Class - Wizard

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Revision as of 20:44, 17 March 2024 by Larame (talk | contribs) (Created page with "{{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. == General Info == === 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 spell...")
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Wizard
Requirements
Minimum Stats Required: 20 INT
Base Info
Armortypes: Cloth
Weapontypes: Staff, Catalyst, Quarterstaff
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 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.

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

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.

Many spells also require a spoken phrase in order to be cast, which will be marked as a 'V' (Vocal) requirement.

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.

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.

Schools of Magic

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

Basic / Advanced School of Magic
Basic Fire
Basic Cryo
Basic Volt
Basic Fundamentals
Basic Transmutation
Basic Illusion
Basic Enchanting
Advanced Light
Advanced Darkness
Advanced Chaos
Advanced Gravity

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.

Level Feature Description Total Experience needed
1 Basic School of Magic I 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 0
School of Magic: Fundamentals The wizard becomes skilled in the school of magic "Fundamentals"
Spellcasting Grade I The wizard can use spells up to grade 1.
2 10
3 Spellcasting Grade II The wizard can use spells up to grade 2. 24
4 42
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. 64
6 Wizards Subclass The wizard can choose one of the available subclasses to gain additional boni. 90
7 Wizards Constitution The wizards maximum hit points will be increased by his maximum mana. 120
8 154
9 Spellcasting Grade III The wizard can use spells up to grade 3. 192
10 Basic Spelltuning I The wizard can now attune to grade 1 spells. 234
Spelltuner I The wizard unlocks his first Spell Attunement Slot.
11 280
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. 330
13 Subclass Feature See Subclasses. 384
14 Spellcasting Grade IIII The wizard can use spells up to grade 4. 442
15 504
16 Wizards Wits I The wizard gains an additional Spell Action during his first turn during combat. 570
17 640
18 Basic Spelltuning II The wizard can now attune to grade 2 spells. 714
19 792
20 Spellcasting Grade V The wizard can use spells up to grade 5. 874
21 Basic School of Magic III 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. 960
22 Spelltuner II The wizard unlocks another Spell Attunement Slot. 1050
23 Subclass Feature See Subclasses. 1144
24 Advanced Spelltuning I Spells of up to grade 1 no longer require mana to cast. 1242
25 1344
26 Spellcasting Grade VI The wizard can use spells up to grade 6. 1450
27 1560
28 Subclass Feature See Subclasses. 1674
29 Basic Spelltuning III The wizard can now attune to grade 3 spells. 1800
30 Advanced School of Magic II 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. 2000
Advanced Spelltuning II Spells of up to grade 2 no longer require mana to cast.
Spelltuner III The wizard unlocks another Spell Attunement Slot.
Mind Limitations The wizard can no longer improve his class level unless he has at least 50 Intelligence
31 Wizards second Subclass The wizard can now choose a second subclass to further improve his abilities. 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

Subclasses

Pyromaniac

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

Level Trait Description
6 Burning Concentration School of Fire spells attack rolls can be made twice and you can choose either result.
13 Burning Sould Spells that deal Fire-Damage grant double the class experience.
23 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)
28 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.

Level Trait Description
6 Temporal School The wizard will become skilled with the Temporal school of magic. This school is considered an advanced school.
13 Temporal Expertise Spells from the Temporal school of magic grant double the class experience.
23 Temporal Attunement The wizard gains one special Spell Attunement slot allowing him to attune to one Temporal school spell of grade 2 or less.
28 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.

Level Trait Description
6 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).
13 Arcane Expertise Experience gained is doubled for spells whose price is not currently doubled.
23 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.
28 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.

Level Trait Description
6 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.
13 Frozen Student Spells that deal Cryo-Damage grant double the experience.
23 Cold Shoulder The wizard becomes resistant to Charisma-Scaling Spells.
28 Leidenfrost-Effect The wizard becomes resistant to Cryo and Fire Damage. Additionally, the Mixing Damage Bonus from Freezing and Fire-Damage is nullified.

Field Doctor

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

Level Trait Description
6 Arcane Mending The wizard will become skilled with the school of Arcance Mending. This school is considered an advanced school.
13 Experienced Doctor Everytime the wizard heals someone, he will gain experience equal to the amount of hit points restored.
23 Painkiller Characters that have been healed during their Preparation Phase will take only half of the damage until the beginning of their next turn.
28 Medical Expert Every time the wizard heals someone, he will heal himself for 50% of the amount healed as well.

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.

Level Trait Description
6 Necromancy The wizard will become skilled with the school of Necromancy. This school is considered an advanced school.
13 Commander of the Undead Spells of the school of Necromancy grant double the experience.
23 Living with the Unliving The wizard becomes resistant to poison and necrotic damage.
28 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.