Difference between revisions of "Wizard"

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=== '''Wizard Bonus Feats''' ===
 
=== '''Wizard Bonus Feats''' ===
 
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and [[General Mechanics Information#Metamagic|Metamagic]] feats.
 
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and [[General Mechanics Information#Metamagic|Metamagic]] feats.
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== '''Wizard Weapons''' ==
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The Wizard may use the club, dagger, light crossbow, heavy crossbow, and quarterstaff.
  
 
== '''Spell List''' ==
 
== '''Spell List''' ==

Revision as of 16:56, 26 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 (Wizard)
Skill Points per level: 6
Skills: All
Primary Saving Throw(s): Will
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

Metamagic: Conversion

The character receives the Conversion 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.

Scribe Scroll

Wizards learn the Scribe Scroll 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.

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.

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, heavy crossbow, and quarterstaff.

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
Ice Dagger
Ironguts
Mage Armor
Magic Missile
Magic Weapon
Negative Energy Ray
Protection
Ray of Enfeeblement
Scare
Shield
Sleep
Summon Creature I
Thundering Boom

Acid Arrow
Blindness/Deafness
Bull's Strength
Cat's Grace
Clarity
Cloud of Bewilderment
Combust
Death Armour
Eagle's Splendor
Electric Loop
Elemental Weapon
Endurance
Fox's Cunning
Ghoul Touch
Ghostly Visage
Hideous Laughter
Hold Person
Invisibility
Iron Horn
Owl's Wisdom
Resist Elements
See Invisibility
Stone Bones
Summon Creature II
Web

Acid Breath
Bestow Curse
Charm Monster
Confusion
Contagion
Dispel Magic
Displacement
Fear
Fireball
Flame Arrow
Greater Magic Weapon
Gust of Wind
Haste
Invisibility Sphere
Lightning Bolt
Negative Energy Burst
Protection From Elements
Remove Blindness/Deafness
Remove Curse
Scintillating Sphere
Slow
Stinking Cloud
Summon Creature III
Vampiric Touch

Black Tentacles
Dismissal
Dominate Person
Elemental Shield
Enervation
Hold Monster
Ice Storm
Improved Invisibility
Lesser Missile Storm
Minor Globe of Invulnerability
Phantasmal Killer
Stoneskin
Summon Creature IV
Wall of Fire

Acid Sheath
Ball Lightning
Cloudkill
Cone of Cold
Energy Buffer
Ethereal Visage
Feeblemind
Firebrand
Lesser Mind Blank
Lesser Spell Mantle
Mind Fog
Summon Creature V

Archetypes

Wizards currently have no archetypes. These are expected to be implemented by the end of the Early Access period.