Class: Wizard

The masters of academic magic, wizards are students of arcane traditions that stretch back beyond the boundaries of recorded history. Wizards are a highly organized group, often forming academies or guilds devoted to research and development in magical studies, and tend to favor environments where inquiry, experimentation, debate, and the dissemination of knowledge are encouraged. Many accomplished wizards eventually become known for their eccentricity, their egos, and their unquenchable interest in all things arcane and occult.

Skill Bonuses:
  • Lore +2
  • Mechanics +1

  • Endurance = 36 + (12 * [Level - 1])
  • Health = 4 * Endurance
  • Accuracy = 20 + (3 * [Level - 1])
  • Deflection = 10

Starting Abilities:
  • Arcane Assault: Mid-range attack that hits a small area for raw damage and can leave targets dazed.

  • Spells: Wizards have access to a variety of offensive and personal defense spells. Unlike priests and druids, wizards learn individual spells that they store in and cast directly from their grimoires. Grimoires can only hold four spells of each spell level, which motivates wizards to keep multiple grimoires for different needs.

    Every two levels, wizards gain access to an additional set of spells. However, they can automatically learn one spell of any level they can access each time they advance. Wizards also have the option of learning spells from grimoires they find or buy. Initially, their spells can be cast a limited number of times per rest. As wizards gain power, their weaker spells eventually shift to per-encounter use.