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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. Training The training of a wizard must start early in one’s academic career and many scholars of magic aspire to join their ranks. It is a long journey to piece together the lost fragments of magical knowledge that was lost when the god of magic died in the Ragewar. After a long period of study, either at a magical academy or under the tutelage of a powerful wizard, a fledgeling wizard will find themselves having to do research in the field to advance their knowledge and power. Through questing, exploration, and long hours of study wizards eventually gain the lost knowledge and magical might they seek.

Exalted Wizards Archmages are the most powerful wizards in all the land and they command tremendous magical energy and vast collections of forgotten lore. Archmages have dozens if not hundreds of spells at their fingertips and can be expected to have deep understanding of some of the universe’s most profound and esoteric mysteries. They will often have jobs as heads of academies, as cosmic protectors, or librarians of sacred arcane libraries.

Cultural Expectation: The Scholar Wizards are bookish, or at least according to the prevailing expectations people have. While not always true wizards must spend time pouring over scrolls and tomes to uncover the knowledge they seek but equally are sent to explore things in person. They can be found in the courts of the Fey, asking demons for the best methods of torture, conversing with spirits, entering into poetry contests with fire elementals, and playing chess with angels- if there is knowledge to be gained a wizard will seek it. Your party will turn to you for answers to questions and you should be ready; the only sin as a wizard is to not have an answer handy!.

Gameplay Wizards are the best pure spellcasters in the game, at least on a technical level. They have access to the most spells (and can gain access to more), generally have the highest spellcasting proficiency in a party, and are unparalleled masters of metamagic. If your wizard doesn’t have a spell that can help in any given situation, you’re not playing them right. Wizards can suffer a little in terms of damage though but that can be circumvented tactics like using area of effect damage spells to cause more damage across multiple creatures. A wizard shouldn’t focus on dealing damage though, they’re about causing chaos and controlling the battlefield. If you toss the right curse on an enemy they’re out of the fight, making a pit can render certain enemies unable to contribute, and counterspelling enemy spellcasters can shut them down. You generally aren’t looking to deal raw damage; you’re looking to overcome an encounter with magical means.

Class Combinations Wizards are the go-to class for being good at magic. Much like a fighter is going to be better with a sword than anyone else, a wizard is going to be better at magic than anyone else. To this end, wizards can help strengthen other spellcaster classes like druid or cleric by boosting their Spellcasting. Additionally, the sheer variety of arcane spells means that wizards can add a lot of utility to whichever class they pair with; being able to cast helpful spells like fly, haste, and portal is never a bad thing. Giving utility to a relatively straightforward class like berserker or fighter can give your character a lot of strategic depth on the battlefield and put a lot of tools in your toolbox!

Sidebar: The Arcane Decimation The art of magic was sundered from the world for a time when the god of magic died in the Ragewar. Because of this, much was forgotten, and that which was remembered has been heavily mythologized and ritualized. Those known as “wizards” seek to rediscover that which was lost and bring magic back to the world.

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. Sidebar: Wizards Don’t Have Access to Absolute Damage… or Do They? Wizards don’t inherently have access to Absolute damage or the ability to gain an Absolute bonus on an attack roll like other classes do. However, the Apocalyptic Spell metamagic effect causes Absolute damage. With a DC of 50 to cast, most spellcasters can only use it some of the time. By using your High Wizardry class feature you can absolutely cause Absolute damage. 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.

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