Class - Wizard: Difference between revisions

From Tael
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
(18 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Infobox Class|Raw Name=Wizard|Image=Placeholder crest.png|Stats=20 INT|Armortype=Cloth|Weapontypes=Staff, Catalyst, Quarterstaff|Ressource=Mana|Skills=Magic}}The wizard has spent enough time researching magic that he can now utilize it.
{{Infobox Class|Raw Name=Wizard|Image=Placeholder crest.png|Stats=20 INT|Armortype=Cloth|Weapontypes=Staff, Catalyst, Quarterstaff, Wands|Ressource=Mana|Skills=Magic}}The wizard has spent enough time researching magic that he can now utilize it.
== General Info ==
== General Info ==


=== Mana ===
=== Mana ===
A wizard starts with 1 Mana from level 1 but gains another point of maximum mana every level. For every hour of rest, he restores one fifth of his maximum mana available, always rounded up. Casting spells cost mana based on their grade, meaning a grade 1 spell will cost 1 point of mana, while a grade 4 spell will cost 4 mana, for example.
A wizard starts with 2 Mana from level 1 and gains two more points of maximum mana every level. For every hour of rest, he restores one-fifth of his maximum mana available, always rounded up. Casting spells cost mana based on their grade, meaning a grade 1 spell will cost 1 point of mana, while a grade 4 spell will cost 4 mana, for example. Spells of an Advanced school of magic cost twice as much mana as usual.


The amount of available mana can be further increased by items carried by the wizard or by his choice of magic focus.
The amount of available mana can be further increased by items carried by the wizard or by his choice of magic focus.


=== Spellcasting ===
=== Spellcasting ===
In order to cast spells, the wizard may require the use of a magic focus, which can be a staff, a catalyst, or a quarterstaff. Spells that require this will be marked with a 'F' (Focus) in their requirements.
{{Main|article=Spellcasting}}


Many spells also require a spoken phrase in order to be cast, which will be marked as a 'V' (Vocal) requirement.
In order to cast spells, the wizard may require the use of a magic focus, which can be a [[Weapons|staff]], a [[Weapons|catalyst]], a [[Weapons|wand]], or a [[Weapons|quarterstaff]]. Spells that require this will be marked with a 'F' (Focus) in their requirements.


A wizard must be skilled in the school of magic from which a desired spell originates in order to use it. Additionally, higher-grade spells are only available at a higher class level.
Many spells also require a spoken phrase in order to be cast, which will be marked as a 'V' (Vocal) requirement. Additionally, higher-grade spells are only available at a higher class level.


=== Spell Attunement ===
=== Spell Attunement ===
Progressing in the wizard's class levels eventually unlocks spell attunement slots. Spell attunement allows you to cast a spell without the need for a Focus and Vocal requirement. Additionally, the spell does not require any mana anymore. In order to change an attuned spell, the wizard must spend at least 8 hours resting. Unless explicitly specified, the spell must be from the basic schools of magic.
Progressing in the wizard's class levels eventually unlocks spell attunement slots. Spell attunement allows you to cast a spell without the need for a Focus and Vocal requirement. Additionally, the spell does not require any mana anymore. In order to change an attuned spell, the wizard must spend at least 8 hours resting. Unless explicitly specified, the spell must be from a basic school of magic.


=== Schools of Magic ===
=== Schools of Magic ===
The following Schools of Magic are available for wizards to learn:
The following Schools of Magic are available for wizards to learn from:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Basic / Advanced
!Basic / Advanced
!School of Magic
!School of Magic
!Type
|-
|-
|Basic
|Basic
|Fire
|[[School of Magic - Fire|Fire]]
|Offensive
|-
|-
|Basic
|Basic
|Cryo
|[[School of Magic - Cryo|Cryo]]
|Offensive / Controling
|-
|-
|Basic
|Basic
|Volt
|[[School of Magic - Volt|Volt]]
|Offensive
|-
|-
|Basic
|Basic
|Fundamentals
|[[School of Magic - Fundamentals|Fundamentals]]
|Utility
|-
|-
|Basic
|Basic
|Transmutation
|[[School of Magic - Transmutation|Transmutation]]
|Support
|-
|-
|Basic
|Basic
|Illusion
|[[School of Magic - Illusion|Illusion]]
|Support
|-
|-
|Basic
|Basic
|Enchanting
|[[School of Magic - Enchanting|Enchanting]]
|Offensive / Support
|-
|-
|Advanced
|Advanced
|Light
|[[School of Magic - Advanced Fundamentals|Advanced Fundamentals]]
|Utility
|-
|-
|Advanced
|Advanced
|Darkness
|[[School of Magic - Dark|Dark]]
|Support / Utility
|-
|-
|Advanced
|Advanced
|Chaos
|[[School of Magic - Chaos|Chaos]]
|Offensive
|-
|-
|Advanced
|Advanced
|Gravity
|[[School of Magic - Gravity|Gravity]]
|Offensive / Control
|}
|}
Note: it is highly recommended to choose an offensive school at level 1, as other schools sometimes don't offer new spells at each grade.
=== Additional Spell Capabilities ===
Apart from the schools of magic that a wizard can choose from during his adventure to learn from, he can also study scrolls, books, or inscriptions of spells he finds around the world. Learning spells in this way allows the wizard to use the spell as if he were skilled in it, even if it is part of a school he is not skilled in. Learning a spell this way requires you to study the scripture in question for at least 8 hours; if the scripture is a scroll, it will be consumed in the process.


== Leveling ==
== Leveling ==
As the wizard increases in class levels, he will unlock certain traits and skills that allow him to become more powerful. Class experience is gained by consuming mana.
As the wizard increases in class levels, he will unlock certain traits and skills that allow him to become more powerful. The Schools of Magic "Fundamentals" and "Advanced Fundamentals" are automatically learned at their respective levels and do not count towards your school limit.
{| class="wikitable"
{| class="wikitable"
|+
|+
!Level
!Level
!Feature
!Features
!Description
!Max
!Total Experience needed
Mana
!Basic
Schools
!Adv.
Schools
!Max Spell
Grade
!Attunement
Slots
!Attunement
Slots Max Grade
|-
|-
| rowspan="3" |1
|1
|Basic School of Magic I
|School of Magic Fundamentals
|The wizard can choose one of the basic schools of magic to draw his list of available spells from. He will become skilled in the chosen school of magic
|2
| rowspan="3" |0
|1
|-
| -
|School of Magic: Fundamentals
|1
|The wizard becomes skilled in the school of magic "Fundamentals"
| -
|-
| -
|Spellcasting Grade I
|The wizard can use spells up to grade 1.
|-
|-
|2
|2
|
|
|
|4
|10
|1
| -
|2
| -
| -
|-
|-
|3
|3
|Spellcasting Grade II
|Wizards Subclass
|The wizard can use spells up to grade 2.
|6
|24
|2
| -
|2
| -
| -
|-
|-
|4
|4
|
|
|
|8
|42
|2
| -
|3
| -
| -
|-
|-
|5
|5
|Basic School of Magic II
|
|The wizard can choose a second basic school of magic to extend his list of available spells. He will become skilled in the chosen school of magic.
|10
|64
|2
| -
|3
|1
|1
|-
|-
|6
|6
|Wizards Subclass
|Wizards Constitution
|The wizard can choose one of the available subclasses to gain additional boni.
|12
|90
|2
| -
|3
|1
|1
|-
|-
|7
|7
|Wizards Constitution
|Subclass Feature 2
|The wizards maximum hit points will be increased by his maximum mana.
|14
|120
|2
| -
|4
|1
|1
|-
|-
|8
|8
|
|School of Magic Advanced Fundamentals
|
|16
|154
|2
| -
|4
|1
|1
|-
|-
|9
|9
|Spellcasting Grade III
|Wizards Wits
|The wizard can use spells up to grade 3.
|18
|192
|2
| -
|4
|1
|1
|-
|-
| rowspan="2" |10
|10
|Basic Spelltuning I
|
|The wizard can now attune to grade 1 spells.
|20
| rowspan="2" |234
|2
|-
| -
|Spelltuner I
|4
|The wizard unlocks his first Spell Attunement Slot.
|2
|2
|-
|-
|11
|11
|
|
|
|22
|280
|2
|1
|5
|2
|2
|-
|-
|12
|12
|Advanced School of Magic I
|
|The wizard can choose one advanced school of magic to extend his list of available spells. He will become skilled in the chosen school of magic.
|24
|330
|3
|1
|5
|2
|2
|-
|-
|13
|13
|Subclass Feature
|Subclass Feature 3
|See Subclasses.
|26
|384
|3
|1
|5
|2
|2
|-
|-
|14
|14
|Spellcasting Grade IIII
|
|The wizard can use spells up to grade 4.
|28
|442
|3
|1
|6
|2
|2
|-
|-
|15
|15
|
|Wizards Focus
|
|30
|504
|3
|1
|6
|2
|2
|-
|-
|16
|16
|Wizards Wits I
|
|The wizard gains an additional Spell Action during his first turn during combat.
|32
|570
|3
|1
|6
|3
|2
|-
|-
|17
|17
|
|Subclass Feature 4
|
|34
|640
|3
|1
|7
|3
|2
|-
|-
|18
|18
|Basic Spelltuning II
|
|The wizard can now attune to grade 2 spells.
|36
|714
|3
|1
|7
|3
|2
|-
|-
|19
|19
|
|
|
|38
|792
|3
|1
|7
|3
|3
|-
|-
|20
|20
|Spellcasting Grade V
|Mind Limitations
|The wizard can use spells up to grade 5.
|40
|874
|3
|1
|8
|3
|3
|-
|-
|21
|21
|Basic School of Magic III
|Wizards second Subclass
|The wizard can choose a second basic school of magic to extend his list of available spells. He will become skilled in the chosen school of magic.
|42
|960
|3
|2
|8
|3
|3
|-
|-
|22
|22
|Spelltuner II
|Second Subclass Feature 2
|The wizard unlocks another Spell Attunement Slot.
|44
|1050
|3
|2
|8
|3
|3
|-
|-
|23
|23
|Subclass Feature
|Mastery of Basic Schools
|See Subclasses.
|46
|1144
|6
|2
|8
|3
|3
|-
|-
|24
|24
|Advanced Spelltuning I
|Second Subclass Feature 3
|Spells of up to grade 1 no longer require mana to cast.
|48
|1242
|6
|2
|8
|3
|3
|-
|-
|25
|25
|
|Second Subclass Feature 4
|
|50
|1344
|6
|2
|8
|4
|3
|}
 
=== Class Features ===
{| class="wikitable"
|+
!Feature
!Description
|-
|-
|26
|School of Magic Fundamentals
|Spellcasting Grade VI
|The wizard becomes skilled in the [[School of Magic - Fundamentals|school of magic "Fundamentals"]]
|The wizard can use spells up to grade 6.
|1450
|-
|-
|27
|Wizards Constitution
|
|The wizards maximum hit points will be increased by his maximum mana.
|
|1560
|-
|-
|28
|School of Magic Advanced Fundamentals
|Subclass Feature
|The wizard becomes skilled in the [[School of Magic - Advanced Fundamentals|school of magic "Advanced Fundamentals"]]
|See Subclasses.
|1674
|-
|-
|29
|Wizards Subclass
|Basic Spelltuning III
|The wizard can choose one of the available subclasses to gain additional boni. Will automatically unlock Feature 1 of the Subclass
|The wizard can now attune to grade 3 spells.
|1800
|-
|-
| rowspan="4" |30
|Wizards Wits
|Advanced School of Magic II
|The wizard gains an additional Spell Action during his first turn during combat.
|The wizard can choose one advanced school of magic to extend his list of available spells. He will become skilled in the chosen school of magic.
| rowspan="4" |2000
|-
|-
|Advanced Spelltuning II
|Wizards Focus
|Spells of up to grade 2 no longer require mana to cast.
|The wizard now gains an additional Spell Action every turn during combat.
|-
|Spelltuner III
|The wizard unlocks another Spell Attunement Slot.
|-
|-
|Mind Limitations
|Mind Limitations
|The wizard can no longer improve his class level unless he has at least 50 Intelligence
|The wizard can no longer improve his class level unless he has at least 50 Intelligence and has completed at least one heroic feat that is recognized by the Wizards Council. Fullfilling both requirements will grant the wizard the title "Grand wizard"
|-
|-
|31
|Wizards second Subclass
|Wizards second Subclass
|The wizard can now choose a second subclass to further improve his abilities.
|The wizard can now choose a second subclass to further improve his abilities. Will automatically unlock Feature 1 of the Subclass
|2150
|-
|32
|Spellcasting Grade VII
|The wizard can use spells up to grade 7.
|2350
|-
|33
|
|
|2600
|-
|34
|
|
|2900
|-
|35
|Mastery of Basic School
|The wizard is now skilled in all basic schools of magic.
|3250
|-
|36
|Spelltuner IIII
|The wizard unlocks another Spell Attunement Slot.
|3650
|-
|37
|
|
|4100
|-
|38
|Spellcasting Grade IIX
|The wizard can use spells up to grade 8.
|4600
|-
|39
|
|
|5150
|-
|40
|Basic Spelltuning IIII
|The wizard can now attune to grade 4 spells.
|5750
|-
|41
|
|
|6400
|-
|42
|Wizards Wits II
|The wizard now gains an additional Spell Action every turn during combat.
|7100
|-
|43
|
|
|7850
|-
|44
|Spellcasting Grade IX
|The wizard can use spells up to grade 9.
|8650
|-
|45
|
|
|9500
|-
|46
|
|
|10400
|-
|47
|Spelltuner V
|The wizard unlocks another Spell Attunement Slot.
|11350
|-
|48
|Advanced Spelltuning III
|Spells of up to grade 3 no longer require mana to cast.
|12350
|-
|49
|Basic Spelltuning V
|The wizard can now attune to grade 5 spells.
|13400
|-
|50
|Spellcasting Grade X
|The wizard can use spells up to grade 10.
|14500
|}
|}


Line 342: Line 356:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Level
!Feature #
!Trait
!Trait
!Description
!Description
|-
|-
|6
|1
|Burning Concentration
|Burning Concentration
|School of Fire spells attack rolls can be made twice and you can choose either result.
|School of Fire spells attack rolls can be made twice and you can choose either result.
|-
|-
|13
|2
|Burning Sould
|Incenirate
|Spells that deal Fire-Damage grant double the class experience.
|Spells that deal Fire-Damage have their hit-check result increased by 3 against enemies who's defensive value is not based on Dodging.
|-
|-
|23
|3
|Burning Desire
|Burning Desire
|Reduces the Spellcasting Grade requirement for spells of the school of fire by 2 (For example, a grade 8 fire-school spell can be cast from level 26)
|Reduces the Spellcasting Grade requirement for spells of the school of fire by 2 (For example, a grade 8 fire-school spell can be cast from level 14)
|-
|-
|28
|4
|Afterburner
|Afterburner
|Targets of your Fire-Damage spells must make their hit-check roll twice and select the lower result.
|Targets of your Fire-Damage spells must make their hit-check roll twice and select the lower result.
Line 367: Line 381:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Level
!Feature #
!Trait
!Trait
!Description
!Description
|-
|-
|6
|1
|Temporal School
|Temporal School
|The wizard will become skilled with the Temporal school of magic. This school is considered an advanced school.
|The wizard will become skilled with the [[School of Magic - Temporal|Temporal school of magic]]. This school is considered an advanced school. Spells of the Temporal School cost twice as much mana as usual.
|-
|-
|13
|2
|Temporal Expertise
|Temporal Expertise
|Spells from the Temporal school of magic grant double the class experience.
|Attunement to Timestreams of you and your allies is now permanent, as long as you are within one day of travel distance.
|-
|-
|23
|3
|Temporal Attunement
|Temporal Attunement
|The wizard gains one special Spell Attunement slot allowing him to attune to one Temporal school spell of grade 2 or less.
|The wizard gains one special Spell Attunement slot allowing him to attune to one Temporal school spell of grade 2 or less.
|-
|-
|28
|4
|Avatar of Tempus
|Avatar of [[Tempus]]
|The wizard can permanently look a few seconds ahead in time. Enemies making a hit check against you with physical weapons have to roll twice and must select the lower result.
|The wizard can permanently look a few seconds ahead in time. Enemies making a hit check against you with physical weapons have to roll twice and must select the lower result.
|}
|}
Line 392: Line 406:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Level
!Feature #
!Trait
!Trait
!Description
!Description
|-
|-
|6
|1
|Wild Magic
|Wild Magic
|Everytime the wizard casts a spell, the next instance of this spell will cost double the mana than before. Casting any other spell will reset the cost again. Additionally, all base mana costs are reduced by 1 (experience will still be granted based on the original mana cost).
|Everytime the wizard casts a spell, the next instance of this spell will cost double the mana than before. Casting any other spell will reset the cost again. Additionally, all base mana costs are reduced by 1.
|-
|-
|13
|2
|Arcane Expertise
|Arcane Expertise
|Experience gained is doubled for spells whose mana cost is not currently doubled.
|You can now cast an additional grade 1 spell as a bonus action once per turn.
|-
|-
|23
|3
|Unstable Magic
|Unstable Magic
|There is a 50% chance that any spell targeted at an enemy will automatically be followed up by a random grade 1 spell available to the wizard for free. This spell will grant experience as if it cost mana.
|There is a 50% chance that any spell targeted at an enemy will automatically be followed up by a random grade 1 spell available to the wizard for free.
|-
|-
|28
|4
|Stablized Unstable Magic
|Stablized Unstable Magic
|The Chance of "Unstable Magic" occurring is now 100%, but the wizard can choose whether he wants the spell to be actually cast after it has been determined.
|The Chance of "Unstable Magic" occurring is now 100%, but the wizard can choose whether he wants the spell to be actually cast after it has been determined.
Line 417: Line 431:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Level
!Feature #
!Trait
!Trait
!Description
!Description
|-
|-
|6
|1
|Freezing Fingers
|Freezing Fingers
|Spells of the School of Cryo do not require any Focus or Vocal requirements. Additionally, Cryo spells will always apply the Freezing Status Effect to the target if the wizard desires to do so.
|Spells of the School of Cryo do not require any Focus or Vocal requirements. Additionally, Cryo spells will always apply the Freezing Status Effect to the target if the wizard desires to do so.
|-
|-
|13
|2
|Frozen Student
|Frozen Student
|Spells that deal Cryo-Damage grant double the experience.
|Spells of the School of Cryo cost one less mana.
|-
|-
|23
|3
|Cold Shoulder
|Cold Shoulder
|The wizard becomes resistant to Charisma-Scaling Spells.
|The wizard becomes resistant to Charisma-Scaling Spells.
|-
|-
|28
|4
|Leidenfrost-Effect
|Leidenfrost-Effect
|The wizard becomes resistant to Cryo and Fire Damage. Additionally, the Mixing Damage Bonus from Freezing and Fire-Damage is nullified.
|The wizard becomes resistant to Cryo and Fire Damage. Additionally, the Mixing Damage Bonus from Freezing and Fire-Damage is nullified.
|}
=== Spellblade ===
Spellblade wizards have mastered the art of combining martial weaponry with magic.
{| class="wikitable"
|+
!Feature #
!Trait
!Description
|-
|1
|Blade Initiate
|The wizard becomes skilled with the [[School of Magic - Spellblade|school of Spellblades]]. Additionally becomes skilled in the use of Longswords and one other melee weapon of choice. The wizard can use these weapons as a focus.
|-
|2
|Blademaster
|The wizard becomes skilled in Martial Combat. You can choose one additional melee weapon to become skilled in.
|-
|3
|Spellblades Focus
|Spells of the School of Spellblades can now be cast for free during your first turn in combat. You can choose one additional melee weapon to become skilled in.
|-
|4
|Magic Armory
|Every Melee Weapons Scaling Attribute now becomes Strength and Agility. You can choose two additional melee weapons to become skilled in.
|}
|}


Line 442: Line 481:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Level
!Feature #
!Trait
!Trait
!Description
!Description
|-
|-
|6
|1
|Arcane Mending
|Arcane Mending
|The wizard will become skilled with the school of Arcance Mending. This school is considered an advanced school.
|The wizard will become skilled with the [[School of Magic - Arcance Mending|school of Arcance Mending]]. This school is considered an advanced school.
|-
|-
|13
|2
|Experienced Doctor
|Experienced Doctor
|Everytime the wizard heals someone, he will gain experience equal to the amount of hit points restored.
|Every time the wizard heals someone, he will heal himself for 50% of the amount healed as well.
|-
|-
|23
|3
|Painkiller
|Painkiller
|Characters that have been healed during their Preparation Phase will take only half of the damage until the beginning of their next turn.
|Characters that have been healed during their Preparation Phase will take only half of the damage until the end of their Preparation Phase.
|-
|-
|28
|4
|Medical Expert
|Medical Extraction
|Every time the wizard heals someone, he will heal himself for 50% of the amount healed as well.
|Every time the wizard heals someone other than himself, he will restore up to three mana, but never more than the spell originally consumed.
|}
|}


Line 467: Line 506:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Level
!Feature #
!Trait
!Trait
!Description
!Description
|-
|-
|6
|1
|Necromancy
|Necromancy
|The wizard will become skilled with the school of Necromancy. This school is considered an advanced school.
|The wizard will become skilled with the [[School of Magic - Necromancy|school of Necromancy]]. This school is considered an advanced school.
|-
|-
|13
|2
|Commander of the Undead
|Commander of the Undead
|Spells of the school of Necromancy grant double the experience.
|Spells of the school of Necromancy automatically heal everyone in the party, including your summons, by the amount of mana spent to cast the spell.
|-
|-
|23
|3
|Living with the Unliving
|Living with the Unliving
|The wizard becomes resistant to poison and necrotic damage.
|The wizard becomes resistant to poison and necrotic damage.
|-
|-
|28
|4
|Second Life
|Second Life
|If the wizard dies with more than 30 mana remaining, he will instantly reanimate with 0 mana at the nearest graveyard. This will not grant any class experience.
|If the wizard dies with more than 30 mana remaining, he will instantly reanimate with 0 mana at the nearest graveyard. This can only occur once a month.
|}
|}
{{CategoryClasses}}
{{CategorySchools}}
{{CategoryGameplay}}

Latest revision as of 07:37, 3 April 2024

Wizard
Requirements
Minimum Stats Required: 20 INT
Base Info
Armortypes: Cloth
Weapontypes: Staff, Catalyst, Quarterstaff, Wands
Ressource: Mana
Additional Skills: Magic

The wizard has spent enough time researching magic that he can now utilize it.

General Info

Mana

A wizard starts with 2 Mana from level 1 and gains two more points of maximum mana every level. For every hour of rest, he restores one-fifth of his maximum mana available, always rounded up. Casting spells cost mana based on their grade, meaning a grade 1 spell will cost 1 point of mana, while a grade 4 spell will cost 4 mana, for example. Spells of an Advanced school of magic cost twice as much mana as usual.

The amount of available mana can be further increased by items carried by the wizard or by his choice of magic focus.

Spellcasting

Main article: Spellcasting

In order to cast spells, the wizard may require the use of a magic focus, which can be a staff, a catalyst, a wand, or a quarterstaff. Spells that require this will be marked with a 'F' (Focus) in their requirements.

Many spells also require a spoken phrase in order to be cast, which will be marked as a 'V' (Vocal) requirement. Additionally, higher-grade spells are only available at a higher class level.

Spell Attunement

Progressing in the wizard's class levels eventually unlocks spell attunement slots. Spell attunement allows you to cast a spell without the need for a Focus and Vocal requirement. Additionally, the spell does not require any mana anymore. In order to change an attuned spell, the wizard must spend at least 8 hours resting. Unless explicitly specified, the spell must be from a basic school of magic.

Schools of Magic

The following Schools of Magic are available for wizards to learn from:

Basic / Advanced School of Magic Type
Basic Fire Offensive
Basic Cryo Offensive / Controling
Basic Volt Offensive
Basic Fundamentals Utility
Basic Transmutation Support
Basic Illusion Support
Basic Enchanting Offensive / Support
Advanced Advanced Fundamentals Utility
Advanced Dark Support / Utility
Advanced Chaos Offensive
Advanced Gravity Offensive / Control

Note: it is highly recommended to choose an offensive school at level 1, as other schools sometimes don't offer new spells at each grade.

Additional Spell Capabilities

Apart from the schools of magic that a wizard can choose from during his adventure to learn from, he can also study scrolls, books, or inscriptions of spells he finds around the world. Learning spells in this way allows the wizard to use the spell as if he were skilled in it, even if it is part of a school he is not skilled in. Learning a spell this way requires you to study the scripture in question for at least 8 hours; if the scripture is a scroll, it will be consumed in the process.

Leveling

As the wizard increases in class levels, he will unlock certain traits and skills that allow him to become more powerful. The Schools of Magic "Fundamentals" and "Advanced Fundamentals" are automatically learned at their respective levels and do not count towards your school limit.

Level Features Max

Mana

Basic

Schools

Adv.

Schools

Max Spell

Grade

Attunement

Slots

Attunement

Slots Max Grade

1 School of Magic Fundamentals 2 1 - 1 - -
2 4 1 - 2 - -
3 Wizards Subclass 6 2 - 2 - -
4 8 2 - 3 - -
5 10 2 - 3 1 1
6 Wizards Constitution 12 2 - 3 1 1
7 Subclass Feature 2 14 2 - 4 1 1
8 School of Magic Advanced Fundamentals 16 2 - 4 1 1
9 Wizards Wits 18 2 - 4 1 1
10 20 2 - 4 2 2
11 22 2 1 5 2 2
12 24 3 1 5 2 2
13 Subclass Feature 3 26 3 1 5 2 2
14 28 3 1 6 2 2
15 Wizards Focus 30 3 1 6 2 2
16 32 3 1 6 3 2
17 Subclass Feature 4 34 3 1 7 3 2
18 36 3 1 7 3 2
19 38 3 1 7 3 3
20 Mind Limitations 40 3 1 8 3 3
21 Wizards second Subclass 42 3 2 8 3 3
22 Second Subclass Feature 2 44 3 2 8 3 3
23 Mastery of Basic Schools 46 6 2 8 3 3
24 Second Subclass Feature 3 48 6 2 8 3 3
25 Second Subclass Feature 4 50 6 2 8 4 3

Class Features

Feature Description
School of Magic Fundamentals The wizard becomes skilled in the school of magic "Fundamentals"
Wizards Constitution The wizards maximum hit points will be increased by his maximum mana.
School of Magic Advanced Fundamentals The wizard becomes skilled in the school of magic "Advanced Fundamentals"
Wizards Subclass The wizard can choose one of the available subclasses to gain additional boni. Will automatically unlock Feature 1 of the Subclass
Wizards Wits The wizard gains an additional Spell Action during his first turn during combat.
Wizards Focus The wizard now gains an additional Spell Action every turn during combat.
Mind Limitations The wizard can no longer improve his class level unless he has at least 50 Intelligence and has completed at least one heroic feat that is recognized by the Wizards Council. Fullfilling both requirements will grant the wizard the title "Grand wizard"
Wizards second Subclass The wizard can now choose a second subclass to further improve his abilities. Will automatically unlock Feature 1 of the Subclass

Subclasses

Pyromaniac

The Pyromaniac wizard specializes in the magic of the school of fire. Using spells from that school will be more beneficial.

Feature # Trait Description
1 Burning Concentration School of Fire spells attack rolls can be made twice and you can choose either result.
2 Incenirate Spells that deal Fire-Damage have their hit-check result increased by 3 against enemies who's defensive value is not based on Dodging.
3 Burning Desire Reduces the Spellcasting Grade requirement for spells of the school of fire by 2 (For example, a grade 8 fire-school spell can be cast from level 14)
4 Afterburner Targets of your Fire-Damage spells must make their hit-check roll twice and select the lower result.

Temporal

Temporal wizards specialize in the Temporal school of magic. This subclass is the only way to learn this school.

Feature # Trait Description
1 Temporal School The wizard will become skilled with the Temporal school of magic. This school is considered an advanced school. Spells of the Temporal School cost twice as much mana as usual.
2 Temporal Expertise Attunement to Timestreams of you and your allies is now permanent, as long as you are within one day of travel distance.
3 Temporal Attunement The wizard gains one special Spell Attunement slot allowing him to attune to one Temporal school spell of grade 2 or less.
4 Avatar of Tempus The wizard can permanently look a few seconds ahead in time. Enemies making a hit check against you with physical weapons have to roll twice and must select the lower result.

Wild Arcanist

Wild Arcanists flourish by mixing up their spells cast as much as possible.

Feature # Trait Description
1 Wild Magic Everytime the wizard casts a spell, the next instance of this spell will cost double the mana than before. Casting any other spell will reset the cost again. Additionally, all base mana costs are reduced by 1.
2 Arcane Expertise You can now cast an additional grade 1 spell as a bonus action once per turn.
3 Unstable Magic There is a 50% chance that any spell targeted at an enemy will automatically be followed up by a random grade 1 spell available to the wizard for free.
4 Stablized Unstable Magic The Chance of "Unstable Magic" occurring is now 100%, but the wizard can choose whether he wants the spell to be actually cast after it has been determined.

Deepfreeze

Deepfreeze wizards specialize in the Cryo school of magic. It enhances the capabilities of spells from that school.

Feature # Trait Description
1 Freezing Fingers Spells of the School of Cryo do not require any Focus or Vocal requirements. Additionally, Cryo spells will always apply the Freezing Status Effect to the target if the wizard desires to do so.
2 Frozen Student Spells of the School of Cryo cost one less mana.
3 Cold Shoulder The wizard becomes resistant to Charisma-Scaling Spells.
4 Leidenfrost-Effect The wizard becomes resistant to Cryo and Fire Damage. Additionally, the Mixing Damage Bonus from Freezing and Fire-Damage is nullified.

Spellblade

Spellblade wizards have mastered the art of combining martial weaponry with magic.

Feature # Trait Description
1 Blade Initiate The wizard becomes skilled with the school of Spellblades. Additionally becomes skilled in the use of Longswords and one other melee weapon of choice. The wizard can use these weapons as a focus.
2 Blademaster The wizard becomes skilled in Martial Combat. You can choose one additional melee weapon to become skilled in.
3 Spellblades Focus Spells of the School of Spellblades can now be cast for free during your first turn in combat. You can choose one additional melee weapon to become skilled in.
4 Magic Armory Every Melee Weapons Scaling Attribute now becomes Strength and Agility. You can choose two additional melee weapons to become skilled in.

Field Doctor

Field Doctor wizards can heal with their arcane power. This subclass is the only way to the school of Arcane Mending.

Feature # Trait Description
1 Arcane Mending The wizard will become skilled with the school of Arcance Mending. This school is considered an advanced school.
2 Experienced Doctor Every time the wizard heals someone, he will heal himself for 50% of the amount healed as well.
3 Painkiller Characters that have been healed during their Preparation Phase will take only half of the damage until the end of their Preparation Phase.
4 Medical Extraction Every time the wizard heals someone other than himself, he will restore up to three mana, but never more than the spell originally consumed.

Necromancy

Necromancy wizards can reanimate dead bodies to fight by their side. This subclass is the only way for wizards to learn from the school of necromancy. It can only be chosen if the wizard's alignment is evil or chaotic.

Feature # Trait Description
1 Necromancy The wizard will become skilled with the school of Necromancy. This school is considered an advanced school.
2 Commander of the Undead Spells of the school of Necromancy automatically heal everyone in the party, including your summons, by the amount of mana spent to cast the spell.
3 Living with the Unliving The wizard becomes resistant to poison and necrotic damage.
4 Second Life If the wizard dies with more than 30 mana remaining, he will instantly reanimate with 0 mana at the nearest graveyard. This can only occur once a month.