Wizard¶
Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
Domains¶
Codex and Splendor
Starting Evasion¶
11
Starting Hit Points¶
5
Class Items¶
A book you're trying to translate or a tiny, harmless elemental pet
Wizard's Hope Feature¶
Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Class Features¶
Prestidigitation¶
You can perform harmless, subtle magical effects at will. For example, you can change an object's colour, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange Patterns¶
Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.
Wizard Subclasses¶
Choose either the School of Knowledge or School of War subclass.
School of Knowledge¶
Play the School of Knowledge if you want a keen understanding of the world around you.
Spellcast Trait¶
Knowledge
Foundation Features¶
Prepared: Take an additional domain card of your level or lower from a domain you have access to.
Adept: When you Utilise an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
Specialisation Features¶
Accomplished: Take an additional domain card of your level or lower from a domain you have access to.
Perfect Recall: Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
Mastery Features¶
Brilliant: Take an additional domain card of your level or lower from a domain you have access to.
Honed Expertise: When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.
School of War¶
Play the School of War if you want to utilise trained magic for violence.
Spellcast Trait¶
Knowledge
Foundation Features¶
Battlemage: You've focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.
Face Your Fear: When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.
Specialisation Features¶
Conjure Shield: You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.
Fueled by Fear: The extra magic damage from your "Face Your Fear" feature increases to 2d10.
Mastery Features¶
Thrive in Chaos: When you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point.
Have No Fear: The extra magic damage from your "Face Your Fear" feature increases to 3d10.
Background Questions¶
Answer any of the following background questions. You can also create your own questions.
- What responsibilities did your community once count on you for? How did you let them down?
- You've spent your life searching for a book or object of great significance. What is it, and why is it so important to you?
- You have a powerful rival. Who are they, and why are you so determined to defeat them?
Connections¶
Ask your fellow players one of the following questions for their character to answer, or create your own questions.
- What favour have I asked of you that you're not sure you can fulfil?
- What weird hobby or strange fascination do we both share?
- What secret about yourself have you entrusted only to me?