Class - Wizard
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. |