Wizard
Wizards use a collection of knowledge, recorded spells and perfect execution to cast powerful arcane magics.
The most recent and commonly considered to be the most advanced form of Mana Manipulation. A Wizard’s Spell Casting combines precise hand movements and sound intonations that briefly access the Mana Stream and essentially input a short command. When executed properly the desired effect is accomplished and is powered entirely by Mana. This allows skilled Wizards to execute complex and powerful spells.
Most wizards train for years to just to learn the basics of magic casting and mastery of the arcane arts can take a lifetime.
Playing a Wizard
XP Cost: 4 Prerequisites: Intellect 14 or higher
Choosing this Archetype and spending the required XP grants you the following:
Training
Gain Training in Arcane and any 3 of the following Skills: Apothacy, Fine Motor, Debate, Engineering, Investigation, Medicine, Perception or Knowledge.
Gain Training in the use of 1 Melee Ranged or Thrown Weapon Type.
Gain the ability to speak, read and write the Language known as Elder-Tongue.
Equipment
Gain a Spellbook, Tablet, Scroll, or other written collection of known Spells to your Inventory. You need your spell collection in order to cast your spells. If it is separated from you or destroyed you will be unable to cast unmemorized spells without the notes contained within. A wizard can create a lost spell collection by paying 1,000 Silver or copying or stealing another mages spell collection.
Acquire a Common Suit of Light Armor of your choice to your Inventory.
Acquire a Common Weapon of your choice to your Inventory.
Ability
Arcane Casting You gain the Ability to cast any Arcane Spell that you have in your Spell Collection and have the necessary Mana to cast.
Trait
Wizards Spell Collection Gain the Arcane Spell “Mana Bolt” at this time.
You Acquire any 2 Arcane Spells of Tier I or any 1 Arcane Spell of Tier II.
Archetype Ability
Arcane Defense When you Roll Initiative you may use your Reaction to Reduce your Mana Maximum by -1 to gain a bonus to your AC equal to your INT Modifier until the end of Active Combat. You may use a Motion or Reaction to Drop this Magic Defense and Immediately Regain the Mana Used to Initiate this Ability. You may never gain the benefit of more than 1 Magic Defense type at any time.
Traits and Abilities
Purchase with XP
Traits
Mental Fortitude
XP Cost: 2 Prerequisites: Wizard
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Strong Willed
XP Cost: 2 Prerequisites: Wizard
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Favored School of Magic
(This Trait can be acquired multiple times)
XP Cost: 1 Prerequisites: Wizard
Choose a favored school of Magic from the following: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation.
Acquire a number of Tier I Arcane Spells of the chosen School equal to your Intellect Modifier and add them to your spellbook.
School of Magic Focus
(This Trait can be acquired multiple times)
XP Cost: 2 Prerequisites: Wizard, Favored School of same type
Choose a focused school of Magic from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.
Acquire a number of Tier II Arcane Spells of the chosen School equal to your Intellect Modifier and add them to your spellbook.
School of Magic Specialist
(This Trait can be acquired multiple times)
XP Cost: 3 Prerequisites: Wizard, Favored School of same type, School Focus of same type
Choose a school of Magic to specialize in from the following: Abjuration, Conjuration, Divination, Evocation, Illusion, Necromancy and Transmutation.
Acquire a number of Tier III Arcane Spells of the chosen School equal to ½ your Intellect Modifier and add them to your spellbook.
Cantrip
XP Cost: 3 Prerequisites: Wizard
Choose any Tier I Arcane Spell within your Wizard's Spellbook. You may now cast that Spell without referring to your spellbook. Once per turn, the Cost to cast the chosen Spell is reduced to 0 Mana. You may choose a new Spell to be your Cantrip whenever you acquire new Spells.
Mana Recycling
XP Cost: 2 Prerequisites: Wizard
You have learned to reabsorb the energy from spells that do not connect with their intended target.
You do not lose the Initial Mana when your Targeted Spells Miss, only when they Hit. Any Mana used to Overpower a Spell is still considered to have been spent. This effect only applies to spells that have an attack roll and/or require a Spell Attack Action to Cast.
Increased Mana Pool
XP Cost: 2 Prerequisites: Wizard
Your dedication pays off as you unlock hidden reserves of Mana within yourself that you never knew existed.
Increase your Mana Pool Maximum by +1.
Spell Hoarder I
XP Cost: 2 Prerequisites: Wizard
You have acquired more than the average accompaniment of spells due to your excellent memory and note taking habits, piecing together simple spells from your past.
Acquire 2 Tier I Arcane Spells of your choice, they may be chosen from any schools of magic.
Spell Hoarder II
XP Cost: 3 Prerequisites: Wizard
You have acquired more than the average accompaniment of spells due to your excellent memory and note taking habits, piecing together complex spells from your past.
Acquire 2 Tier II Arcane Spells of your choice, they may be chosen from any schools of magic.
Spell Hoarder III
XP Cost: 4 Prerequisites: Wizard
You have acquired more than the average accompaniment of spells due to your excellent memory and note taking habits, piecing together intricate spells from your past.
Acquire 2 Tier III Arcane Spells of your choice, they may be chosen from any schools of magic.
Spell Persistence
XP Cost: 2 Prerequisites: Wizard
Your pronunciation and gestures are impeccable allowing you to fit more commands per tap into the Mana Stream.
Your Mana Cost for Sustaining Arcane Spells is reduced by ½ .
Battle Casting
XP Cost: 2 Prerequisites: Wizard
You can now choose to exclude any tiles in the area of your spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.
Subtle Casting
XP Cost: 2 Prerequisites: Wizard
Spells that would usually require a full free arm or hand to execute now only require a single free finger.
Allows you to cast 1 Handed Arcane Spells while Restrained.
Spell Slinger
XP Cost: 3 Prerequisites: Wizard, Spell Precision
Your spells fly off your tongue with perfect speed and precision allowing you to cast more than the average wizard in a pinch.
Gain 1 Additional Spell Attack Action.
Robe Graduate
XP Cost: 1 Prerequisites: Wizard
You may acquire a Mage’s Robe in a color and cut of your choice.
You are considered to have a diploma proving you have completed the first portion of your Arcane Education.
Hat Graduate
XP Cost: 2 Prerequisites: Wizard, Robe Graduate
You may acquire a Mage’s Hat in a color and cut of your choice.
You are considered to have a diploma proving you have completed the 2nd portion of your Arcane Education.
Staff Graduate
XP Cost: 3 Prerequisites: Wizard, Hat Graduate
You gain the Tier II Enchantment Spell “Create Mage’s Wand / Staff”.
You gain the Tier I Enchantment Spell “Repair”.
You gain a 2 Meter length of Enchanted Hardwood that has 14 Item HP and is not Flammable. It may be used for the creation of your wand or staff.
You are considered to have a diploma proving you have completed the final portion of your Arcane Education.
Abilities
Spell Adjustment
XP Cost: 2 Prerequisites: Spell Casting
You can make small alterations to your spells at the Cost of 1 Mana. These alterations can do things such as: change the damage type of a spell or spell attack to another type of spell damage you are capable of dealing, add an additional target to a spell attack and split the damage(roll two attack rolls and 1 damage roll) or substitute Dazed, Slowed or Enraged, until end of next turn for the damage of a targeted spell attack.
Spell Empowering
XP Cost: 2 Prerequisites: Spell Casting
You have gained the ability to empower your spells to increase their lethality.
When you pay a spell’s Overpower Mana Cost you now deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.