Wizard
Scholars of the arcane who bend reality through rigorous study of the Aether that structures reality. Wizards are repositories of knowledge, through careful study and preparation they can unleash devastating attacks, provide crucial support, or solve problems with creative applications of magic.
HP: 2 + CON
Passive Move Slots: 5
Starting Gear:
- A Spell book.
- 10 days of rations.
- (a) Leather armor or (b) 3 Lv. 1 scrolls.
- (a) A dagger or (b) A staff.
- (a) Two lesser healing potions or (b) 40 Gold.
Starting Moves
Spell Book
- Forget any spells you already have prepared.
- Prepare a number of spells you have in your spell book equal to half your level +1.[1]
- Prepare any number of cantrips.
Cast a Spell (INT)
When to Use:
A Cast a Spell roll is used whenever you want to call upon your knowledge of the arcane to cast a spell you have prepared.
How to Execute:
Choose a spell you have prepared and roll +INT to determine how well you can cast the spell.
Outcomes:
- 7-10 The spell is cast, but with an additional cost (choose one):
- You draw immediate unwelcome attention.
- Mark 1 harm ignore armor.
- After it is cast it is forgotten.
- 11+ The spell is cast without repercussion.
Some spells may have additional outcomes that are put into effect in addition to the outcomes listed here, you do not roll separately for those outcomes unless otherwise specified.
Advanced Moves:
- Spell Defense (CON +1; +2HP). You may end an ongoing spell immediately and reduce the damage of an oncoming attack by the spell's level.
- Spell Guard (CON +2, INT +2, Requires Spell Defense; +2HP) For an additional -1 for each level of spell fatigue, get +1 Armor for each ongoing spell.
- Knowledgeable (INT +1; +1HP). Get +1 to Recite Information.
- Appraiser (INT +2, Requires Fountain of Knowledge; +1HP) When you have time and safety with a magic item, you may ask the GM what it does
- Arcane Analysis (INT +4, Requires Appraiser; +1HP). When you Read a Situation about the effects of an arcane spell. You may ask the GM the name of the spell, it's effect, or who cast it.
- Fountain of Knowledge (INT +4; +1HP) You get +2 to Recite Information and Help Someone rolls when rolling +INT.
- Appraiser (INT +2, Requires Fountain of Knowledge; +1HP) When you have time and safety with a magic item, you may ask the GM what it does
- Logical (INT +3; +1HP). You may roll +INT for Read a Situation rolls instead of +WIS
- Erudite (INT +3, Requires Knowledgeable and Logical; +1HP) When you Recite Information, you may ask an additional question regardless of the result of your roll.
- Spell Trap (INT +2; +1HP) You may store a prepared spell into a location, triggering it later.
- Spell Discipline (CON +2, INT +3, Requires Spell Trap; +2HP) You may have one ongoing spell without penalty.
- Create Glyph (INT +2, Requires Spell Trap; +1HP) You can store spells into a glyph, triggering it later.
- Glyph Mastery (INT +3, Create Glyph; +1HP) Spells cast from stored glyphs do not suffer the spell fatigue penalty.
- Critical Magic (INT +1; +1HP). If you cast a spell on an 11+ you can choose an option from the 7-9 list to: maximize the effects of the spell, or double the targets.
- Quick Study (INT +3; +1HP). You may attempt to prepare spells as an action.
- Favored Spell (INT +3; +1HP). Choose a spell. Get +2 to Cast a Spell rolls when casting that spell.
- Tome Finder (INT +1, WIS +1) When you Read a Situation to ask "What here is useful or valuable to me" You additionally learn of any stored spells, tomes, or scrolls in the area.
Paths:
Path of the Arcanist
Capstone: Mastered Spell
- Requires: Favored Spell, Critical Magic, Spell Discipline.
- HP Bonus: +2HP
- Bonus: Replaces Favored Spell Get +2 to Cast a Spell rolls when casting your favored spell. Additionally, treat any roll of 7+ as an 11+.
Path of the Sigilist
Capstone: Spell Echo
- Requires: Spell Guard, Spell Trap, Glyph Mastery
- HP Bonus: +4HP
- Bonus: When you Cast a Spell with a Critical result, you may reverberate the spell.
Path of the Academic
Capstone: Aetheric Scholar
- Requires: Quick Study, Tome Finder, Arcane Analysis.
- HP Bonus: +2HP
- Bonus: You are capable of learning spells from outside the wizard spell list.