn the undead to dust, and even bring the dead back to life.
Elementalism: The arcane art of controlling one of the primary elements, fire, earth, water, and air, each of which has its own strengths, weaknesses, and alien planes.
Divination: The arcane art of sight without seeing, understanding each of the thousand tongues, deriving the exact function of an ancient artifact, and discerning the whereabouts of one's foes.
Artifice: The arcane art of binding the energies of magic to artifacts, with which, anyone is able to channel the effects of imbued spells, be they mundane or be they arcane.
Enchantment: The arcane art of shaping the minds of another to one's will, to follow their commands and further their ambitions, or experience a sudden, overwhelming emotion.
So be it. Lastly, how did you come to an understanding of the arcane?
You were taught at an Academy: Recognizing your talent, one of the many Wizard's schools across the land took you in, and taught you all you needed to know and more. You may select an additional discipline from the above, thanks to the academy's extensive curriculum.
You were apprenticed to a Master: In need of a domestic servant or to sate their loneliness, a renowned master of your art took you in and taught you until you came of age. You have a measure of expertise in your discipline unusual for one of your age, thanks to your master's skill.
You taught yourself: Stumbling upon a deceased Wizard's spellbook or awakening an arcane spark, you've struggled to learn the rudiments of a single discipline. You receive no benefit but the satisfaction that your progress is due to you and you alone.