Wizard

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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.
Level Features
1 Spellcasting Level 1, Arcane Focus, Metamagic: Conversion, Scribe Scroll, Summon Familiar
2 Contingency I
3 Spellcasting Level 2, Revision
4 Contingency II
5 Spellcasting Level 3, Bonus Feat
6 Contingency III
7 Spellcasting Level 4
8 Contingency IV
9 Spellcasting Level 5
10 Bonus Feat, Contingency V
Spell Slots per Level
Class Level Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level
1 3 1 - - - -
2 4 2 - - - -
3 4 2 1 - - -
4 4 3 2 - - -
5 4 3 2 1 - -
6 4 3 3 2 - -
7 4 4 3 2 1 -
8 4 4 3 3 2 -
9 4 4 4 3 2 1
10 4 4 4 3 3 2

Spell slots are before any bonus slots from a high spellcasting ability.

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

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

Acid Splash
Daze
Electric Jolt
Flare
Light
Micro Missile
Ray of Frost
Resistance

Burning Hands
Charm
Color Spray
Endure Energy
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
Clayskin
Cloud of Bewilderment
Combust
Death Armor
Eagle's Splendor
Electric Loop
Elemental Weapon
Endurance
Fox's Cunning
Ghostly Visage
Ghoul Touch
Hideous Laughter
Hold
Invisibility
Iron Horn
Owl's Wisdom
Resist Energy
See Invisibility
Stone Bones
Summon Creature II
Web

Acid Breath
Confusion
Contagion
Dispel Magic
Displacement
Fear
Fireball
Flame Arrow
Glyph of Warding
Greater Magic Weapon
Gust of Wind
Haste
Invisibility Sphere
Lightning Bolt
Negative Energy Burst
Protection from Energy
Remove Curse
Scintillating Sphere
Slow
Stinking Cloud
Summon Creature III
Vampiric Touch

Bestow Curse
Black Tentacles
Dismissal
Dominate Person
Elemental Rebuke
Enervation
Ice Storm
Improved Invisibility
Minor Globe of Invulnerability
Missile Storm
Phantasmal Killer
Stoneskin
Summon Creature IV
Wall of Fire

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

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):

  • This grid has 3 rows, and columns equal to your highest spell level.
  • Upon casting a harmful spell with 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 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.
  • Conjunction may also be consumed to recover Evocation spell slots, at a cost of 1 per level.
  • Maximum Conjunction points are equal to thrice the Conjunction received per completed row.
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.

  • 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.
  • You may use your archetype menu to consume 5% Eldritch Induction to restore 1 Arcane Focus, or 2 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 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.

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.