Difference between revisions of "Wizard"

From Risenholm
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== Spell List ==
 
== Spell List ==
  
[[Spells#Burning_Hands|Burning Hands]]
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{| class="wikitable"
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!scope="col"|1st Level Spells
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!scope="col"|2nd Level Spells
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!scope="col"|3rd Level Spells
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!scope="col"|4th Level Spells
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!scope="col"|5th Level Spells
 +
|-
 +
|
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[[Spells#Burning_Hands|Burning Hands]]<br>
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[[Spells#Charm_Person|Charm Person]]<br>
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[[Spells#Color_Spray|Color Spray]]<br>
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[[Spells#Endure_Elements|Endure Elements]]<br>
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[[Spells#Expeditious_Retreat|Expeditious Retreat]]<br>
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[[Spells#Grease|Grease]]<br>
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[[Spells#Horizikauls_Boom|Thundering Boom]]<br>
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[[Spells#Ice_Dagger|Ice Dagger]]<br>
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[[Spells#Ironguts|Ironguts]]<br>
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[[Spells#Mage_Armor|Mage Armor]]<br>
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[[Spells#Magic_Missile|Magic Missile]]<br>
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[[Spells#Magic_Weapon|Magic Weapon]]<br>
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[[Spells#Negative_Energy_Ray|Negative Energy Ray]]<br>
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[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]<br>
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[[Spells#Ray_Of_Enfeeblement|Ray of Enfeeblement]]<br>
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[[Spells#Scare|Scare]]<br>
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[[Spells#Shield|Shield]]<br>
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[[Spells#Sleep|Sleep]]<br>
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[[Spells#Summon_Creature_I|Summon Creature I]]<br>
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|
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[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
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[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
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[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
 +
|
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[[Spells#Fireball|Fireball]]<br>
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[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
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[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
 +
|
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[[Spells#Fireball|Fireball]]<br>
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[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
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[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
 +
|
 +
[[Spells#Fireball|Fireball]]<br>
 +
[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
 +
[[Spells#Gedlees_Electric_Loop|Electric Loop]]<br>
 +
|}

Revision as of 11:21, 21 December 2020

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 Points per level: 6
Proficiencies: Weapons (Simple)
Skill Points per level: 6
Skills: All
Spellcasting Ability: Intelligence
Spellcasting Type: Arcane. Memorized.
Spellbook Wizards can learn any spell from their spell list, either through natural level ups or through the study of scrolls.
Level Feature
1 Spellcasting Level 1, Metamagic: Conversion, Summon Familiar, Scribe Scroll, Revision, Arcane Focus
2 Contingency I
3 Spellcasting Level 2
4 Archetype Feature I, Contingency II
5 Spellcasting Level 3, Bonus Feat
6 Contingency III
7 Archetype Feature II, Spellcasting Level 4
8 Contingency IV
9 Spellcasting Level 5
10 Archetype Feature III, Bonus Feat, Contingency V

Wizard Core Mechanics

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)

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.

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 3 whenever an enemy of Elite rating or higher is slain.

Wizard Bonus Feats

Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and metamagic feats.

Archetypes

Wizards currently have no archetypes.

Spell List

1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells

Burning Hands
Charm Person
Color Spray
Endure Elements
Expeditious Retreat
Grease
Thundering Boom
Ice Dagger
Ironguts
Mage Armor
Magic Missile
Magic Weapon
Negative Energy Ray
Protection
Ray of Enfeeblement
Scare
Shield
Sleep
Summon Creature I

Electric Loop
Electric Loop
Electric Loop

Fireball
Electric Loop
Electric Loop

Fireball
Electric Loop
Electric Loop

Fireball
Electric Loop
Electric Loop