Wizard: Difference between revisions
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! Level !! Features | ! Level !! Features | ||
|- | |- | ||
| 1 || Spellcasting Level 1, [[#Arcane Focus|Arcane Focus]], [[#Metamagic: Conversion|Metamagic: Conversion]], [[#Scribe Scroll|Scribe Scroll]], [[#Summon Familiar|Summon Familiar]] | | 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 || Spellcasting Level 2, [[#Revision|Revision]] | | 3 || [[#Spell List|Spellcasting Level 2]], [[#Revision|Revision]] | ||
|- | |- | ||
| 4 || [[#Contingency|Contingency II]] | | 4 || [[#Contingency|Contingency II]] | ||
|- | |- | ||
| 5 || Spellcasting Level 3, [[#Bonus Feats|Bonus Feat]] | | 5 || [[#Spell List|Spellcasting Level 3]], [[#Bonus Feats|Bonus Feat]] | ||
|- | |- | ||
| 6 || [[#Contingency|Contingency III]] | | 6 || [[#Contingency|Contingency III]] | ||
|- | |- | ||
| 7 || Spellcasting Level 4 | | 7 || [[#Spell List|Spellcasting Level 4]] | ||
|- | |- | ||
| 8 || [[#Contingency|Contingency IV]] | | 8 || [[#Contingency|Contingency IV]] | ||
|- | |- | ||
| 9 || Spellcasting Level 5 | | 9 || [[#Spell List|Spellcasting Level 5]] | ||
|- | |- | ||
| 10 || [[#Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]] | | 10 || [[#Bonus Feats|Bonus Feat]], [[#Contingency|Contingency V]] | ||
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=== Mystic Weapons === | === Mystic Weapons === | ||
The character may use the casting gloves, mystic staff, and tome. | The character may use the casting gloves, mystic staff, and tome. | ||
=== Spell List === | |||
{| class="wikitable" style="width: 100%;" | |||
! Cantrips !! 1st Level Spells !! 2nd Level Spells !! 3rd Level Spells !! 4th Level Spells !! 5th Level Spells | |||
|- style="vertical-align: top;" | |||
| | |||
[[Spells#Acid Splash|Acid Splash]]<br> | |||
[[Spells#Daze|Daze]]<br> | |||
[[Spells#Electric Jolt|Electric Jolt]]<br> | |||
[[Spells#Flare|Flare]]<br> | |||
[[Spells#Light|Light]]<br> | |||
[[Spells#Micro Missile|Micro Missile]]<br> | |||
[[Spells#Ray of Frost|Ray of Frost]]<br> | |||
[[Spells#Resistance|Resistance]] | |||
| | |||
[[Spells#Burning Hands|Burning Hands]]<br> | |||
Charm<br> | |||
[[Spells#Color Spray|Color Spray]]<br> | |||
Endure Energy<br> | |||
[[Spells#Expeditious Retreat|Expeditious Retreat]]<br> | |||
[[Spells#Grease|Grease]]<br> | |||
[[Spells#Ice Dagger|Ice Dagger]]<br> | |||
[[Spells#Ironguts|Ironguts]]<br> | |||
[[Spells#Mage Armor|Mage Armor]]<br> | |||
[[Spells#Magic Missile|Magic Missile]]<br> | |||
[[Spells#Magic Weapon|Magic Weapon]]<br> | |||
[[Spells#Negative Energy Ray|Negative Energy Ray]]<br> | |||
Protection<br> | |||
[[Spells#Ray of Enfeeblement|Ray of Enfeeblement]]<br> | |||
[[Spells#Scare|Scare]]<br> | |||
[[Spells#Shield|Shield]]<br> | |||
[[Spells#Sleep|Sleep]]<br> | |||
[[Spells#Summon Creature I|Summon Creature I]]<br> | |||
Thundering Boom | |||
| | |||
Acid Arrow<br> | |||
[[Spells#Blindness/Deafness|Blindness/Deafness]]<br> | |||
[[Spells#Bull's Strength|Bull's Strength]]<br> | |||
[[Spells#Cat's Grace|Cat's Grace]]<br> | |||
[[Spells#Clarity|Clarity]]<br> | |||
[[Spells#Clayskin|Clayskin]]<br> | |||
[[Spells#Cloud of Bewilderment|Cloud of Bewilderment]]<br> | |||
[[Spells#Combust|Combust]]<br> | |||
[[Spells#Death Armor|Death Armor]]<br> | |||
[[Spells#Eagle's Splendor|Eagle's Splendor]]<br> | |||
Electric Loop<br> | |||
Elemental Weapon<br> | |||
[[Spells#Endurance|Endurance]]<br> | |||
[[Spells#Fox's Cunning|Fox's Cunning]]<br> | |||
[[Spells#Ghostly Visage|Ghostly Visage]]<br> | |||
[[Spells#Ghoul Touch|Ghoul Touch]]<br> | |||
Hideous Laughter<br> | |||
Hold<br> | |||
[[Spells#Invisibility|Invisibility]]<br> | |||
Iron Horn<br> | |||
[[Spells#Owl's Wisdom|Owl's Wisdom]]<br> | |||
Resist Energy<br> | |||
[[Spells#See Invisibility|See Invisibility]]<br> | |||
[[Spells#Stone Bones|Stone Bones]]<br> | |||
[[Spells#Summon Creature II|Summon Creature II]]<br> | |||
[[Spells#Web|Web]] | |||
| | |||
Acid Breath<br> | |||
[[Spells#Confusion|Confusion]]<br> | |||
[[Spells#Contagion|Contagion]]<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#Glyph of Warding|Glyph of Warding]]<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> | |||
Protection from Energy<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]] | |||
| | |||
[[Spells#Bestow Curse|Bestow Curse]]<br> | |||
Black Tentacles<br> | |||
[[Spells#Dismissal|Dismissal]]<br> | |||
[[Spells#Dominate Person|Dominate Person]]<br> | |||
Elemental Rebuke<br> | |||
[[Spells#Enervation|Enervation]]<br> | |||
[[Spells#Ice Storm|Ice Storm]]<br> | |||
[[Spells#Improved Invisibility|Improved Invisibility]]<br> | |||
[[Spells#Minor Globe of Invulnerability|Minor Globe of Invulnerability]]<br> | |||
Missile Storm<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]] | |||
| | |||
[[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#Ironskin|Ironskin]]<br> | |||
[[Spells#Lesser Spell Mantle|Lesser Spell Mantle]]<br> | |||
[[Spells#Mind Fog|Mind Fog]]<br> | |||
[[Spells#Summon Creature V|Summon Creature V]] | |||
|} | |||
== Archetypes == | == Archetypes == | ||
Revision as of 18:56, 1 October 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, Mystic)
- Skill Points per Level: 7
- 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.
| Rank | Benefit |
|---|---|
| I | 6/All (max 80) |
| II | 12/All (max 100) |
| III | 18/All (max 120) |
| IV | 24/All (max 140) |
| V | 30/All (max 160) |
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, quarterstaff.
Mystic Weapons
The character may use the casting gloves, mystic staff, and tome.
Spell List
Archetypes
Evoker
"Defenses are only as good as their weakest point."
With a calculated evocation, the Evoker brings down even the hardiest enemy.
| Class Level | Feature | Details |
|---|---|---|
| 4 | Conjunction |
You gain a Conjunction grid, which you may view in your archetype menu (opened via your base archetype feat or the /atmenu command):
|
| 7 | Syzygy |
A 'Syzygy' meter is added to your archetype menu. When consuming Conjunction points, your Syzygy meter is increased by the points consumed. Upon reaching or exceeding 10 points in this meter, you gain a charge of Astroclasm. The counter is then reset to zero. You gain a new ability, Astroclasm. Astroclasm allows you to nominate a point within 40m, firing an arcing bolt of force toward that location. This bolt explodes on impact, dealing 5 + 5d4 Force damage, plus an additional 1+1d4 per point of your Intelligence modifier in a 10m radius (Save: Reflex; DC: Spell (L5); Half). Creatures must also succeed a Fortitude save or be knocked down for one round. This ability possesses a maximum capacity of 1 charge, may be used at most once per round, and benefits from applicable Metamagic that you know at no additional cost. |
| 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."
The Conjurer overwhelms their foes with creations from beyond, while controlling the battlefield with ease.
| Class Level | Feature | Details |
|---|---|---|
| 4 | Reinforcements |
You gain a new resource pool, Reinforcements, with a maximum capacity equal to your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell using Arcane Focus, 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. Creatures emerge from this rift at a rate of 1 per second, consuming 1 point of Reinforcements apiece, with a summon duration of 3 rounds. Whenever one of your Reinforcements dies or its duration expires, you regain 1 point of Metamagic. If your Reinforcements pool reaches 0, the rift closes. You may also close the rift by targeting yourself with this feature. The rift may also be obstructed by creatures occupying its space, provided they do not possess a collision-bypassing effect. In addition, you may summon additional creatures beyond your summoning capacity by casting the Summon Creature spell whilst at your maximum capacity. These over-capacity reinforcements have a duration of 3 rounds, and do not return Metamagic. |
| 7 | Shock Troops |
Upon perishing, your Reinforcements explode following a delay of 2.5 seconds, causing the Reinforcement's highest hit die in Force damage to creatures within 4m, other than your allies. Should their duration expire, they also explode at its end, flashing red for the final 2.5 seconds as a warning. 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."
An Eldritch Knight combines martial prowess with arcane skill, cutting down their opponents with unexpected combinations.
| 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. You also gain two new resource gauges, Arcane Flux and Eldritch Induction.
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
| ||||||||
| 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. 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 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. |