Wizard in In the Last Days | World Anvil
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Wizard


Class: Wizard
Starting Equipment: spellbook, ink, quill, small weapon or staff
Starting Skills: See Tradition  
A: +1 MD, +1 Spell Slot, +2 Spells (1-6), Arcane Tradition, Spell Research
B: +1 MD, +1 Spell Slot, +1 Spells (1-8), Book Casting
C: +1 MD, +1 Spell Slot, +1 Spells (1-10), Vancian Preparation
D: +1 MD, +1 Spell Slot, Archmage    
Arcane Tradition

Every wizard comes from a tradition. You must choose which tradition to follow and cannot change schools later. As you gain templates you will learn spells from your tradition. You can still learn spells from outside your tradition (for example, a necromancer could learn an elementalist spell), but until you cast them 10 times, MD spent on them will only return to your pool on a 1, rather than a 1-3.
Spellcasting

It takes 1 hour to move a spell between brains, spellbooks, and scrolls. Spells cannot be copied, only moved. You can memorize a number of spells equal to the number of spell slots you have.  
To cast a spell, choose how many Magic Dice (MD) to invest, roll them, and add the numbers together. Most spells depend on the number of [dice] invested and the [sum] they show. If you roll doubles, roll a d6 on the Mishaps section. If you roll triples, see the Doom section.
Dice that show a 1-3 return to your casting pool to be used again that day. Dice that show a 4-6 are removed from your casting pool for that day. Your spell return to where they were imprisoned (your spells slots, scrolls, spellbook, etc...) at dawn when the sun, stars, and moons align to reset the cycle of creation. Your MD return to you if you get a good night's rest (unless otherwise noted). If you didn't sleep well or were disturbed, you must Save for each MD. On success the MD returns to your pool.  
Spellbooks
 
Scrolls
 
Identifying Magic

Wizards can sniff out magic. By tasting, touching, or closely examining an item, you can determine if it is magic. You may need to test the item to determine its function or the type of magic. You can also test Intelligence to attempt to learn additional information without testing the item.  
Mishaps

If you roll doubles while casting a spell, roll on your tradition's mishap table. Unless otherwise specified, the spell still works. Magic is dangerous; this was just a hiccough or misfire.  
Dooms

If you roll triples while casting a spell, one of your traditions's Dooms takes effect. Each tradition has 3 dooms. The third doom is fatal, or worse. Wizards meddle in matters beyond the mortal sphere. They court destruction with each spell they cast.  
Spell Research

You can attempt to combine two spells from you spell list. They must be moved to separate scrolls before combining them. This takes one week of uninterrupted work. You can combine the spells to create one of the following:
a) a random spell from your list (roll a d12)
b) a random spell from the 100 Orthodox Spells list
c) a mutated version of one of the two spells used
The 2 spells used will return to your spellbook in 24 hours.
When the process is complete, Save or suffer a mishap. Gain a +1 to Save for:
  • every 1 gp spent on inks, reagents, magical artifacts, incense, and other tools of your trade
  • if a familiar assists you
  • the number of wizards templates you have
  • each ritual preparation you describe to the GM
  • the number of times you've cast the spells you are combining
Book Casting

You can cast a spell from your spellbook or scroll without memorizing the spell in advance or burning the scroll. You do not gain the bonus MD from the scroll. You must declare you are casting a spell from a book before initiatives are rolled at the beginning of the round. You automatically go last in the initiative order, and you automatically fail to cast the spell if you take any damage. Whether you succeed or not, the spell vanished from the book or scroll until the next morning.  
Vancian Preparation

You can carefully prepare a spell in order to avoid mishaps. Doubles have no effect when you cast a spell prepared this way. Draw a "v" next to the spell. Once cast, cross it out; you cannot cast this spell again that day. Spells prepared this way still occupy a spell slot.  
Archmage

You learn 6 spells from your list or invent an entirely new spell (GM's discretion). You can add this option to your Spell Research ability: d) Create a new spell (GM's discretion).

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