Wizard

Wizard #

A Wizard is someone who can invoke magic through careful study. Some Wizards have done the calculations and, through extended experimentation, have managed to isolate properties of the arcane in the world to invoke specific, repeatable phenomena known as spells.

Most Wizards who leave their towers, though, aren’t the ones researching spells. Some of them don’t do it by choice - there are very few Wizards who finish their training, and many get drummed out. Some of them are sent out by their master for outside experience. Some of them join professional or mercenary organizations and lend their knowledge to a cause (or profit). And some of them were never enrolled - while theft of a spellbook doesn’t happen often, it’s not unheard of.

Examples of Wizard Skills: Apprentice, Dropout, Warmage, Magic Thief, Fugitive.

A typical Wizard Skill should cover at least some of these:

  • Brew a tincture.
  • Convince someone to help you.
  • Get a crowd’s attention.
  • Gather information in a city.
  • Inspect traces of the arcane.
  • Intimidate others.
  • Perform a ritual.
  • Recall a historical fact.
  • Research something.
  • Search an area closely.

Wizard Skill uses are augmented by Cantrips.

Uncommon Terms in Wizard Abilities #

Spells: Formalized preconfigured arcane implementations of magic. Wizards may prepare a certain number of these in a day.

Cantrip: A small spell with noncombat applications. This is an extension of the Skill obtained through Wizard.

Peak: This indicates extra effects when a wizard’s cycle is a multiple of 6 (or, with the appropriate feat, 4).

Initiate and Specialist Talents: Wizard Talents represent fields of specific study. An Initiate Talent represents a proclivity for a certain area, while a Specialist Talent represents dedication in a field. This dedication is to the exclusion of breadth, however. A Wizard may only take a Specialist talent if they have the corresponding Initiate talent.

Attributes #

Wizards have the following attributes.

Base Attributes #

Attribute Value
Volition 2
Vitality 3
Initiative Medium
Rolled
Recovery
(1d6 x Level) + (Vitality x Tier)
Average
Recovery
(3 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality*
Other +1 AC and MD
OR
+1 PD and Fast Initiative
Recoveries 8
Save Bonus 0

*See level chart.

Base Defenses by Armor #

Type AC PD MD
None/Light 13 14 15

Melee Stances #

No miss damage

  • Swift: d6 damage
  • Aggressive: d8 damage, -1 AC

Ranged/Other Stances #

No miss damage

  • Rapid (N): d4 damage
  • Aimed (F): d6 damage
Level HP Guile and
Relationships
Total Perks Spells Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 3 1x
2 (5 + Vitality) x 4 3 2 Adventurer 4 1x
3 (5 + Vitality) x 5 3 3 Adventurer 4 1x
4 (5 + Vitality) x 6 3 4 Adventurer 5 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
5 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
6 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
6 2x
8 (5 + Vitality) x 16 4 4 Adventurer
3 Champion
1 Epic
7 3x
9 (5 + Vitality) x 20 4 4 Adventurer
3 Champion
2 Epic
7 3x
10 (5 + Vitality) x 24 4 4 Adventurer
3 Champion
3 Epic
8 3x

Class Features #

All Wizards have Focus, Cyclic Spells, Cantrips, Arcane Proximity, and Magic Literacy.

Focus #

Wizards use Focus to power many of their abilities. Every Wizard has 3 Focus in Adventurer Tier, 4 Focus in Champion Tier, and 5 Focus in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Focus as a free action on or outside your turn to give 1 Disadvantage to an attack against your MD.

  • Champion Perk: If the attack against your MD misses, you may choose to advance your Cycle by 1.
  • Epic Perk: You have one extra maximum Focus.

Cyclic Spells #

At the start of your first turn in combat, roll 1d6 and note the value (known as your Cycle). Increase your Cycle by 1 at the start of every subsequent turn of yours. When the Cycle is a multiple of 6, you’re at the cycle’s Peak. Each spell has an extra effect listed under Peak which is activated while this is the case. Spells cast out of combat are considered at Peak if you have sufficient time (otherwise, roll 1d6 as normal).

You gain Cycle Advance as a bonus spell:

Cycle Advance
Spell, At-Will, Standard
Provokes

Your Cycle advances as if this action was the start of your turn. Roll 1d6:

1-3: One random nearby ally gains +1 to one defense of their choosing until the start of your next turn.

4-6: 1d3 random nearby enemies take force damage equal to your level.

  • Adventurer Perk: You may spend 1 Focus to reroll the die.
  • Champion Perk: You may roll 1d4 instead of 1d6.
  • Epic Perk: You may spend 3 Focus at the start of combat to decide your peak is on multiples of 4 instead.

Cantrips #

Cantrips are an extension of what your Skill obtained with Wizard is capable of. A Cantrip’s capabilities are limited by Tier usually, as indicated in the Cantrip. You always roll for each Cantrip as per a Skill; they’ll almost always work, but not necessarily in the exact way you’re looking for.

Most Cantrips have Adventurer, Champion, and Epic listed. This indicates what you can accomplish at that skill Difficulty tier. You can perform rituals with them to achieve stronger effects by Pushing your Limits.

Every Wizard has the following three cantrips:

Prestidigitation
Cantrip

You can perform small tricks and create tiny illusions. These aren’t terribly practical, but could be distracting or entertaining.

Light
Cantrip

You can make an object you touch glow for awhile (at least 5 minutes).

Arcane Mark
Cantrip

You can leave a magical sigil on an object or person you touch. This can be made plain to see or mostly invisible (requiring a Skill check or equivalent attention to notice).

  • Adventurer Perk: You get another cantrip from a Talent you have.
  • Champion Perk: You get another cantrip from a Talent you have or a cantrip from a Talent you don’t have.
  • Epic Perk: You get another cantrip from a Talent you have or a cantrip from a Talent you don’t have.

Arcane Proximity #

When you’re close to a distinctly magical relic or location, you can sense it. Your Daily spells all have 13+ Recharge when this is the case. If they already have Recharge, you gain 1 Advantage on the Recharge roll. The inflow of energy makes your Cycle increase by 1d3 at the start of your turn instead of 1.
  • Adventurer Perk: When you fail a Recharge roll for one of your spells while this is in effect, the next Recharge roll for that same spell gains 1 Advantage.

Magic Literacy #

You can read magical script (including Arcane Marks left by other wizards, whether or not they’re trying to hide them) with no roll.
  • Adventurer Perk: When in the presence of a powerful magic effect or while watching a spell be cast, you can generally tell the kind of magic it is (Arcane, Divine, Natural, Aberrant). If it’s unclear or if you want more details, you can use your Wizard Skill to make an attempt to find out.

Talents #

Every Wizard selects three Talents. Specialist talents may only be taken if the Wizard has the appropriate Initiate talent.

Abjuration Initiate #

You have chosen the wizardly path of wards, structure, and support. You gain either Alarm or Mending and you gain Shield as a bonus spell.

Shield
Spell, At-Will, Interrupt
Spend 1 Focus

You may cast this spell when you would be hit by an attack vs AC or PD. The attack gains 1 Disadvantage.

Peak: You may force the target to reroll the attack and give the reroll 1 Disadvantage after seeing the result.

Alarm
Cantrip

You set a trap on a small area or object that causes a noise to sound when it’s touched.

Adventurer: It activates on a heavy touch and is fairly loud.

Champion: It activates on a light touch and makes a loud noise or only makes noise in your mind.

Epic: It activates by proximity and makes an extremely loud noise or makes noise in the mind of every ally.

Mending
Cantrip

Over the course of about a minute, you can attempt to mend a broken object.

Adventurer: A simple object.

Champion: A moderately complex object.

Epic: A complex assembly or magical object.

  • Adventurer Perk: If you cast Shield and the attacker is in nearby or engaged range and still hits you, they take force damage equal to your level.
  • Champion Perk: Anytime you or an ally are under the effect of a spell you cast, they deal force damage equal to your level to their attacker when hit by an attack from nearby or engaged range. (This stacks with the Adventurer Perk above).
  • Epic Perk: Anytime you or an ally are under the effect of a spell you cast, the first save they make against a condition or ongoing damage gains 1 Advantage.

Abjuration Specialist #

You gain both Alarm and Mending. You may use Shield on allies as well as yourself. Any ally affected by Daily or Recharge spells you cast (including yourself) gains 1d6 x Level temporary HP while the spell is in effect.
  • Adventurer Perk: You gain +1 to all defenses.
  • Champion Perk: Any ally affected by a non-Daily/non-Recharge spell you cast gains your level in temporary HP while the spell is in effect.
  • Epic Perk: When you’re staggered, Shield is free when used on yourself.

Divination Initiate #

You have chosen the wizardly path of fate, foresight, and prophecy. You gain either Clairvoyance or Premonition and you gain Glimpse as a bonus spell.

Glimpse
Spell, At-Will, Standard
Spend 1 Focus

Roll 1d4, then roll that many d6’s and save the values. These are your Glimpse dice. Before the start of your next turn, when someone nearby you would roll a d6, as a free action you may use your Glimpse die instead of them rolling. You may use a Glimpse die once per turn, and they go away at the start of your next turn.

Peak: Roll 2d4 instead of 1d4.

Clairvoyance
Cantrip

You can look beyond a physical object or sight blocker you normally couldn’t see through (like thick smoke or a curtain, a wall, or a door).

Adventurer: You can surpass a wooden wall or a short distance.

Champion: You can surpass a stone wall or a moderate distance.

Epic: You can surpass a metal wall or a long distance.

Premonition
Cantrip

You can give yourself an advance warning about danger sometimes. The GM rolls this; on a success, you can react more quickly in a sudden bad situation in the near future (but usually you have to Push your Limits to get combat benefits from this).

Adventurer: You get a bad feeling but no specifics.

Champion: You get a bad feeling about something specific, like a ceiling or door.

Epic: You get a very brief glimpse into the future (like a still image or a spoken line).

  • Adventurer Perk: Whenever you gain Glimpse dice, you may roll 1 extra die and discard one value of your choosing.
  • Champion Perk: You gain 1 Advantage on Initiative.
  • Epic Perk: Once per encounter, as a free action on your turn, you may choose one ally and pick one other ally at random (including yourself). The ally you chose gains 1 advantage on saves until the end of the encounter, but the randomly chosen ally is Enervated until the end of the encounter.

Divination Specialist #

You gain both Clairvoyance and Premonition. You may use any number of Glimpse Dice during a turn, including on the same roll. When you start the day, you gain a pool of Glimpse Dice equal to your maximum Focus that persists until the next full rest if unused.
  • Adventurer Perk: Once per encounter, you may retain 1 Glimpse Die between turns if it would otherwise go away without being used.
  • Champion Perk: Once per round, you may use Glimpse dice after the roll instead of before.
  • Epic Perk: You may reroll every attack of a Daily or Recharge ability, but if you do, you can’t use Glimpse dice until your next Quick Rest.

Enchantment Initiate #

You have chosen the wizardly path of beguiling, influence, and domination. You gain either Charm Person or Disguise Self and you gain Disorient as a bonus spell.

Disorient
Spell, At-Will, Standard
Provokes, Spend 1 Focus

Make an attack vs MD on one nearby enemy.

Hit: The target takes 1d8 x Level psychic damage and is Dazed until the end of your next turn. Natural 13+ Hit: As Hit, and the target loses its next move action.

Miss: Psychic damage equal to your level.

Peak: The Dazed effect is Weakened instead.

Charm Person
Cantrip

You can use your Wizard Skill for tasks like persuasion, deception, and intimidation. Anyone who’s interacted with a spellcaster might know what you’re doing on a failure.

Adventurer: You can pull one over on a normal person.

Champion: You can trick someone with experience with magic.

Epic: You can charm someone who can cast spells.

Disguise Self
Cantrip

You can create a convincing disguise that lasts about ten minutes.

Adventurer: This mostly changes your personal looks.

Champion: This can change clothing or details like height.

Epic: This can make drastic changes like your smell or voice.

  • Adventurer Perk: You can also inflict Dazed/Weakened with Disorient on a Natural Even Miss.
  • Champion Perk: If a nearby enemy who’s Dazed, Shaken, or Weakened misses you with an attack, either they take psychic damage equal to your level or the attack has no miss effects (your choice).
  • Epic Perk: You gain 1 Advantage on attack and Disengage rolls against any enemy who’s Confused, Dazed, Softened, or Weakened.

Enchantment Specialist #

You gain both Charm Person and Disguise Self. Any Dazed, Softened, or Weakened effect that would last until the start or end of your turn is now an 11+ save ends effect. If you hit an enemy who’s Dazed, Softened, Shaken, or Weakened with an attack vs MD, they’re also Enervated until the start of your next turn.
  • Adventurer Perk: Once per encounter, as a free action on your turn, you may upgrade a Dazed or Softened effect to Weakened.
  • Champion Perk: If you make an enemy Dazed, Softened, Weakened, or Confused, they’re also Hampered until the start of your next turn.
  • Epic Perk: When you or any of your allies damage a character that you’ve Confused, all self-damage from Confused is doubled that turn.

Evocation Initiate #

You have chosen the wizardly path of force, energy, and directness. You gain either Spark or Mage Hand and you gain Magic Missile as a bonus spell.

Magic Missile
Spell, At-Will, Standard
Provokes, Spend 1 Focus

Fire two missiles per level at one or multiple nearby or far targets. The missiles deal 1d4 force damage each. Designate any targets and number of missiles on each before rolling damage.

Peak: You fire three missiles per level instead of two.

Spark
Cantrip

You can create a small flame for long enough to light an unattended object on fire.

Adventurer: This works on flammable objects (like paper or dry wood).

Champion: This works on less flammable objects (like plant matter or wet wood).

Epic: This works on nearly anything.

Mage Hand
Cantrip

You can move a nearby unattended small object for a few seconds.

Adventurer: This has the strength and speed of a small child.

Champion: This has the strength and speed of an average person.

Epic: This has the strength and speed of a hero.

  • Adventurer Perk: Magic Missile uses d6’s instead of d4’s when used against mooks.
  • Champion Perk: Once per encounter, one Spell that attacks vs PD loses Provokes until the end of the turn.
  • Epic Perk: Treat enemy Resistance as being 1 lower for your spells that attack vs PD.

Evocation Specialist #

You gain both Spark and Mage Hand. Add your Volition x Tier to the number of missiles that Magic Missile creates. Any multi-target Daily or Recharge spell that attacks vs PD increases its number of targets by 1.
  • Adventurer Perk: Instead of increasing the number of targets of a multi-target spell by 1, you can choose to decrease the default number of targets by 1. If you do, you may treat every target of the spell as Weak to the kind of damage you’re dealing (or gain 1 Advantage on the attack if they’re already Weak to this type of damage). Decide if you’re doing this before rolling the number of targets.
  • Champion Perk: If you attack a target that’s Weak to the kind of damage you’re dealing, increase the die size of your attack by 1.
  • Epic Perk: Crits against Vulnerable enemies do triple damage instead of double.

High Arcana Initiate #

You have chosen the wizardly pursuit of attaining a deeper understanding of magic itself. You gain either Arcane Sight or Psychometry and you gain Counter-Magic as a bonus spell.

Counter-Magic
Spell, At-Will, Interrupt
Spend 1 Focus

You may use this in response to an enemy casting a spell. Make an attack against the enemy’s MD.

Hit: Your target’s spell is canceled (but not expended).

Peak: The spell can’t be used again for 1d3 rounds.

Arcane Sight
Cantrip

You can see the traces of magic that’s been cast.

Adventurer: This lets you see intentional magic, like Arcane Marks or violent outbursts.

Champion: This lets you see subtle effects or the remnants of enchantments.

Epic: This lets you see any magic that’s been cast in the area in the last few months to a year.

Psychometry
Cantrip

You can get a sense of the previous owners of an item.

Adventurer: This can give you the broad strokes of the kind of person they were based on how they handled the object.

Champion: This gives shadowy glimpses of times where the object was handled differently than normal.

Epic: This lets you see events where the object was handled differently than normal as they played out.

  • Adventurer Perk: Counter-Magic can now be used against non-spell magical abilities. When used this way, you gain 1 Disadvantage on it and you take damage equal to the target’s level if you miss.
  • Champion Perk: You have greater control over the effect of Arcane Proximity. You can choose to roll 1d2 or 1d4 instead of 1d3 when increasing your Cycle.
  • Epic Perk: Counter-magic costs 0 Focus when used against Spells.

High Arcana Specialist #

You gain both Arcane Sight and Psychometry. If you spend your quick and move action in addition to your standard action when casting a spell, the spell either gains 1 Advantage to all attack rolls or gives its target 1 Advantage to all attack rolls until the end of your next turn (however, it gains Provokes if it didn’t have it already). Once per day during a quick rest, you can swap out one unused Daily or Recharge spell you’ve prepared for another.
  • Adventurer Perk: One Daily or Recharge spell, designated on full rest, is your thesis spell. That spell is Recharge 13+ instead of Daily or decreases its Recharge threshold by 2 (min of 9+).
  • Champion Perk: You can now swap out a Daily or Recharge spell twice per day instead of once.
  • Epic Perk: Your Recharge rolls for every spell and ability gain 1 Advantage until two since the last full rest succeed.

Illusion Initiate #

You have chosen the wizardly path of trickery, misdirection, and guile. You gain Spectral Projection or Aura, and you gain Mirror Image as a bonus spell.

Mirror Image
Spell, At-Will, Standard
Spend 1 Focus

The next two Natural Odd Attacks against you until the end of the encounter are downgraded from a Crit to a hit, a hit to a miss, or a miss to no effect.

Peak: You may cast this as a move action if it’s the first action you take in your turn. If you do, your Cycle advances as if this were the start of your turn.

Spectral Projection
Cantrip

You can make a sound or image nearby.

Adventurer: This is a short noise (like a door slamming or metal clanging) or a small image (like a quick glimmer of light reflection or a passing shadow).

Champion: This is an extended noise (like muffled speech) or a brief image of something expected (like a door being closed instead of open).

Epic: This is a distinct noise or image.

Aura
Cantrip

You can mask yourself (or someone else) from spellcasters or creatures who can sense magic.

Adventurer: You can make it so they can’t tell you’re a spellcaster.

Champion: You can make it so that active spells don’t show up.

Epic: You can make it so that characters without spells appear to be spellcasters or make it appear that someone is enchanted.

  • Adventurer Perk: If you cast Mirror Image during a turn, whoever you cast it on gains 1 Advantage to Disengage checks made on the same turn.
  • Champion Perk: You gain 1 Advantage to Disengage checks against an enemy who’s Dazed, Shaken, or Weakened, or if you have one of your spells active on yourself.
  • Epic Perk: After you hit an enemy with an attack vs MD, any allies engaged with that enemy may attempt to Disengage from it.

Illusion Specialist #

You gain both Spectral Projection and Aura. Mirror Image can now be used on a nearby ally instead of yourself. While one of your spells is active on yourself or an ally, any enemy who misses you or that ally takes psychic damage equal to your level.
  • Adventurer Perk: If an enemy misses you when one of your spells is active on yourself, they take psychic damage equal to half their hit damage if it would be higher than your level.
  • Champion Perk: Whenever you pop an ally or yourself off of an enemy, you ignore the Large property on that enemy.
  • Epic Perk: While one of your spells is active on yourself or an ally, that ally deals psychic damage equal to your level to any enemy it disengages or pops off from.

Occultism Initiate #

You have chosen the wizardly path of hidden truths, rituals, and negative energy. You gain Eulogy or Wither and you gain Draining Touch as a bonus spell.

**Draining Touch **
Spell, At-Will, Standard
Spend 1 Focus

Make an attack vs PD on an engaged enemy.

Hit: 1d10 x Level necrotic damage. The target is Shaken and unable to make Opportunity Attacks until the start of your next turn.

Miss: The target is Shaken until the start of your next turn.

Peak: The Shaken effect is 11+ save ends.

Eulogy
Cantrip

You can use this on a recently dead body to know roughly how they died.

Adventurer: You can tell the general cause of death through feeling their last seconds on your own body.

Champion: You get a shadowy glimpse of the character’s last thoughts, including some generalities of the last things they saw or heard.

Epic: You can see the character’s last moments clearly.

Wither
Cantrip

You can make plant life in an area wither and die. This probably won’t affect intelligent plant life, but will certainly make it very mad.

Adventurer: You can kill something grass-like or make a bush die.

Champion: You can reduce some overgrowth or kill a field of crops.

Epic: You can rot out a forest or kill a settlement’s worth of crops.

  • Adventurer Perk: Draining Touch’s effects end at the end of your next turn instead of at the start of your next turn.
  • Champion Perk: Whenever you make an enemy Shaken, you can instead swap the effect for Vulnerable. You’re Vulnerable until the start of your next turn if you do so.
  • Epic Perk: Your healing amount from all recoveries is halved, but every non-mook enemy you drop lets you take a free recovery.

Occultism Specialist #

You gain both Eulogy and Wither. Draining Touch can now be used at Nearby range. Your attacks that deal necrotic damage also Hamper the target until the start of your next turn if they hit.
  • Adventurer Perk: You may change the damage type of any Daily or Recharge spell that attacks vs PD to necrotic. If you do, reduce the attack’s damage dice by one size.
  • Champion Perk: Whenever you make an enemy Hampered, you can instead swap the effect for Enervated.
  • Epic Perk: You gain +1 Volition, but reduce your Vitality by 1.

Spells #

You can select Level / 2 + 3 (round down) Spells during a Full Rest. You can only take Spells of a level less than or equal to your current level.
  • Epic Perk: You may increase your Cycle by 1d3 if you Crit with a Peak spell.

1st Level #

Acid Arrow
Spell, Daily, Standard
Provokes

Make an attack vs PD on a Nearby or Far enemy.

Hit: 2d8 x Level acid damage. Your target takes ongoing damage equal to 1d4 x Volition x Tier.

Miss: Your target takes ongoing damage equal to 1d4 x Volition x Tier. This spell is replenished during your next Quick Rest.

Peak: Count your Volition as double for the purposes of this spell.

Blur
Spell, Daily, Quick
Provokes

Target yourself or an ally. The target gives attacks against it 1 Disadvantage for the rest of the encounter (or 5 minutes).

Peak: Increase the Disadvantage granted by 1 (to a total of 2).

Color Spray
Spell, Daily, Standard

Make an attack vs MD on 1d3+1 Nearby enemies.

Hit: 2d6 x Level Psychic damage. If the target is Staggered, it’s Dazed (11+ save ends if Single-Strength, until the start of your next turn if Double/Triple-Strength).

Peak: Single-Strength targets are always Dazed (11+ save ends) on a hit and on a Natural Even Miss. Double/Triple-Strength targets that are staggered are Dazed (11+ save ends) on a hit.

Mage Armor
Spell, Daily, Standard

Target yourself or an ally. For the rest of the encounter (or for 5 minutes) the target either gains +1 to AC or has AC equal to its highest defense.

Peak: You may cast this as a quick action instead if it’s the first action in your turn. If you do, your Cycle advances as if this were the start of your turn.

Ray of Frost
Spell, Recharge 11+, Standard
Provokes

Make an attack vs PD on a nearby enemy.

Hit: 2d6 x Level cold damage. The target is Softened, 11+ save ends.

Miss: Cold damage equal to your level.

Peak: On a hit, the target is Weakened instead of Softened. On a miss, the target is Softened until the end of your next turn.

Shocking Grasp
Spell, Recharge 13+, Quick

Make an attack vs PD on an engaged enemy.

Hit: 2d6 x Level lightning damage. You may pop off of the target.

Miss: Lightning damage equal to your level to both the target and yourself.

Peak: If you hit the target, they’re also dazed until the end of your next turn.

Terrifying Cloud
Spell, Daily, Standard
Provokes

Make an attack vs MD on 1d3+1 Nearby enemies.

Hit: 1d6 x Level necrotic damage. The target is Shaken (11+ save ends).

Miss: Half damage.

Peak: Make attacks against 2d3 nearby enemies instead.

3rd Level #

Confusion
Spell, Daily, Standard
Provokes

Make an attack vs MD on one nearby unstaggered single-strength enemy, one nearby staggered double-strength enemy, or two nearby staggered single-strength enemies.

Hit: The target is Confused (11+ save ends).

Miss: If this misses every target, the spell is replenished during the next quick rest.

Peak: You may now use this on an unstaggered double-strength enemy or a staggered triple-strength enemy.

Force Salvo
Spell, Daily, Standard
Provokes

Make an attack vs PD on 2d4 Nearby or Far enemies.

Hit: 2d6 x Level Force Damage.

Peak: On a miss, this deals damage equal to your level.

Hold Monster
Spell, Daily, Standard
Provokes

Make an attack vs MD on a Nearby enemy.

Hit: The target is Stuck (11+ save ends).

Miss: The target is Stuck until the end of your next turn unless it decides to take psychic damage equal to double your level.

Peak: The save for a hit is now a 13+ save, while the effect on a miss is now 9+ save ends.

Lightning Bolt
Spell, Daily, Standard

Make an attack vs PD on 1d3+1 Nearby enemies.

Hit: 2d6 x Level lightning damage.

Miss: Half damage.

Peak: Make attacks against 2d3 nearby enemies instead.

Shadow Tendrils
Spell, Recharge 13+, Standard
Provokes

Make an attack vs MD on 1d3+1 nearby enemies or a group of nearby mooks (one attack for the entire group).

Hit: The target takes psychic damage equal to your level (or 1d4 x Level psychic damage for a group of mooks) and is Stuck (11+ save ends, or until the start of your next turn if double or triple strength). A failed save against this does the same damage again.

Miss: Psychic damage equal to your level.

Special: An enemy Stuck from this ability can spend a standard action to gain a second save against it. Double/triple-strength enemies can spend a standard action to end the Stuck condition.

Peak: All targets are Stunned while they’re Stuck.

Paralyzation Wave
Spell, Daily, Standard
Provokes

Make an attack vs. PD against 2d4 staggered single-strength enemies (see Special).

Hit: The target is Stunned until the end of your next turn and Dazed (11+ save ends). It also takes damage equal to your level.

Miss: The target is Dazed until the end of your next turn.

Peak: Every target also takes 5 x Level ongoing damage on a hit.

Special: You may spend 2 targets to use this against an unstaggered single-strength enemy or a staggered double-strength enemy.

Teleport Shield
Spell, Daily, Standard

For the rest of the encounter, once per round when an enemy tries to engage you, it rolls a 13+ save. On a failure, the enemy is teleported somewhere nearby you can see.

Peak: When an enemy fails a save against this ability, it takes 1d4 x Level force damage.

5th Level #

Denial
Spell, Daily, Standard
Provokes

Make an attack vs MD against 1d4 Nearby enemies.

Hit: 2d8 x Level psychic damage, and the target is Hampered until the end of your next turn.

Miss: Half damage.

Peak: On a miss, the target is also Hampered until the end of your next turn.

Dimension Door
Spell, Recharge 11+, Move

You teleport somewhere nearby that you can see.

Peak: You can take one ally who’s next to you along with you.

Fireball
Spell, Daily, Standard
Provokes

Make an attack vs PD on 2d3 nearby enemies. You can also use this on far enemies as long as all targets are relatively grouped together.

Hit: 1d10 x Level fire damage and 1d10 x Level ongoing fire damage.

Natural Even Miss: Half damage (no ongoing).

Natural Odd Miss: As Even Miss, and any allies engaged with the target take quarter damage (no ongoing).

Peak: Increase the damage dice for both types of damage to d12s.

Flight
Spell, Recharge 11+, Quick
Provokes

You may cast this on yourself or one nearby ally. The target can fly until the end of the encounter (or 5 minutes) and gains 1 Advantage to disengage rolls.

Peak: This affects 1d4+1 allies and lasts 10 minutes.

Invisibility
Spell, Daily, Standard

Cast this on one ally or yourself. Until the end of the encounter, the target is invisible. If the target attacks or performs a particularly flashy action, they roll a 13+ save. On a failure, the target is no longer invisible.

Peak: This now affects 1d3 targets.

7th Level #

Haste
Spell, Daily, Standard
Provokes

You may cast this on one ally or yourself. The target takes another standard action next turn. At the beginning of every subsequent turn until the end of the encounter (or 5 minutes), they attempt a 13+ save. On a success, they gain a second standard action that turn.

Peak: Add the escalation die to the save for as long as the spell is in effect.

Blink
Spell, Daily, Standard
Provokes

Cast this on one ally or yourself. The target gains Resist Damage 13+, and when they move, they roll a 11+ save. On a success, they can choose to teleport instead of moving normally, avoiding any Dicey Moves needed or interception.

Peak: The save rolled is a 9+ save.

Sunburst
Spell, Daily, Standard
Provokes

Make an attack vs MD on every nearby non-mook enemy and two attacks vs MD on every nearby mook group.

Hit: 1d6 x Level radiant damage, or if the target is Weak to radiant, 1d10 x Level radiant damage. If the enemy was invisible, it can’t be for the rest of the encounter.

Miss: Radiant damage equal to your level, or if the target is Weak to radiant, 1d4 x Level radiant damage.

Peak: Increase the damage die size by 1. If Weak to radiant, targets are also dazed on a hit until the end of your next turn.

Shatter Resistance
Spell, 13+ Recharge, Standard
Provokes

Make an attack vs the higher of MD and PD on 1d3 nearby enemies.

Hit: Any Resistance the target has is ignored for the rest of the encounter. The target takes damage equal to 2d6 x the highest Resist value the target has (so if it’s Resist 13+, this would be 2d6 x 13).

Miss: Damage equal to your level.

Peak: Make the attack against the lower of the target’s PD or MD.

Transfer Enchantment
Spell, Daily, Standard
Provokes

Make an attack vs MD on a Nearby enemy.

Hit: The target takes 2d10 x Level psychic damage. One condition caused by an enemy on a nearby ally is transferred to the target. This deals half damage if there’s no condition to transfer.

Miss: Half damage.

Peak: If the attack misses or no nearby allies have conditions to transfer, the spell is replenished during the next quick rest.

9th Level #

Disjunction
Spell, Daily, Standard
Provokes

Make an attack vs MD on a nearby enemy.

Hit: 1d8 x Level Psychic damage and the target can’t use Spells (11+ save ends, or until the start of your next turn if the target is double-strength or triple-strength).

Miss: The target can’t use Spells until the start of your next turn.

Peak: Increase the damage dice to d10s. You gain 1 Advantage on the attack roll.

Special: High Arcana Specialists gain 2 Advantage to Counterspell the target until the end of the encounter, hit or miss.

Domination
Spell, Daily, Standard
Provokes

Make an attack vs MD on a nearby enemy.

Hit: The target is Confused until the start of your next turn, and you take the target’s next turn for them.

Miss: The target is Confused until the start of your next turn.

Peak: On a hit, you also inflict 1d6 x Level ongoing psychic damage with this.

Special: The attack roll gains 1 Disadvantage if used against a double-strength enemy and 2 Disadvantage if used against a triple-strength enemy or another PC. Enchantment Specialists grant 1 Advantage to any attack rolls the target makes while taking their turn for them.

Meteor Swarm
Spell, Daily, Standard
Provokes

You summon 1d3+1 meteors. At the start of each of your next turns, a meteor either levels a nearby or far structure or makes the following attack vs PD on 1d3+1 nearby or far targets.

Hit: 2d6 x Level cold, fire, lightning, or force (roll 1d4) damage. Any engaged allies take quarter damage.

Miss: Half damage.

Peak: On a hit, the target is also Weakened until the end of your next turn.

Special: Peak for this spell is determined by the turn when the meteor hits, not when the spell is cast. Evocation Specialists don’t damage engaged allies when using this.

Energy Drain
Spell, Daily, Standard
Provokes

Make an attack vs PD on a nearby enemy.

Hit: 3d4 x Level necrotic damage.

Miss: Half damage.

Peak: The target is Vulnerable until the end of your turn before you roll the attack. If they’re already Vulnerable, the attack gains 1 Advantage.

Special: For every condition on the target (including any inflicted by this attack), increase the damage die size by 1 step. Occultism Specialists gain temporary HP equal to half of any damage dealt by Energy Drain.

Foresight
Spell, Daily, Standard
Provokes

Until the end of the encounter, once per turn, you may swap one die in any roll with a 6 or a 1. You may do this 1d3+1 times, after which the spell ends.

Peak: 2d3 instead of 1d3+1.

Special: You may use this outside of combat. If you do, the replacement dice granted last for 10 minutes. Divination Specialists may swap any number of dice any number of times per turn.

Prismatic Aura
Spell, Daily, Standard
Provokes, Sustain 13+ (see Peak/Special)

Choose an ally or yourself. As long as this spell is being Sustained, any attack against the target gains 3 Disadvantage.

Peak: The Sustain is 11+ instead of 13+.

Special: The Sustain is a Quick Action instead of Standard. An attempted and failed Sustain reduces the Disadvantage by 1 instead of ending the spell outright if the Disadvantage is currently greater than 1 (but not attempting to Sustain ends the spell outright). Abjuration Specialists also grant the target Resistance to all damage with a value of 9 + the current Disadvantage granted (so 12+ when the spell is cast, 10+ at minimum).

Shadow Clone
Spell, Daily, Standard
Provokes

Choose a nearby ally or yourself. Create an illusory copy of the target nearby to the target. Enemies treat that illusory copy as if it were entirely real, threatening, and so on. The target may, as a free action on their turn, trade places with that copy.

Every time the copy is attacked, roll a 13+ save if it’s hit and a 11+ save if it’s missed. After three failed saves, the copy disappears. Any attack against the illusory copy, hit or miss, is treated as a miss against the target of the spell.

Peak: The saves are 11+ for a hit, 9+ for a miss.

Special: Illusion Specialists may switch the target with their illusory copy as an Interrupt while the spell is active.

Sample Wizards #

Two sample Wizards in Adventurer, Champion, and Epic tier are provided below.

Warmage

A professional military magus specializing in support and damage.

Class Attribute Choice: +1 AC and MD
Background Ability: Volatile

Talents

  • Abjuration Initiate
  • Abjuration Specialist
  • Evocation Initiate

1st Level

  • Adventurer Perk: Abjuration Specialist
  • Spells: (Cycle Advance), (Shield), (Magic Missile), Acid Arrow, Mage Armor, Shocking Grasp

5th Level

  • Adventurer Perks: Abjuration Initiate, Abjuration Specialist, Evocation Initiate, Cyclic Spells
  • Champion Perk: Abjuration Initiate
  • Spells: (Cycle Advance), (Shield), (Magic Missile), Blur, Mage Armor, Lightning Bolt, Teleport Shield, Fireball

8th Level

  • Adventurer Perks: Abjuration Initiate, Abjuration Specialist, Evocation Initiate, Cyclic Spells
  • Champion Perks: Abjuration Initiate, Abjuration Specialist, Evocation Initiate
  • Epic Perk: Abjuration Specialist
  • Spells: (Cycle Advance), (Shield), (Magic Missile), Blur, Mage Armor, Lightning Bolt, Force Salvo, Teleport Shield, Fireball, Shatter Resistance

Hedge Wizard

A trickster with an emphasis on disruption and confusion.

Class Attribute Choice: +1 PD and Fast Initiative
Background Ability: Confounding

Talents

  • Enchantment Initiate
  • Illusion Initiate
  • Divination Initiate

1st Level

  • Adventurer Perk: Illusion Initiate
  • Spells: (Cycle Advance), (Disorient), (Mirror Image), (Glimpse), Blur, Color Spray, Terrifying Cloud

5th Level

  • Adventurer Perks: Illusion Initiate, Enchantment Initiate, Divination Initiate, Cantrips
  • Champion Perk: Illusion Initiate
  • Spells: (Cycle Advance), (Disorient), (Mirror Image), (Glimpse), Blur, Color Spray, Terrifying Cloud, Confusion, Invisibility

8th Level

  • Adventurer Perks: Illusion Initiate, Enchantment Initiate, Divination Initiate, Cantrips
  • Champion Perks: Illusion Initiate, Enchantment Initiate, Divination Initiate
  • Epic Perk: Illusion Initiate
  • Spells: (Cycle Advance), (Disorient), (Mirror Image), (Glimpse), Blur, Color Spray, Terrifying Cloud, Confusion, Invisibility, Denial, Transfer Enchantment