Weapon training: staff, dagger, shortbow, longbow, longsword, short sword. Wizards rarely wears armor as it affects their spellcasting ability. Caster level: equal to the wizard level. Magic: wizards can cast spells by rolling d20 + caster level + intelligence mod, against a DC of 10 + 2x spell rank. A final result of 2 to 11 is a failure and the spell is lost for that day. A final result higher than 11, but that doesn’t equal or exceed the DC, is a failure, but the spell isn’t lost. A final result of 1 or a natural 1 the wizard loses the spell and makes the wizard roll 1d6 + luck modifier. o 0 or les = corruption + misfire + patron taint o 1-2 = corruption o 3 = patron taint (or corruption if no patron) o 4+ misfire (roll 1d4, the higher the result, the worst the misfire) Corruption rolls by spell level (always 1d8): Spell level 1 2 3 4 5 Spell 1-4 1-3 1-2 1 - corruption Minor 5-6 4-6 3-5 2 1-2 corruption Major 7 7 6-7 3-6 3-5 corruption Greater 8 8 8 7-8 6-8 corruption
Learning magic: a wizards know a number of spells as shown on the
wizard table + intelligence mod. At first level, the wizard rolls on the table of spell types, he rolls a number of times equal to how many spells he knows, the player and DM shall work together to come up with a spell of that type that is balanced to it’s level. When leveling up, a wizard may learn a spell that he has found and recorded during his quests, or roll on the spell type table again. Wizards can also make bargains with magical beings in exchange for learning specific spell. Spellburn: a wizard can burn his own vitality to increase the power of his spell, for each 1 point of stat he burn, the wizard gets a +1 to his spellcheck. When performing a spellburn, roll on the table to see the act you must perform, patrons have specific spellburn tables. The maximum amount of points a wizard can spellburn at once is show on the wizard’s table below. Spellburn can also be used to cast lost spells, by sacrificing stats equal to 2x the spell level, this doesn’t give the spellburn bonus to the roll. The stats burned recover at a rate of 1 point per day that the wizard doesn’t spellburn. Spellburn don’t grant automatical crit, no matter how many points were burned. Luck: the wizard’s luck is applied to one spell of his choice. Patron bond: wizards can strike deals with supernatural beings, when doing so, their relation with the patron is more personal and intimate than a cleric with his god. Forming this bond requires the wizard to perform a ritual that may vary for each entity. A patron allows the wizard to learn specific spells when he level up and also grants the “invoke patron” spell, it doesn’t count against the number of spells he know. Max Max Know leve attac spel re for Wil crit Action die spellbur n l k l f t l n spells level 1 0 1D6/I 1D20 5 4 1 +1 +0 +1 2 +1 1D6/I 1D20 5 5 1 +1 +0 +1 3 +1 1D8/I 1D20 5 6 2 +1 +1 +2 4 +1 1D8/I 1D20 5 7 2 +2 +1 +2 1D10/ 1D20+1D1 5 +2 5 8 3 +2 +1 +3 I 4 1D10/ 1D20+1D1 6 +2 6 9 3 +2 +2 +4 I 6 1D12/ 7 +3 1D20(2X) 7 10 4 +3 +2 +4 I 1D12/ 8 +3 1D20(2X) 8 12 4 +3 +2 +5 I 1D14/ 9 +4 1D20(2X) 9 14 5 +3 +3 +5 I 1D14/ 1D20(2X) + 10 +4 10 16 5 +4 +3 +6 I 1D14