Wizardry



You’re a spellcaster - a weaver of magic beyond anyone’s wildest dreams! You begin the game with the ability to perform Spellcasting. Each time you level up, you will gain Ranks in you chosen School. The highest Rank you can gain is determined by your Favored Passion. Once you have leveled up enough to raise your Will, you will earn a new Talent. Your party will be relying on you to solve problems in creative ways with the unexpected Spells in your repertoire. Anything can happen!


Favored Passion - Sublime.


Equipment

You can use Basic weaponry. The highest your Armor score can be without magic is 1.



Summary


Level Will Health Talent
1-3 1d4 +1 Spellcasting
4-5 2d4 +1 Esoteric Aptitude
6-7 3d4 +2 Spell Saving
8-9 4d4 +1 Spell Sharing
10 5d4 +1 Spell Storing


Talents



Spellcasting

Your character begins the game with the ability to write and cast Spells from Scrolls and Spellbooks. One Spell can be written into a Scroll, which you read aloud for at least one Bout in order to cast.


Esoteric Aptitude

Your character earns this ability at 4th Level. When you prepare your spells, roll a d4. You can personally select the words for that many Spells from any Spell Word table, allowing you to create custom Spells and effects.


Spell Saving

Your character earns this ability at 6th Level. Once per day, you can attempt to save a spell that you have failed to cast and are about to lose. Roll a d20. If the result is 13 or above, the Spell is saved and you may attempt to cast it again next turn.


Scroll Sharing

Your character earns this ability at 8th Level. When you create Spells, you can now have them be read and cast by non-magical characters. These Spells are always cast on a Spellcasting Check of 13 or above. If the casting is unsuccessful, the Spell is always lost.


Spell Storing

Your character earns this ability at 10th Level. You may choose one Spell from the list of your prepared Spells to store in a non-magical object once per game session. When you attempt to do this, roll a Check to cast the spell with a -4 penalty. If the Check succeeds, the Spell is stored in the object and can be activated at a later time without a Spellcasting Check if the object is in the caster's equipment. If the Check fails, the Spell and the object are both lost.



Schools



Alchemist


Rank Talent
Sipper You can craft potions with Common ingredients.
Drinker You can craft potions with Uncommon ingredients.
Mixer You can craft potions with Rare ingredients.
Maker You can craft potions with Strange ingredients.
Pharmacist You can craft potions with Pristine ingredients.
Pharmistaff You can craft potions with Otherworldly ingredients.


Runecarver


Rank Talent
Chiselwhisk You can craft magic items with Common materials.
Stonecrafter You can craft magic items with Uncommon materials.
Clevercarver You can craft magic items with Rare materials.
Wonderworker You can craft magic items with Strange materials.
Magistaff You can craft magic items with Precious materials.
Archistaff You can craft magic items with Priceless materials.


Conjurer


Rank Talent
Gravedigger You can summon an Unseen Hireling to follow you on adventures. This entity is capable of carrying a torch and one other held item.
Neophyte You can summon a Conjured Mercenary to fight alongside you. This is a loyal companion with the abilities of a Warfare character that is 1/2 your level, rounded down (you can customize your Mercenary's abilities, starting at level 1.) Your Mercenary returns to your side every night, even if the day before it was destroyed.
Thaumaturgist You can summon creatures by rolling your Will dice. These creatures are all Level 1/4. They can be undead, imps, or anything else you can imagine.
Mistpiercer The creatures you summon can be Level 1.
Planetwalker The creatures you summon can be Level 2.
Planetstaff You can summon creatures up to Level 3.


Sorcerer


Rank Talent
Scribe You learn one new Expert Language every level.
Evoker You can conjure a magical missile which hits unerringly. You can conjure as many missiles as you have Health.
Mage You can detect the presence of spells and magic.
Magician You can see into the infrared and ultraviolet spectrums of light.
Heirophant You can see objects, entities, and people that are invisible.
Witch/Wizard You can use a crystal ball to observe events unfolding from overhead.