Wizard

Foundations

Required Abilities

Kno

Secondary Ability

Dex

Axiom

Disciple

Affinity

Arcane

Spell Save

Kno

Spell Attack

Kno

Attack Rolls

-3

Saving Throws

Dex, Kno, San

Hit Dice

D6

Hp @ Lvl 1

Your Con Modifier + 1d6 or 4.

HP @ Higher Lvls

Your Con Modifier + 1d6 / Level after 1st

Archetype

Studious Mage Understanding Magic

Introduction

There is no profession so utterly given to the study and mastery of magic as Wizards are. There is no profession that has a decade long apprenticeship, either, for that matter, and no profession were most of the people who practice it were stolen from their homes or sold by their parents to UrMages and no other profession so closely tied to the realm of Akadia as Wizards.

Wizards have more ability to use and wield magic than any other profession. They have studied it, experimented with it, challenged it, argued with it, cajoled it, bargained with it, threatened it, and more, all to be able to do things with it that others simply find incomprehensible, and the price of that effort is that they spend all their lives dealing with it, learning it, grappling with it.

Wizards do not share their secrets with those in other professions. Aside from being dangerous if one is not well studied (most Wizards die in their learning), it is necessary because all Wizards know the history of Akadia. All wizards know this because the only place one can learn wizardry is Akadia, and so all Wizards have a knowledge – sometimes fond, sometimes spiteful, often hateful – of Akadia and the way that power corrupts, for it is said that no power corrupts more readily and more greedily than Wizardry.

A wizard may be from some other realm, or some other land, but when it comes to the learning of the secrets and arcane principles, only those in Akadia have that knowledge, and much of it is quietly, secretly forbidden anywhere else, for who in their right mind would ever want to spend 14 hours a day learning a single spell?

Wizards are considered dangerous and untrustworthy by most of the civilized world, and are often the first target of Imps and Grendels, for if there was something that the rulers of Lemuria would dearly love to have, it is the knowledge that is tied up in the head of even a simple wizard.

That knowledge gives them the ability to craft spells that are far more effective, more speedy, riskier,; spells that last longer, or can be cast faster or can be set to operate in sequence.

IF there was one thing that Wizards are not known for, it is their ability to fight back. Of all the professions, perhaps the only one that is less capable of defending itself is that of Physic. And they usually know enough about the body to cause harm. Wizards are extremely focused during their training – and once they emerge and begin to venture into the world, they are often startled and shocked by simple pleasures and common distractions, but in the end, the goals they have are to learn new ways of using magic, to learn new spells, to find and figure out new things, to learn and grasp and understand the world better so that they can master their arts and perhaps, somehow, overcome the history that led to the founding of Akadia.

And maybe stay out of a circled cell while they are at it. This bit is important. There is a risk to all Wizards that they are taught very early on: knowing their true name can get them enslaved or worse. And there is always someone who will know your true name. It seems to be a rule, a law, an inescapable fact of life.

And if they know it, and they can do a summoning, they can bind you to them, forever. As Akade was to the Emperor.

Role

Proficiencies

Skills (Pick 2)

Arcana, Learn Spell, Craft Spell, plus any 2 from: History, Insight, Investigation, Medicine, Culture, Imbuing

Spell Proficiency

Simple, Rudimentary, Intermediate, Advanced, Expert

Armor Training

Standard

Weapon Training

Simple

Apprenticeship

Starting Gear

Gear

Small Backpack, Tinderbox, Large Sack, 30’ Rope, Waterskin

Tools or Kit

Choose 1: Alchemist, Apothecary, Arcane, herbalism, Scribe, Scholar, Perfumery

Focus

Any

Armor

None

Weaponry

An Athame.

Wealth Bonus

35

Features

Spell Casting
Tenets

Affinity

Arcane

Cipher

P22702C9T114#yIS1

Glyphs

Axiom

Manifestation

Circle

Mana

Orgone

Spell

Spell

Source

The Pale

Ability Score

Kno

Spell Book

Grimoire

At 1st Level, you gain 1 Simple Mystery.

At 5th Level, you gain 1 Rudimentary Mystery, or 2 Simple Mystery.

At 9th Level, you gain 1 Intermediate Mystery, or 1 Rudimentary Mystery, or 2 Simple Tenets.

At 13th Level, you gain 1 Advanced Mystery, or 1 Intermediate Mystery, or 2 Rudimentary Tenets, or 3 Simple Tenets.

At 17th Level, you gain 1 Expert Mystery, or 1 Advanced Mystery, or 2 Intermediate Tenets, or 3 Rudimentary Tenets, or 4 Simple Tenets.

Starting Spells

You gain a +2 on die rolls for your starting spells. These represent the spells your master taught you.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 mana point to double its duration, to a maximum duration of 24 hours.

Signature Spells

You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level or lower wizard spells in your spellbook as your signature spells.

You always have these spells visualized, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level for a cost of 1 mana point. When you do so, you can’t do so again until you finish a short rest. If you wish to empower the spell, you must spend the additional mana.

Sense of Magic:

At 5th level, You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 mana point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Nullification [DT]

At 17th level, after significant study of Nulls and the way they use their inherent magic, you have gained the ability to spend 3 mana points and cause yourself to become a Null for one round as a bonus action. During this time, any saves against magic are at a disadvantage and you add your Thauma modifier to them, any spell damage you take is reduced by your mana modifier per die, and magical affect rolls against you are at disadvantage.

Note that as a Null, you cannot cast spells, but any spells ongoing at the time will continue so long as you maintain concentration, or they have a fixed duration.

Umbral Force

You can unleash your power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 10 mana points to use it again.

Mana Stored & Spells Per Level

Complexity ->

Mana Stored

Simple

Rudimentary

Intermediate

Advanced

Expert

Mastery

Level

 

Cantrip

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Novice

1

12

3

         

2

25

4

1

        

3

37

4

1

        

4

50

4

2

1

       

Yeoman

5

62

5

2

1

       

6

75

5

3

2

1

      

7

87

5

3

2

1

      

8

100

6

4

3

2

1

     

Adept

9

112

6

4

3

2

1

     

10

125

6

5

4

3

2

1

    

11

137

7

5

4

3

2

1

    

12

150

7

6

5

4

3

2

1

   

Master

13

162

7

6

5

4

3

2

1

   

14

175

8

7

6

5

4

3

2

1

  

15

187

8

7

6

5

4

3

2

1

  

16

200

8

8

7

6

5

4

3

2

1

 

Grand Master

17

212

9

8

7

6

5

4

3

2

1

 

18

225

9

9

8

7

6

5

4

3

2

1

19

237

10

9

8

7

6

5

4

3

2

1

20

250

10

10

9

8

7

6

5

4

3

2

Aspects

Forms

You gain no Forms.

Precepts

At 3rd Level, you can choose one aspect from the Postulant list.

At 7th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.

At 11th Level you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 15th Level you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 19th Level you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

Maxims

At 4th Level, you can choose one Dedicated Maxim.

At 8th Level you can choose one Persistent Maxim or one Dedicated Maxim.

At 12th Level you can choose one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

At 16th Level you can choose one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

At 20th Level you can choose one Absolutist Maxim or one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

Esoterica

At 2nd Level, you can choose one aspect from the Postulant list.

At 6th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.

At 10th Level, you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 14th Level, you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 18th Level, you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

Proficiencies

At 2nd Level, you gain 2 proficiency slots.

At 6th Level, you gain 2 proficiency slots.

At 10th Level, you gain 3 proficiency slots.

At 14th Level, you gain 2 proficiency slots.

At 18th Level, you gain 2 proficiency slots.

Ability Score Increases

At 3rd Level, You gain 2 points.

At 7th Level, You gain 2 points.

At 11th Level, You gain 3 points.

At 15th Level, You gain 2 points.

At 19th Level, You gain 1 point.

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