Wizard
Wizard
A Wizard is a student of the magical arts. They typically spend countless hours experimenting and learning how the fluctuations of the unseen energies can be manipulated for their gain. Wizards are often brilliant, and most consider them mad for messing with such potentially destructive and mysterious forces. Wizards often have the best understanding on how magic, and the world around them works.Becoming a Wizard requires 15 Intelligence and at least one level in a base class.
Level 1
You gain the following benefits when you gain your first level as a Wizard:- Recovery Die: D6
- HP Bonus: -1 every 4 levels (.25 per level)
Magical Studies
You have committed yourself to the study of the magical arts and all they entail.You gain twice the amount of progress when training for the following proficiencies:
- Intelligence Saving Throws
- Arcana
- History
- Draconic language
- Draconic runes
Learning and Preparing Spells
You are able to study and learn the basics of magic. Through the use of a spellbook or spell journal you can begin compiling how to manipulate magic in the form of spells.To be able to cast a spell, first you must learn it. See spell learning for steps on how to learn a spell. You are able to learn spells of a power level equal to or less than your Wizard level. While you are learning your spells you must record them in a Spellbook, or Spell Journal. Once you have fully learned how to cast a spell you become able to prepare it for use. Each spell requires 15 minutes of study to prepare, and you can only have a number of spells prepared equal to your wizard level plus your intelligence modifier at one time. You may only cast a non prepared spell if you use twice the amount of AP it normally takes to cast the spell. As a wizard your spells all require your spellbook as a material component in addition to a magical conduit to cast. It takes you half as long to cast rituals as long as they are recorded in your spellbook.
Arcane Spellcasting
As a wizard you are able to make magic manifest from a conduit in the form of arcane spells you have learned.Casting a spell requires a Magical Conduit. Each spell you cast draws energy from the magical material you are using as a conduit in the form of charges. These charges are symbolized by a conduit's spell charge die. When you cast a spell it sets the spell charge DC to (2X the spell level +4) This DC is then reduced by your wizard level. You must roll your conduit's spell charge die and if you roll lower than the spell charge DC the die is decreased one level (ex. from 1d8 to 1d6). As a Wizard, your spellcasting modifier is Intelligence and your spell save DC is 8+INT mod+Wizard level.
Smoke and Mirrors
The simplests tricks of the wizarding trade, you become able to detect and identify magic, as well as binding or dispelling it to or from yourself or others.You learn the attunement, detect magic, dispell magic, and identify rituals. These rituals allow you to connect to magical items, detect the existance of magic, and attempt to detach magic bindings respectively. These rituals are the non-spell versions and as such do not require magic to use. You may learn the magically infused spell versions of these rituals just like you would learn any other spell.
