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wizard [2024/12/25 05:53] scottwizard [2024/12/25 05:57] (current) scott
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 Mana is the magical academic term for the base unit of magical power, like a “gram” or “watt”. All spells (unless otherwise noted) cost 1 mana to cast. Mana is the magical academic term for the base unit of magical power, like a “gram” or “watt”. All spells (unless otherwise noted) cost 1 mana to cast.
-Wizardry (1st Level)+ 
 +==== Wizardry (1st Level) ====
 All that time spent studying arcane theory and magical lore has really paid off. All that time spent studying arcane theory and magical lore has really paid off.
-Benefit: You gain a +3 bonus on Arcane Lore and Spellcasting checks. + 
-Sidebar: Spellcasting Checks+**Benefit:** You gain a +3 bonus on Arcane Lore and Spellcasting checks. 
 + 
 +=== Sidebar: Spellcasting Checks ===
 Wizardry applies to dice rolls you make. It doesn’t increase your spell DC or anything that doesn’t require a die roll. Wizardry applies to dice rolls you make. It doesn’t increase your spell DC or anything that doesn’t require a die roll.
-Detect Magic (6th Level)+ 
 +==== Detect Magic (6th Level) ====
 You’ve spent enough time studying magic that you can sense its presence. You’ve spent enough time studying magic that you can sense its presence.
-Benefit: You gain Pinpoint (Magic). + 
-Talented (6th Level) +**Benefit:** You gain Pinpoint (Magic). 
-Benefit: You gain the Talented feat. + 
-High Wizardry (11th Level)+==== Talented (6th Level) ==== 
 + 
 +**Benefit:** You gain the Talented feat. 
 + 
 +==== High Wizardry (11th Level) ====
 You have flashes of brilliance, where everything magical just makes sense. You must rush to apply the insight before the feeling and the knowledge can fade. You have flashes of brilliance, where everything magical just makes sense. You must rush to apply the insight before the feeling and the knowledge can fade.
-Benefit: 5 times per short rest, you gain an Absolute bonus on a Spellcasting check to use a metamagic effect or an Arcane Lore check. + 
-Sidebar: Wizards Don’t Have Access to Absolute Damage... or Do They? +**Benefit:** 5 times per short rest, you gain an Absolute bonus on a Spellcasting check to use a metamagic effect or an Arcane Lore check. 
-Wizards don’t inherently have access to Absolute damage or the ability to gain an Absolute bonus on an attack roll like other classes do. However, the Apocalyptic Spell metamagic effect causes Absolute damage. With a DC of 50 to cast, most spellcasters can only use it some of the time. By using your High Wizardry class feature you can absolutely cause Absolute damage. + 
-Talented (16th Level) +==== Talented (16th Level) ==== 
-Benefit: You gain the Talented feat. + 
-Capstone: Archmage (20th Level)+**Benefit:** You gain the Talented feat. 
 + 
 +==== Capstone: Archmage (20th Level) ====
 “Of course I know that spell. Who do you think I am?” “Of course I know that spell. Who do you think I am?”
-Benefit: You know all spells from the arcane spell list you did not already know. 
-Special: If you have taken the “Fount of Arcane Knowledge” secret knowledge, select new secret knowledges to replace them (as they are no longer relevant). 
  
-Secret Knowledges +**Benefit:** You know all spells from the arcane spell list you did not already know. 
-Blood Magic+ 
 +**Special:** If you have taken the “Fount of Arcane Knowledge” secret knowledge, select new secret knowledges to replace them (as they are no longer relevant). 
 + 
 +===== Secret Knowledges ===== 
 +==== Blood Magic ====
 There is power hidden in blood, for those willing to pay the price. There is power hidden in blood, for those willing to pay the price.
-Benefit: Once per short rest, as a free action, you may regain up to 3 mana. However, you sacrifice 10 HP per mana recovered. 
  
-Exotic Magic Research+**Benefit:** Once per short rest, as a free action, you may regain up to 3 mana. However, you sacrifice 10 HP per mana recovered. 
 + 
 +==== Exotic Magic Research ====
 Your professors advised you not to read ahead. This is good advice for cowards but not for progress. Your professors advised you not to read ahead. This is good advice for cowards but not for progress.
-Benefit: You have twisted the laws of spellcraft to learn 1 spell from a spell list other than the arcane spell list. The chosen spells are still cast as if they were arcane spells. You may select this multiple times; each time you learn a different spell. 
  
-Familiar+**Benefit:** You have twisted the laws of spellcraft to learn 1 spell from a spell list other than the arcane spell list. The chosen spells are still cast as if they were arcane spells. You may select this multiple times; each time you learn a different spell. 
 + 
 +==== Familiar ====
 You will love it and hug it and involve it in your schemes to break reality with magic. You will love it and hug it and involve it in your schemes to break reality with magic.
-Benefit: You gain a familiar. A familiar is a magical being or guide creature that is formed from your soul to act as an extension of your will. This being functions like an animal companion with the following modifications: 
-The animal selected must be small or tiny. 
-The animal can cast spells as if they were you. (It uses your stats and abilities when casting; the only difference is the origin point of the spell.) 
-If killed, the animal can be re-conjured during a long rest with no ill effects. 
-A wizard may close their eyes and see through the eyes of their familiar. 
  
-Fount of Arcane Knowledge+**Benefit:** You gain a familiar. A familiar is a magical being or guide creature that is formed from your soul to act as an extension of your will. This being functions like an animal companion with the following modifications: 
 +  * The animal selected must be small or tiny. 
 +  * The animal can cast spells as if they were you. (It uses your stats and abilities when casting; the only difference is the origin point of the spell.) 
 +  * If killed, the animal can be re-conjured during a long rest with no ill effects. 
 +  * A wizard may close their eyes and see through the eyes of their familiar. 
 + 
 +==== Fount of Arcane Knowledge ====
 You have researched long and hard and have rediscovered spells lost to history. You have researched long and hard and have rediscovered spells lost to history.
-Benefit: You discover the echo of a trove of spells in the aether, rediscover a long-forgotten spell, etc. Learn 3 spells from the arcane spell list. You may select this multiple times; each time you learn different spells. 
  
-Necromancer+**Benefit:** You discover the echo of a trove of spells in the aether, rediscover a long-forgotten spell, etc. Learn 3 spells from the arcane spell list. You may select this multiple times; each time you learn different spells. 
 + 
 +==== Necromancer ====
 Who cares if everyone thinks it’s creepy; you’ve found your own way to make some new friends… Who cares if everyone thinks it’s creepy; you’ve found your own way to make some new friends…
-Benefit: You learn the Create Undead spell if you didn’t already know it. Additionally, when you cast the spell, it has the following changes: 
-Casting Create Undead is 3 actions, rather than a ritual. 
-Each casting of Create Undead allows you to make up to 3 undead. The corpses need to all be adjacent to the caster. 
  
-Ritualist+**Benefit:** You learn the Create Undead spell if you didn’t already know it. Additionally, when you cast the spell, it has the following changes: 
 +  * Casting Create Undead is 3 actions, rather than a ritual. 
 +  * Each casting of Create Undead allows you to make up to 3 undead. The corpses need to all be adjacent to the caster. 
 + 
 +==== Ritualist ====
 You have a PHD in ritual magic from an esteemed magical college. Your mastery of rituals is surpassed by few in the world. You have a PHD in ritual magic from an esteemed magical college. Your mastery of rituals is surpassed by few in the world.
-Benefit: Once per long rest, you can cast a ritual as a full-round action instead of the normal casting time. 
  
-Summoner+**Benefit:** Once per long rest, you can cast a ritual as a full-round action instead of the normal casting time. 
 + 
 +==== Summoner ====
 Turn the tides of battle by bringing an extra army with you. Turn the tides of battle by bringing an extra army with you.
-Benefit: You may have up to 3 instances of summoned creatures/objects at a time (rather than 1). If you attempt to summon more than this limit, you choose which creature/object is dismissed. 
  
-Warmage+**Benefit:** You may have up to 3 instances of summoned creatures/objects at a time (rather than 1). If you attempt to summon more than this limit, you choose which creature/object is dismissed. 
 + 
 +==== Warmage ====
 You’ve learned to channel more energy into your magical implements of battle, giving them that extra “oomph”. You’ve learned to channel more energy into your magical implements of battle, giving them that extra “oomph”.
-Benefit: You gain a bonus on damage rolls with caster and crystal weapons equal to 1/2 your level.+ 
 +**Benefit:** You gain a bonus on damage rolls with caster and crystal weapons equal to 1/2 your level.

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