Wizard
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it to harness a wide variety of spells.
- 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 |
| 2 | |
| 3 | Spellcasting Level 2 |
| 4 | Archetype Feature I, Contingency I |
| 5 | Spellcasting Level 3, Bonus Feat |
| 6 | Contingency II |
| 7 | Archetype Feature II, Spellcasting Level 4 |
| 8 | Contingency III |
| 9 | Spellcasting Level 5 |
| 10 | Archetype Feature III, Bonus Feat, Contingency IV |
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.