The Wizard is an occupation centered on the Education and Magic skills. The wizard class is great for players who want to become masters of the arcane through study and spellcasting. Spends much time learning about the world and magic.
Creating a wizard
There are a few aspects unique to wizards that need to be decided on when creating one. You will need to choose:
- The school you graduated from
- Your casting script: text or runes
- Your casting strengths and weaknesses
- Your starting cantrips
Alma mater
The school you graduated from is a significant part of your career as a wizard. There you met classmates and professors, learned the fundamentals of magic, and were likely guided towards a career. Consider your school of magic an important part of your backstory.
Casting script
You can choose between two different types of casting script when creating your wizard: text or runes.
Text is more common for many magic types. Most scrolls are written in text, and most wizards prefer to keep a grimoire of their spells instead of memorizing the runic pattern for each spell. If you choose text, you will also need a grimoire to keep your found spells in.
Runes are the original script for spellcasting, and thus many ancient spells (especially very powerful ones) are more commonly found in runic. Finding spell scrolls written in runic can be a bit more difficult than finding the text counterpart, but translation is possible. If you choose runes, expect to spend longer learning spells, but you will not need a grimoire.
Starting cantrips
A level 3 wizard starts with 2 cantrips of any element, and can learn more along the way.
Learning spells
A wizard can learn spells of any element. Unlike most other spellcasting classes, wizards do not learn spells automatically when leveling up. Each spell must be learned manually by finding, practicing, and mastering the spell.
Finding a spell
The first step to learning a spell is finding it. Spells are often kept stored on scrolls in magic schools, libraries, and private collections. In general, the weaker a spell, the more common and easy to access it is. Cantrips of any sort can be found easily anywhere magic is taught or discussed. High grade spells are often secrets buried in tombs or protected by powerful mages.
Practicing a spell
Once you find the spell, you'll need to keep it accessible while you practice. This could mean copying it from a scroll to your grimoire or sketching a pattern of the rune. To practice a spell, you will need to roll a number of successes based on the spell grade, as outlined in the table below. You can practice a spell once per day at a -1 penalty, and cannot add any bonuses to practice rolls. You can cast a spell you are practicing in combat or for practical purposes, if it is the first time you have cast it that day.
Mastering a spell
The final step is mastering the spell you've spent so long practicing. To master a spell, you will need to roll a number of successes based on the spell grade, as outlined in the table below. You are still limited to casting the spell once per day at a -1 penalty, but unlike with practicing, you can add bonuses when you cast it.
Once you have mastered the spell, it is yours forever. If you have a grimoire and lose it, you will instantly master the spell again once you copy it into your new grimoire. If you cast with runes and lose your memory, simply seeing the rune again is enough to jog your memory and bring the spell back into your arsenal. Any unmastered spells are lost under these circumstances and must be learned from the beginning.