Class - Wizard

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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.