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Wizard

Learn, Conjure, Experiment

Description

In the olden days, Wizards were the foremost minds of their Ages. In modern times the practical sciences have captured the layman's fascination, but none would disparage the need for the Arcane arts.

As a Wizard, you have dedicated yourself to the memorization and expansion of Arcane Theory for the good of scholars everywhere. But theory is not enough to push forward understanding. Theories must be tested. Thus, you leave the safety of the Lab and Library.

Wizards have learned many lessons, but humility is something they don't learn until they associate with others outside their hermitages.

Play a Wizard if:

Class Feature

Spell Preparation

Wizard spend much time memorizing information and this have learned to weave spell incantations into that study.

At the start of each day you may spend time in study to prepare a number of spells equal to your Wits Stat (minimum 1.) When you cast a prepared spell, you gain one bonus mana die to the spell and may cast it one step quicker than you normally would. Casting a prepared spell expends the prepared spell. You may choose to cast the prepared or unprepared version of a spell that you have prepared. You may prepare multiple of the same spell.

Stat Bonuses

+2 to Wits

+1 to Composure

+1 to Dexterity or Perception

Skill Bonuses

+2 to Arcane Magic

+1 to Knowledge (Any)

+1 to one of the following:

  • Knowledge (Any)
  • Trade: Calligraphy
  • Profession:(Any)
  • Investigation
  • Medicine

Weapons

A Wizard may select one of the following weapons:

Staff M B 1d4 + Str Concussive, Range(1)
Club M B 1D4 + STR Concussive
Knife M S/P 1D3 + STR

They also receive the following item:

Arcane Focus You may Reroll one mana die per day while this item is readied.

Armor

A Wizard may select one of the following types of armor:

None:
Very Light:

Abilities

1

Mnemic enhancer

You may prepare a spell when you invoke if you are not at your maximum amount of prepared spells.

2

School Specialist

Choose one School of Arcane magic you learned from this class. You gain +1 to Manifestation rolls for spells of that school.

3

Careful Caster

You may ignore the negative effect of casting an Empowered spell once per day.

4

Scientific Method

When you attempt to decipher Arcane Formula or use an unfamiliar magical item, you may reroll the first result of your Arcane Spellcasting Test.

5

Ritualist

You gain the Ritual Casting Action for Casting Arcane Spells. (Ritual Casting: Full Action - Reduces MR of next cast spell by 3 (min2).

6

Mental Bastion

You may expend one point of mana to automatically succeed on a Mind Save.

Spellcasting

Wizards are Arcane Spellcasters. Their casting stats are Wits and Composure. Select three schools of the Arcane Family of magic. These will be the schools you may select spells from. For each rank of mastery you have with Arcane Spellcasting, you may learn up to three spells. For every fifth rank, you may select a new school to learn.

Species of Seeker's Zeal

Humans | Dwarves | Elves | Orcs | Goblins | Ogres

Pecorida | Glirian | Mustiloi | Canidine | Urgun | Newlipi

Classes of Seeker's Zeal

Warrior | Ranger | Hunter | Thief | Scoundrel | Barbarian

Berserker | Explorer | Wizard | Priest | Shaman | Sawbones