User Tools

Wizard

HP Per Level: 5.

Keywords: Wizard, Spellcaster, Talented, Arcane Magic.

Wizards are magical archeologists who are uncovering and piecing together the lost art of arcane magic after it was thought to have died with the god of magic. With tremendous magical power at their fingertips these arcane academics are the foremost experts on spell-slinging the world over.

Wizard Proficiencies

  • Weapons
    • All Simple Weapons (Skilled)
    • Caster weapons (Exceptional)
  • Defense: Skilled
    • Armors: Light
  • Saves
    • Fortitude Save (Skilled)
    • Reflex Save (Skilled)
    • Will Save (Professional)
  • Spellcasting: Exceptional
  • Bonus Languages: Arcane

Wizard Skills

You are Professional in 1 of the following skills: Academia, Investigation, Profession, Politique, Religion, or Technological Lore. Additionally, you are Exceptional with Arcane Lore.

Sidebar: Casters & Caster Weapons

Remember: if you are at least Skilled in Spellcasting, you are proficient with caster weapons like wands and staves! Since these weapons use your Spellcasting proficiency, you are exceptional with them off the bat!

Level Class Features
1 Signature: Emergency Spells, Spellcasting, Wizardry
2 (Feat)
3 1st Secret Knowledge
4 (Honor)
5 (Ability Score Increase)
6 Detect Magic, Talented
7 (Feat)
8 2nd Secret Knowledge
9 (Honor)
10 (Ability Score Increase)
11 High Wizardry
12 (Feat)
13 3rd Secret Knowledge
14 (Honor)
15 (Ability Score Increase)
16 Talented
17 (Feat)
18 4th Secret Knowledge
19 (Honor)
20 Capstone: Archmage, (Ability Score Increase)

Class Features

Signature Ability: Emergency Spells (1st Level)

You’ve learned of the importance of keeping a little extra bit of magical power in reserve, just in case you really end up needing it.

Benefit: In a pinch, you can draw upon your deep reserves of magic. Once per short rest, you can spend 1 Hero Dice as an action to regain mana. You regain mana equal to 1 + the number rolled on the Hero Dice. This cannot bring your total mana over your maximum.

Spellcasting (1st Level)

Benefit: You can cast arcane spells drawn from the arcane spell list. You have 5 + your Intelligence modifier in mana to cast wizard spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your wizard Spellcasting is based on your Intelligence.

You start with 3 spells of your choosing from the arcane spell list. At 3rd level, and every odd level thereafter, you gain 1 new spell from the arcane spell list.

Sidebar: Mana

Mana is the magical academic term for the base unit of magical power, like a “gram” or “watt”. All spells (unless otherwise noted) cost 1 mana to cast.

Wizardry (1st Level)

All that time spent studying arcane theory and magical lore has really paid off.

Benefit: You gain a +3 bonus on Arcane Lore and Spellcasting checks.

Sidebar: Spellcasting Checks

Wizardry applies to dice rolls you make. It doesn’t increase your spell DC or anything that doesn’t require a die roll.

Detect Magic (6th Level)

You’ve spent enough time studying magic that you can sense its presence.

Benefit: You gain Pinpoint (Magic).

Talented (6th Level)

Benefit: You gain the Talented feat.

High Wizardry (11th Level)

You have flashes of brilliance, where everything magical just makes sense. You must rush to apply the insight before the feeling and the knowledge can fade.

Benefit: 5 times per short rest, you gain an Absolute bonus on a Spellcasting check to use a metamagic effect or an Arcane Lore check.

Talented (16th Level)

Benefit: You gain the Talented feat.

Capstone: Archmage (20th Level)

“Of course I know that spell. Who do you think I am?”

Benefit: You know all spells from the arcane spell list you did not already know.

Special: If you have taken the “Fount of Arcane Knowledge” secret knowledge, select new secret knowledges to replace them (as they are no longer relevant).

Secret Knowledges

Blood Magic

There is power hidden in blood, for those willing to pay the price.

Benefit: Once per short rest, as a free action, you may regain up to 3 mana. However, you sacrifice 10 HP per mana recovered.

Exotic Magic Research

Your professors advised you not to read ahead. This is good advice for cowards but not for progress.

Benefit: You have twisted the laws of spellcraft to learn 1 spell from a spell list other than the arcane spell list. The chosen spells are still cast as if they were arcane spells. You may select this multiple times; each time you learn a different spell.

Familiar

You will love it and hug it and involve it in your schemes to break reality with magic.

Benefit: You gain a familiar. A familiar is a magical being or guide creature that is formed from your soul to act as an extension of your will. This being functions like an animal companion with the following modifications:

  • The animal selected must be small or tiny.
  • The animal can cast spells as if they were you. (It uses your stats and abilities when casting; the only difference is the origin point of the spell.)
  • If killed, the animal can be re-conjured during a long rest with no ill effects.
  • A wizard may close their eyes and see through the eyes of their familiar.

Fount of Arcane Knowledge

You have researched long and hard and have rediscovered spells lost to history.

Benefit: You discover the echo of a trove of spells in the aether, rediscover a long-forgotten spell, etc. Learn 3 spells from the arcane spell list. You may select this multiple times; each time you learn different spells.

Necromancer

Who cares if everyone thinks it’s creepy; you’ve found your own way to make some new friends…

Benefit: You learn the Create Undead spell if you didn’t already know it. Additionally, when you cast the spell, it has the following changes:

  • Casting Create Undead is 3 actions, rather than a ritual.
  • Each casting of Create Undead allows you to make up to 3 undead. The corpses need to all be adjacent to the caster.

Ritualist

You have a PHD in ritual magic from an esteemed magical college. Your mastery of rituals is surpassed by few in the world.

Benefit: Once per long rest, you can cast a ritual as a full-round action instead of the normal casting time.

Summoner

Turn the tides of battle by bringing an extra army with you.

Benefit: You may have up to 3 instances of summoned creatures/objects at a time (rather than 1). If you attempt to summon more than this limit, you choose which creature/object is dismissed.

Warmage

You’ve learned to channel more energy into your magical implements of battle, giving them that extra “oomph”.

Benefit: You gain a bonus on damage rolls with caster and crystal weapons equal to 1/2 your level.

This website uses cookies. By using the website, you agree with storing cookies on your computer. Also, you acknowledge that you have read and understand our Privacy Policy. If you do not agree, please leave the website.

More information