Wizard V2: Difference between revisions
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!Feature | !Feature | ||
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|1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion | |1 || [[#Spell List|Spellcasting Level 1]], [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]] | ||
|- | |- | ||
|2 || [[#Contingency|Contingency I]] | |2 || [[#Contingency|Contingency I]] | ||
|- | |- | ||
|3 || [[#Spell List|Spellcasting Level 2]] | |3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]] | ||
|- | |- | ||
|4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]] | |4 || [[#Archetypes|Archetype Feature I]], [[#Contingency|Contingency II]] | ||
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=== '''Arcane Focus''' === | === '''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 consume an amount of Arcane Focus equal to the spell's level, in exchange for not expending that slot. 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 5 + the Wizard's class level + their Intelligence modifier. | 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 consume an amount of ''Arcane Focus'' equal to the spell's level, in exchange for not expending that slot. 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 5 + the Wizard's class level + their Intelligence modifier. | ||
=== '''Metamagic: Conversion''' === | === '''Metamagic: Conversion''' === | ||
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=== '''Revision''' === | === '''Revision''' === | ||
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell's level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. | When a Wizard casts a spell from any scroll that they know, they regain ''Arcane Focus'' equal to the spell's level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the ''Arcane Focus''. In addition, if the scroll is used for free due to skills or other means, the [[General Mechanics Information#Stability|Stability]] cost is waived. | ||
The Wizard 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''' === | === '''Scribe Scroll''' === | ||
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| | | | ||
[[Spells#Burning_Hands|Burning Hands]]<br> | [[Spells#Burning_Hands|Burning Hands]]<br> | ||
[[Spells#Charm_Person|Charm | [[Spells#Charm_Person|Charm]]<br> | ||
[[Spells#Color_Spray|Color Spray]]<br> | [[Spells#Color_Spray|Color Spray]]<br> | ||
[[Spells#Endure_Elements|Endure | [[Spells#Endure_Elements|Endure Energy]]<br> | ||
[[Spells#Expeditious_Retreat|Expeditious Retreat]]<br> | [[Spells#Expeditious_Retreat|Expeditious Retreat]]<br> | ||
[[Spells#Grease|Grease]]<br> | [[Spells#Grease|Grease]]<br> | ||
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[[Spells#Ghostly Visage|Ghostly Visage]]<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 | [[Spells#Hold_Person|Hold]]<br> | ||
[[Spells#Invisibility|Invisibility]]<br> | [[Spells#Invisibility|Invisibility]]<br> | ||
[[Spells#BalagarnsIronHorn|Iron Horn]]<br> | [[Spells#BalagarnsIronHorn|Iron Horn]]<br> | ||
[[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | [[Spells#Owls_Wisdom|Owl's Wisdom]]<br> | ||
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]<br> | [[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]<br> | ||
[[Spells#Resist_Elements|Resist | [[Spells#Resist_Elements|Resist Energy]]<br> | ||
[[Spells#See_Invisibility|See Invisibility]]<br> | [[Spells#See_Invisibility|See Invisibility]]<br> | ||
[[Spells#Stone_Bones|Stone Bones]]<br> | [[Spells#Stone_Bones|Stone Bones]]<br> | ||
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[[Spells#Mestils_Acid_Breath|Acid Breath]]<br> | [[Spells#Mestils_Acid_Breath|Acid Breath]]<br> | ||
[[Spells#Bestow_Curse|Bestow Curse]]<br> | [[Spells#Bestow_Curse|Bestow Curse]]<br> | ||
[[Spells#Confusion|Confusion]]<br> | [[Spells#Confusion|Confusion]]<br> | ||
[[Spells#Contagion|Contagion]]<br> | [[Spells#Contagion|Contagion]]<br> | ||
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[[Spells#Lightning_Bolt|Lightning Bolt]]<br> | [[Spells#Lightning_Bolt|Lightning Bolt]]<br> | ||
[[Spells#Negative_Energy_Burst|Negative Energy Burst]]<br> | [[Spells#Negative_Energy_Burst|Negative Energy Burst]]<br> | ||
[[Spells#Protection_from_Elements|Protection From | [[Spells#Protection_from_Elements|Protection From Energy]]<br> | ||
[[Spells#Remove_Curse|Remove Curse]]<br> | [[Spells#Remove_Curse|Remove Curse]]<br> | ||
[[Spells#Scintillating_Sphere|Scintillating Sphere]]<br> | [[Spells#Scintillating_Sphere|Scintillating Sphere]]<br> | ||
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[[Spells#Evards_Black_Tentacles|Black Tentacles]]<br> | [[Spells#Evards_Black_Tentacles|Black Tentacles]]<br> | ||
[[Spells#Dismissal|Dismissal]]<br> | [[Spells#Dismissal|Dismissal]]<br> | ||
[[Spells#Dominate_Person|Dominate | [[Spells#Dominate_Person|Dominate]]<br> | ||
[[Spells#Elemental_Rebuke|Elemental Rebuke]]<br> | [[Spells#Elemental_Rebuke|Elemental Rebuke]]<br> | ||
[[Spells#Enervation|Enervation]]<br> | [[Spells#Enervation|Enervation]]<br> | ||
[[Spells#Ice_Storm|Ice Storm]]<br> | [[Spells#Ice_Storm|Ice Storm]]<br> | ||
[[Spells#Improved_Invisibility|Improved Invisibility]]<br> | [[Spells#Improved_Invisibility|Improved Invisibility]]<br> | ||
[[Spells#Isaacs_Lesser_Missile_Storm| | [[Spells#Isaacs_Lesser_Missile_Storm|Missile Storm]]<br> | ||
[[Spells#Minor_Globe_of_Invulnerability| | [[Spells#Minor_Globe_of_Invulnerability|Globe of Invulnerability]]<br> | ||
[[Spells#Phantasmal_Killer|Phantasmal Killer]]<br> | [[Spells#Phantasmal_Killer|Phantasmal Killer]]<br> | ||
[[Spells#Stoneskin|Stoneskin]]<br> | [[Spells#Stoneskin|Stoneskin]]<br> | ||
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[[Spells#Wall_of_Fire|Wall of Fire]]<br> | [[Spells#Wall_of_Fire|Wall of Fire]]<br> | ||
| | | | ||
[[Spells#Ball_Lightning|Ball Lightning]]<br> | [[Spells#Ball_Lightning|Ball Lightning]]<br> | ||
[[Spells#Cloudkill|Cloudkill]]<br> | [[Spells#Cloudkill|Cloudkill]]<br> | ||
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| You gain a ''Conjunction'' grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command): | | You gain a ''Conjunction'' grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command): | ||
* This grid has 3 rows, and a number of columns equal to your highest spell level. | * This grid has 3 rows, and a number of columns equal to your highest spell level. | ||
* Upon casting a spell with [[#Arcane Focus|''Arcane Focus'']], | * Upon casting a harmful spell with [[#Arcane Focus|''Arcane Focus'']], the grid gains a charge in the highest unfilled cell corresponding to the level of the spell. | ||
* When a row of this grid is filled, that row is cleared and you gain points of ''Conjunction'' equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space. | * When a row of this grid is filled, that row is cleared and you gain points of ''Conjunction'' equal to 1 + the combined total of all your spell levels, minus your highest (e.g. a wizard who knows level 5 spells would gain 1+4+3+2+1 = 11 points). Any remaining filled cells in the grid rise to fill empty space. | ||
* When consuming Evocation spell slots, an amount of Conjunction equal to the spell's level is expended to refund the slot, and you gain Arcane Focus equal to the spell level. | * When consuming Evocation spell slots, an amount of Conjunction equal to the spell's level is expended to refund the slot, and you gain Arcane Focus equal to the spell level. | ||
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|4 | |4 | ||
|''' | |'''Launch Sequencer''' | ||
| | | When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active. | ||
You also gain two new resource gauges, ''Arcane Flux'' and ''Eldritch Induction''. | |||
Once per round, when making an attack, you convert ''Arcane Flux'' to ''Eldritch Induction'' at a rate dependent on the current score on the ''Arcane Flux'' meter, as indicated in the table below. You may use your archetype menu to consume ''Eldritch Induction'' to restore | * When casting a harmful spell, you gain ''Arcane Flux'' at a rate of 4% per spell level. | ||
* When casting a non-harmful spell that does not have a Combat Time duration, you gain ''Arcane Flux'' at a rate of 2% per spell level. | |||
* Once per round, when making an attack, you convert ''Arcane Flux'' to ''Eldritch Induction'' at a rate dependent on the current score on the ''Arcane Flux'' meter, as indicated in the table below. | |||
* You may use your archetype menu to consume 5% ''Eldritch Induction'' to restore 1 [[Wizard#Arcane Focus|''Arcane Focus'']], or 2 [[General Mechanics Information#Metamagic|''Metamagic'']]. | |||
* Your attacks have their damage increased by +1 per 10% ''Eldritch Induction'' you possess, to a maximum of +5. | |||
* You receive a 30% multiplicative damage immunity to all damage whilst you possess any ''Arcane Flux''. | |||
* When you perform a Long Rest, you begin with 10% ''Arcane Flux'' and 50% ''Eldritch Induction''. | |||
Finally, you gain the '' | Finally, you gain the ''Weapon Proficiency (Martial)'', ''Weapon Proficiency (Simple)'', ''Simple Weapon Mastery'', ''Armor Proficiency (Light)'', ''Armor Proficiency (Medium)'', ''Armor Proficiency (Heavy)'', and ''Proficiency (Shield)'' feats, if you do not already possess them. | ||
Arcane Flux Gauge: Flux conversion | |||
0-9%: | 0-9%: 1% | ||
10-39%: | 10-39%: 6% | ||
40-69%: | 40-69%: 11% | ||
70-100%: | 70-100%: 20% | ||
|- | |- | ||
|7 | |7 | ||
|'''Force Feedback''' | |'''Force Feedback''' | ||
| | | When your ''Arcane Flux'' converts into ''Eldritch Induction'', and you have cast a harmful spell within the last 1m, you gain the ''Force Feedback'' effect. | ||
This takes the form of a Retaliation effect with a special 20m Range [Trigger: Attacks/Damage, Damage: [1 + 1d4 Force] * [CON/2], Limit: CON, Duration: 3 rounds, Cooldown: 1s, per-Target]. | |||
The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no | The effects of this feature benefit from any applicable [[General Mechanics Information#Metamagic|Metamagic]] feats you know, at no additional cost. | ||
|- | |- | ||
|10 | |10 | ||
|''' | |'''Rune and Iron''' | ||
| | | Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10. | ||
|- | |- | ||
|} | |} | ||
Latest revision as of 03:57, 10 February 2026
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: d4 (4 HP per Level)
- Proficiencies: Weapons (Wizard)
- Skill Points per Level: 6
- 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 consume an amount of Arcane Focus equal to the spell's level, in exchange for not expending that slot. 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 5 + the Wizard's class level + their Intelligence modifier.
Metamagic: Conversion
The character receives the Conversion feat for free.
Revision
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell's level. If they also have that spell memorized but expended, that spell memorization is refreshed. If the spell is memorized but not expended, they regain twice the Arcane Focus. In addition, if the scroll is used for free due to skills or other means, the Stability cost is waived.
The Wizard 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 the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.
| Class Level | Contingency Effects |
|---|---|
| 2 | Invisibility, 6 DR (All Damage: Absorption 80) |
| 4 | Invisibility, 12 DR (All Damage: Absorption 100) |
| 6 | Invisibility, 18 DR (All Damage: Absorption 120) |
| 8 | Invisibility, 24 DR (All Damage: Absorption 140) |
| 10 | Invisibility, 30 DR (All Damage: Absorption 160) |
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
Evoker
"Defenses are only as good as their weakest point."
| Class Level | Feature | Details |
| 4 | Conjunction | You gain a Conjunction grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):
|
| 7 | Syzygy | A Syzygy counter is added to your archetype menu. When consuming Conjunction points, your Syzygy counter is increased by the points consumed. Upon reaching or exceeding 10 in this counter, you gain a charge of Astroclasm. The counter is then reset to zero.
|
| 10 | Binary System | Your Astroclasm capacity increases to 2. You now gain Syzygy when filling slots in your Conjunction grid, equal to the spell level. |
Conjurer
"I am not without allies."
| Class Level | Feature | Details |
| 4 | Reinforcements | You gain a new resource pool, Reinforcements, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell, you gain Reinforcements equal to the spell's level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.
|
| 7 | Shock Troops | Upon perishing, your Reinforcements explode following a delay of 3 seconds, causing the Reinforcement's highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable Metamagic you know. |
| 10 | Vanguarded | Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored. |
Eldritch Knight
"Warded by rune and iron."
| Class Level | Feature | Details |
| 4 | Launch Sequencer | When casting a harmful spell, you also cast any readied non-harmful spells to the right of its slot in your spellbook on yourself. If there is another harmful spell memorised in a slot to the right of the spell slot you used, you instead cast the non-harmful spells in the slots between the two. You may use your archetype menu to disable this feature, and configure whether these automatic spells overwrite the effects of spells that are already active.
Finally, you gain the Weapon Proficiency (Martial), Weapon Proficiency (Simple), Simple Weapon Mastery, Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), and Proficiency (Shield) feats, if you do not already possess them. Arcane Flux Gauge: Flux conversion 0-9%: 1% 10-39%: 6% 40-69%: 11% 70-100%: 20% |
| 7 | Force Feedback | When your Arcane Flux converts into Eldritch Induction, and you have cast a harmful spell within the last 1m, you gain the Force Feedback effect.
The effects of this feature benefit from any applicable Metamagic feats you know, at no additional cost. |
| 10 | Rune and Iron | Your damage immunity from Arcane Flux increases to 50%, and your damage bonus from Eldritch Induction increases to +2 per 10%, to a maximum of +10. |