Difference between revisions of "Wizard"
(28 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
− | Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their ''Revision'' or ''Arcane Focus'' features. Their poor base defenses are augmented by automatic wards when they take significant damage. | + | Wizards draw [["Power"|Power]] through a dedicated study of known flows of [["Power"|Power]] and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their [[#Revision|''Revision'']] or [[#Arcane Focus|''Arcane Focus'']] features. Their poor base defenses are augmented by [[#Contingency|automatic wards]] when they take significant damage. |
: | : | ||
− | :Maximizing '''Intelligence''' is recommended for increasing spell DCs, spellcasts per day, | + | :Maximizing '''Intelligence''' is recommended for increasing spell DCs, spellcasts per day, [[General Mechanics Information#Metamagic|Metamagic]] and [[General Mechanics Information#Maneuvers|Maneuver]] capacity. It also contributes to your Reflex save. |
:'''Strength''' increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save. | :'''Strength''' increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save. | ||
:'''Dexterity''' increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save. | :'''Dexterity''' increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save. | ||
:'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save. | :'''Constitution''' increases your survivability in raw hit points and contributing to your Fortitude save. | ||
:'''Wisdom''' contributes to your Will save. | :'''Wisdom''' contributes to your Will save. | ||
− | :'''Charisma''' contributes to your Will save and support | + | :'''Charisma''' contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|"Commander Strike"]]. |
== Vitals == | == Vitals == | ||
− | :'''Hit | + | :'''Hit Die''': d6 (6 HP per Level) |
− | :'''Proficiencies''': Weapons ( | + | :'''Proficiencies''': Weapons ([[#Wizard Weapons|Wizard]]) |
− | :'''Skill Points per level''': 6 | + | :'''Skill Points per Level (*4 at 1st level)''': 6 |
:'''Skills''': All | :'''Skills''': All | ||
− | :'''Spellcasting Ability''': Intelligence | + | :'''Primary Saving Throw(s)''': Will |
− | :'''Spellcasting Type''': Arcane. Memorized. | + | :'''Spellcasting Ability''': Intelligence (10 + Spell Level to be able to cast a spell) |
− | :'''Spellbook''' Wizards can learn any spell from their spell list, | + | :'''Spellcasting Type''': Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use. |
+ | :'''Spellbook''': Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls. | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | + | !Level | |
− | + | !Feature | |
|- | |- | ||
− | |1 | + | |1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Revision|Revision]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]] |
− | |Spellcasting Level 1, Metamagic: Conversion, | ||
|- | |- | ||
− | |2 | + | |2 || [[#Contingency|Contingency I]] |
− | |Contingency I | ||
|- | |- | ||
− | |3 | + | |3 || [[#Spell List|Spellcasting Level 2]] |
− | |Spellcasting Level 2 | ||
|- | |- | ||
− | |4 | + | |4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]] |
− | |Archetype Feature I, Contingency II | ||
|- | |- | ||
− | |5 | + | |5 || [[#Spell List|Spellcasting Level 3]], [[#Wizard Bonus Feats|Bonus Feat]] |
− | |Spellcasting Level 3, Bonus Feat | ||
|- | |- | ||
− | |6 | + | |6 || [[#Contingency|Contingency III]] |
− | |Contingency III | ||
|- | |- | ||
− | |7 | + | |7 || [[#Archetypes|Archetype Feature II]], [[#Spell List|Spellcasting Level 4]] |
− | |Archetype Feature II, Spellcasting Level 4 | ||
|- | |- | ||
− | |8 | + | |8 || [[#Contingency|Contingency IV]] |
− | |Contingency IV | ||
|- | |- | ||
− | |9 | + | |9 || [[#Spell List|Spellcasting Level 5]] |
− | |Spellcasting Level 5 | ||
|- | |- | ||
− | |10 | + | |10 || [[#Archetypes|Archetype Feature III]], [[#Wizard Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]] |
− | |Archetype Feature III, Bonus Feat, Contingency V | ||
|} | |} | ||
== Wizard Core Mechanics == | == Wizard Core Mechanics == | ||
+ | |||
+ | === '''Arcane Focus''' === | ||
+ | A Wizard has a pool of ''Arcane Focus'', which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to restore a slot containing that spell, consuming an amount of ''Arcane Focus'' equal to the spell's level. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of ''Arcane Focus'' equal to the spell's level. This pool has a capacity equal to the Wizard's class level, is filled at rest, and is also restored by 1 whenever an enemy of ''Elite'' rating or higher is slain. | ||
+ | |||
+ | === '''Metamagic: Conversion''' === | ||
+ | The character receives the [[Feats#Conversion|Conversion]] feat for free. | ||
+ | |||
+ | === '''Revision''' === | ||
+ | When a Wizard casts a spell from any scroll, if they also have that spell memorized but expended, that spell memorization is refreshed. They may also use this feat to target a scroll, converting [[General Mechanics Information#Metamagic|Metamagic]] to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for [[Feats#Conversion|Conversion]] to restore that spell slot. | ||
+ | |||
+ | === '''Scribe Scroll''' === | ||
+ | Wizards learn the [[Feats#Scribe Scroll|Scribe Scroll]] feat for free. | ||
+ | |||
+ | === '''Summon Familiar''' === | ||
+ | A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster. | ||
+ | |||
=== '''Contingency''' === | === '''Contingency''' === | ||
A Wizard has magical countermeasures in place for many eventualities. The first time per rest the caster is damaged to 50% of total health, the rest of the damage from the strike that reduced the Wizard's health beyond this point is nullified, and the Wizard receives the following effects for 1 minute. This class feature does not exclude any further contingencies the Wizard may receive from other sources. This feature is also restored when slaying an opponent of ''Elite'' rating or higher. | A Wizard has magical countermeasures in place for many eventualities. The first time per rest the caster is damaged to 50% of total health, the rest of the damage from the strike that reduced the Wizard's health beyond this point is nullified, and the Wizard receives the following effects for 1 minute. This class feature does not exclude any further contingencies the Wizard may receive from other sources. This feature is also restored when slaying an opponent of ''Elite'' rating or higher. | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
|- | |- | ||
− | + | !Class Level | |
− | + | !Contingency Effects | |
|- | |- | ||
− | + | |2||Invisibility, 5 Physical DR (Absorption 20), 10 Elemental DR (Absorption 20) | |
− | |2 | ||
− | |Invisibility, 5 Physical DR (Absorption 20), 10 Elemental DR (Absorption 20) | ||
|- | |- | ||
− | |4 | + | |4||Invisibility, 10 Physical DR (Absorption 40), 20 Elemental DR (Absorption 30) |
− | |Invisibility, 10 Physical DR (Absorption 40), 20 Elemental DR (Absorption 30) | ||
|- | |- | ||
− | |6 | + | |6||Invisibility, 15 Physical DR (Absorption 60), 30 Elemental DR (Absorption 40) |
− | |Invisibility, 15 Physical DR (Absorption 60), 30 Elemental DR (Absorption 40) | ||
|- | |- | ||
− | |8 | + | |8||Invisibility, 20 Physical DR (Absorption 80), 40 Elemental DR (Absorption 50) |
− | |Invisibility, 20 Physical DR (Absorption 80), 40 Elemental DR (Absorption 50) | ||
|- | |- | ||
− | |10 | + | |10||Invisibility, 25 Physical DR (Absorption 100), 50 Elemental DR (Absorption 60) |
− | |Invisibility, 25 Physical DR (Absorption 100), 50 Elemental DR (Absorption 60) | ||
|- | |- | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== '''Wizard Bonus Feats''' === | === '''Wizard Bonus Feats''' === | ||
− | Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and | + | Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and [[General Mechanics Information#Metamagic|Metamagic]] feats. |
− | == | + | == '''Wizard Weapons''' == |
− | + | The Wizard may use the club, dagger, light crossbow, and quarterstaff. | |
− | == Spell List == | + | == '''Spell List''' == |
− | {| class="wikitable" style="width: | + | {| class="wikitable" style="width: 100%;" |
!scope="col"|1st Level Spells | !scope="col"|1st Level Spells | ||
!scope="col"|2nd Level Spells | !scope="col"|2nd Level Spells | ||
Line 118: | Line 111: | ||
[[Spells#Negative_Energy_Ray|Negative Energy Ray]]<br> | [[Spells#Negative_Energy_Ray|Negative Energy Ray]]<br> | ||
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br> | [[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br> | ||
− | [[Spells# | + | [[Spells#Ray_of_Enfeeblement|Ray of Enfeeblement]]<br> |
[[Spells#Scare|Scare]]<br> | [[Spells#Scare|Scare]]<br> | ||
[[Spells#Shield|Shield]]<br> | [[Spells#Shield|Shield]]<br> | ||
Line 126: | Line 119: | ||
| | | | ||
[[Spells#Melfs_Acid_Arrow|Acid Arrow]]<br> | [[Spells#Melfs_Acid_Arrow|Acid Arrow]]<br> | ||
− | |||
[[Spells#Blindness_and_Deafness|Blindness/Deafness]]<br> | [[Spells#Blindness_and_Deafness|Blindness/Deafness]]<br> | ||
[[Spells#Bulls_Strength|Bull's Strength]]<br> | [[Spells#Bulls_Strength|Bull's Strength]]<br> | ||
Line 140: | Line 132: | ||
[[Spells#Foxs_Cunning|Fox's Cunning]]<br> | [[Spells#Foxs_Cunning|Fox's Cunning]]<br> | ||
[[Spells#Ghoul_Touch|Ghoul Touch]]<br> | [[Spells#Ghoul_Touch|Ghoul Touch]]<br> | ||
+ | [[Spells#Ghostly Visage|Ghostly Visage]]<br> | ||
[[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]<br> | [[Spells#Tashas_Hideous_Laughter|Hideous Laughter]]<br> | ||
+ | [[Spells#Hold_Person|Hold Person]]<br> | ||
[[Spells#Invisibility|Invisibility]]<br> | [[Spells#Invisibility|Invisibility]]<br> | ||
[[Spells#BalagarnsIronHorn|Iron Horn]]<br> | [[Spells#BalagarnsIronHorn|Iron Horn]]<br> | ||
Line 150: | Line 144: | ||
[[Spells#Web|Web]]<br> | [[Spells#Web|Web]]<br> | ||
| | | | ||
+ | [[Spells#Mestils_Acid_Breath|Acid Breath]]<br> | ||
+ | [[Spells#Bestow_Curse|Bestow Curse]]<br> | ||
+ | [[Spells#Charm_Monster|Charm Monster]]<br> | ||
+ | [[Spells#Confusion|Confusion]]<br> | ||
+ | [[Spells#Contagion|Contagion]]<br> | ||
[[Spells#Dispel_Magic|Dispel Magic]]<br> | [[Spells#Dispel_Magic|Dispel Magic]]<br> | ||
+ | [[Spells#Displacement|Displacement]]<br> | ||
+ | [[Spells#Fear|Fear]]<br> | ||
+ | [[Spells#Fireball|Fireball]]<br> | ||
+ | [[Spells#Flame_Arrow|Flame Arrow]]<br> | ||
+ | [[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]<br> | ||
+ | [[Spells#Gust_of_Wind|Gust of Wind]]<br> | ||
+ | [[Spells#Haste|Haste]]<br> | ||
+ | [[Spells#Invisibility_Sphere|Invisibility Sphere]]<br> | ||
+ | [[Spells#Lightning_Bolt|Lightning Bolt]]<br> | ||
+ | [[Spells#Negative_Energy_Burst|Negative Energy Burst]]<br> | ||
+ | [[Spells#Protection_from_Elements|Protection From Elements]]<br> | ||
+ | [[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]<br> | ||
+ | [[Spells#Remove_Curse|Remove Curse]]<br> | ||
+ | [[Spells#Scintillating_Sphere|Scintillating Sphere]]<br> | ||
+ | [[Spells#Slow|Slow]]<br> | ||
+ | [[Spells#Stinking_Cloud|Stinking Cloud]]<br> | ||
+ | [[Spells#Summon_Creature_III|Summon Creature III]]<br> | ||
+ | [[Spells#Vampiric_Touch|Vampiric Touch]]<br> | ||
| | | | ||
− | [[Spells# | + | [[Spells#Evards_Black_Tentacles|Black Tentacles]]<br> |
+ | [[Spells#Dismissal|Dismissal]]<br> | ||
+ | [[Spells#Dominate_Person|Dominate Person]]<br> | ||
+ | [[Spells#Elemental_Shield|Elemental Shield]]<br> | ||
+ | [[Spells#Enervation|Enervation]]<br> | ||
+ | [[Spells#Hold_Monster|Hold Monster]]<br> | ||
+ | [[Spells#Ice_Storm|Ice Storm]]<br> | ||
+ | [[Spells#Improved_Invisibility|Improved Invisibility]]<br> | ||
+ | [[Spells#Isaacs_Lesser_Missile_Storm|Lesser Missile Storm]]<br> | ||
+ | [[Spells#Minor_Globe_of_Invulnerability|Minor Globe of Invulnerability]]<br> | ||
+ | [[Spells#Phantasmal_Killer|Phantasmal Killer]]<br> | ||
+ | [[Spells#Stoneskin|Stoneskin]]<br> | ||
+ | [[Spells#Summon_Creature_IV|Summon Creature IV]]<br> | ||
+ | [[Spells#Wall_of_Fire|Wall of Fire]]<br> | ||
| | | | ||
+ | [[Spells#Mestils_Acid_Sheath|Acid Sheath]]<br> | ||
[[Spells#Ball_Lightning|Ball Lightning]]<br> | [[Spells#Ball_Lightning|Ball Lightning]]<br> | ||
+ | [[Spells#Cloudkill|Cloudkill]]<br> | ||
+ | [[Spells#Cone_of_Cold|Cone of Cold]]<br> | ||
+ | [[Spells#Energy_Buffer|Energy Buffer]]<br> | ||
+ | [[Spells#Ethereal Visage|Ethereal Visage]]<br> | ||
+ | [[Spells#Feeblemind|Feeblemind]]<br> | ||
+ | [[Spells#Firebrand|Firebrand]]<br> | ||
+ | [[Spells#Lesser_Mind_Blank|Lesser Mind Blank]]<br> | ||
+ | [[Spells#Lesser_Spell_Mantle|Lesser Spell Mantle]]<br> | ||
+ | [[Spells#Mind_Fog|Mind Fog]]<br> | ||
+ | [[Spells#Summon_Creature_V|Summon Creature V]]<br> | ||
|} | |} | ||
+ | |||
+ | == Archetypes == | ||
+ | Wizards currently have no archetypes. These are expected to be implemented by the end of the Early Access period. |
Latest revision as of 12:49, 31 January 2021
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.
- Maximizing Intelligence is recommended for increasing spell DCs, spellcasts per day, Metamagic and Maneuver capacity. It also contributes to your Reflex save.
- Strength increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.
- Dexterity increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.
- Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
- Wisdom contributes to your Will save.
- Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".
Vitals
- Hit Die: d6 (6 HP per Level)
- Proficiencies: Weapons (Wizard)
- Skill Points per Level (*4 at 1st level): 6
- Skills: All
- Primary Saving Throw(s): Will
- Spellcasting Ability: Intelligence (10 + Spell Level to be able to cast a spell)
- Spellcasting Type: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
- Spellbook: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.
Wizard Core Mechanics
Arcane Focus
A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to restore a slot containing that spell, consuming an amount of Arcane Focus equal to the spell's level. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell's level. This pool has a capacity equal to the Wizard's class level, is filled at rest, and is also restored by 1 whenever an enemy of Elite rating or higher is slain.
Metamagic: Conversion
The character receives the Conversion feat for free.
Revision
When a Wizard casts a spell from any scroll, if they also have that spell memorized but expended, that spell memorization is refreshed. They may also use this feat to target a scroll, converting Metamagic to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.
Scribe Scroll
Wizards learn the Scribe Scroll feat for free.
Summon Familiar
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.
Contingency
A Wizard has magical countermeasures in place for many eventualities. The first time per rest the caster is damaged to 50% of total health, the rest of the damage from the strike that reduced the Wizard's health beyond this point is nullified, and the Wizard receives the following effects for 1 minute. This class feature does not exclude any further contingencies the Wizard may receive from other sources. This feature is also restored when slaying an opponent of Elite rating or higher.
Class Level | Contingency Effects |
---|---|
2 | Invisibility, 5 Physical DR (Absorption 20), 10 Elemental DR (Absorption 20) |
4 | Invisibility, 10 Physical DR (Absorption 40), 20 Elemental DR (Absorption 30) |
6 | Invisibility, 15 Physical DR (Absorption 60), 30 Elemental DR (Absorption 40) |
8 | Invisibility, 20 Physical DR (Absorption 80), 40 Elemental DR (Absorption 50) |
10 | Invisibility, 25 Physical DR (Absorption 100), 50 Elemental DR (Absorption 60) |
Wizard Bonus Feats
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and Metamagic feats.
Wizard Weapons
The Wizard may use the club, dagger, light crossbow, and quarterstaff.
Spell List
Archetypes
Wizards currently have no archetypes. These are expected to be implemented by the end of the Early Access period.