Class: Wizard
Wizards are seekers of arcane knowledge, weaving spells through study, memory, and will. Most have passed through the halls of the World Archive of Magic, poring over endless tomes and scrolls, though some learned from private mentors. However trained, all Wizards share an obsession with magic itself — its secrets, its dangers, and its infinite potential.
You start with 3 abilities from the following.
(See Advancement table down below)
(See Advancement table down below)


Bold value indicates the number has increased from the previous Lvl.
Class overview

Typicaly : Scholars of the arcane, eccentric hermits, ambitious apprentices, ex-students of the Archive, or private disciples of powerful mages.
Abilities : Wizards wield vast spellcasting potential, specializing in elemental destruction, protective wards, and versatile rituals. Unlike other casters, their strength lies in preparation and study, allowing them to adapt their spellbook to many situations.
Advancement : Veteran Wizards grow into masters of schools of magic, renowned sages, or feared archmages. Some continue their research in the Archive’s depths, while others take their own disciple.
Aptitudes : High insight and aura, but low strength and constitution.
Weapons and Armour : Light weapons and armor only, as they prefer to rely on their spellcasting.
Abilities : Wizards wield vast spellcasting potential, specializing in elemental destruction, protective wards, and versatile rituals. Unlike other casters, their strength lies in preparation and study, allowing them to adapt their spellbook to many situations.
Advancement : Veteran Wizards grow into masters of schools of magic, renowned sages, or feared archmages. Some continue their research in the Archive’s depths, while others take their own disciple.
Aptitudes : High insight and aura, but low strength and constitution.
Weapons and Armour : Light weapons and armor only, as they prefer to rely on their spellcasting.
Speed & Abilities
Speed : Average
Available Spells
Starting abilities (Pick 3) : Rank 0 :
-
(Abjuration)
- Blade Ward (Conjuration)
- Create Bonfire
- Infestation
- Mage Hand
- Sword Burst (Divination)
- True Strike
- Spiritual Message (Enchantment)
- Burning Blade
- Lightning Blade
- Light
- Magic Stone (Evocation)
- Acid Bubble
- Air Blast
- Dancing Lights
- Fire Bolt
- Frostbite
- Lightning Lure
- Poison Spray
- Ray of Frost
- Shocking Grasp
- Thunderclap (Illusion)
- Minor Illusion (Influence)
- Encode Thoughts
- Friends
- Mind Sliver (Necromancy)
- Chill Touch
- Sapping Sting
- Omen of death (Transmutation)
- Control Flames
- Gust
- Mending
- Mold Earth
- On/Off
- Prestidigitation
- Shape Water
Rank 1 :
- Todo ().
Rank 2 :
- Todo ().
Rank 3 :
- Todo ().
You start with 3 abilities from the following.
- Arcane Recovery
Through rest and quiet meditation, you draw magic back into yourself more efficiently. Sleep clears your mind, and focus steadies your spirit, letting you regain more Psy than most casters could hope to restore.You regain Psy more easily.
- You regain 2 more Psy every time you sleep.
- You regain 2 more Psy when you Meditate (Downtime).
- Expanding Knowledge
As you wander the world, your understanding of magic deepens and spreads. Each spell studied, each mystery unraveled, becomes a thread in the vast tapestry of your wisdom. As your studies broaden, so too does your command of magic.When you Lvl-up, as you learn a new ability, you also learn a new spell from the Wizard Available Spells depending of the new ability you unlocked.
- Starting abilities -> Also learn one Spell (Rank 0).
- Standard abilities -> Also learn one Spell (Rank 1).
- Advanced abilities -> Also learn one Spell (Rank 2).
- Grand Grimoire Spellcasting
Knowledge is your passion. Your Grimoire, a strange magical tome that’s always at hand, is filled to the brim with notes of your discoveries and experiences.Lvl 1 : You start with 1 Spell (Rank 0) and 1 Spell (Rank 1) from the Wizard Available Spells. Both are in your grimoire, but also fully learned. Grimoire Slots :
- Lvl 1 :
- Grimoire Slots (Rank 0) : 3
- Grimoire Slots (Rank 1) : 1
- Grimoire Slots (Rank 2) : 0
- Grimoire Slots (Rank 3) : 0
- Lvl 2 :
- Grimoire Slots (Rank 0) : 4
- Grimoire Slots (Rank 1) : 2
- Grimoire Slots (Rank 2) : 0
- Grimoire Slots (Rank 3) : 0
- Lvl 3 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 3
- Grimoire Slots (Rank 2) : 0
- Grimoire Slots (Rank 3) : 0
- Lvl 4 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 4
- Grimoire Slots (Rank 2) : 0
- Grimoire Slots (Rank 3) : 0
- Lvl 5 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 5
- Grimoire Slots (Rank 2) : 1
- Grimoire Slots (Rank 3) : 0
- Lvl 6 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 5
- Grimoire Slots (Rank 2) : 2
- Grimoire Slots (Rank 3) : 0
- Lvl 7 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 5
- Grimoire Slots (Rank 2) : 3
- Grimoire Slots (Rank 3) : 0
- Lvl 8 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 5
- Grimoire Slots (Rank 2) : 4
- Grimoire Slots (Rank 3) : 0
- Lvl 9 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 5
- Grimoire Slots (Rank 2) : 4
- Grimoire Slots (Rank 3) : 1
- Lvl 10 :
- Grimoire Slots (Rank 0) : 5
- Grimoire Slots (Rank 1) : 5
- Grimoire Slots (Rank 2) : 4
- Grimoire Slots (Rank 3) : 2
Your Grand Grimoire is a personal book that appears or vanishes when needed.- Casting a spell from it requires a Grimoire Slot of the same Spell Rank (cannot use regular Spell Slot or Psy).
- You may Learn a Spell at the Magic School (Downtime) from anywhere to learn from your Grimoire instead (Learning a Spell limitation still apply).
- Instead of a Downtime Activity, you may insert or remove a Spell Scroll.
- Only you can do that, and it must be a Wizard Available Spells.
- May contain an unlimited number of unique spells.
- You expend Grimoire Slot.
- Your Lvl determines how many Grimoire Slot you have (see above).
- You regain all expended Grimoire Slots when you sleep.
Grimoires of great wizards are extremely valuable!
- Lvl 1 :
- Scholar
Your pursuit of magic led you down parallel paths of study. Beyond your magical training, you devoted yourself to a field of study, refining your knowledge.You learn the following spell :
- Prestidigitation (Transmutation - Rank 0).
- Arcana : Recall lore about spells, magic items, and the planes of existence.
- History : Recall lore about historical events, people, nations, and cultures.
- Investigation : Find obscure information in books, or deduce how something works.
- Medicine : Diagnose an illness, or determine what killed the recently slain.
- Nature : Recall lore about terrain, plants, animals, and weather.
- Religion : Recall lore about gods, religious rituals, and holy symbols.
(See Advancement table down below)
- Arcane Disruption
You focus your will upon a rival caster, twisting the threads of their incantations. Their magic falters under your interference, each spell heavier to weave, its flow tugged away from their control.As a Bonus Action/React (no roll required), you disrupt a caster.
- Range : Target a caster within 60 ft.
- Duration : Until your next turn (persists even if beyond range).
- Spells cost +1 Psy and they suffer a Minor Penalty (-2) on Spell Checks.
- Magic School Acceptation
Your talents have earned recognition from a formal arcane institution. With access to its teachings and resources, you gain the right to study among dedicated mages.Choose one Magic School to join.
- Gain its benefits during Learn a Spell at the Magic School (Downtime).
- You may learn its spells instead of Wizard Available Spells.
- Magic's Ward
Through study and discipline, you’ve woven protective wards into your very being. Spells of certain elements wash over you with less bite — flames that once burned sear less deeply.Choose two of the following Elemental Damage :
- Radiant, Necro, Fire, Cold, Lightning, Poison, Acid.
- Memorize Spell
Through disciplined study, you expand the limits of your memory. Your mind can now hold more spells than before, giving you greater flexibility in your magical arsenal.You can learn more spells during Learn a Spell at the Magic School (Downtime) (including through Grand Grimoire Spellcasting).
- The number of spells you can learn this way equals your Insight Aptitude
(instead of half, rounded down). - Spell (Rank 3) are limited to your Insight Aptitude above 10
(instead of half above 10, rounded down).
- The number of spells you can learn this way equals your Insight Aptitude
- Object Enchanting
You’ve mastered the art of binding magic into matter. With careful preparation, you can weave enchantments that linger. You can seal arcane power into scrolls, allowing magic to endure beyond the moment it is cast.You learn Enchanting (Crafting Discipline).
- Potent Basic Spell
You have refined your simplest magics to irresistible strength. What once were minor incantations now strike with undeniable force, their effects impossible to resist.When casting a Spell (Rank 0), effects requiring a roll automatically happen.
- Sculpt Spells
Your control over magic is so precise that you can bend destructive forces around others. Flames curl away, lightning arcs harmlessly past, and blasts of frost leave safe pockets in their wake. To you, even chaos obeys careful design.You may exclude one creature from a spell’s area of effect.
- You may exclude up to 2 more creatures, but incur a Minor Penalty (-2) on your Spell Check for each.
- Wielder of Artifacts
Most struggle to balance the resonance of more than a single artifact, but you have learned to harmonize their conflicting powers. Through focus and attunement, you can bear the weight of multiple relics at once, channeling their magic without losing control.You have Advantage in Identifying an artifact (Downtime). You can be Attuned to two Artifacts at a time instead of one.
- When you Meditate (Downtime) and choose the Artifacts option, you may Attune to two Artifacts instead of one.
(See Advancement table down below)
- Alchemical Adept
You have mastered the delicate art of alchemy, learning to distill reagents into potions, elixirs, and tinctures of lasting power. Your body has grown accustomed to strange brews and volatile mixtures, making you far less prone to potion sickness than others.You learn Alchemy (Crafting Discipline). Improve your usage of Potions :
- You gain the Purview "Potions tolerance".
- You have Advantage on Constitution Check to resist Potion sickness.
- You can use one more Potion before triggering Potion sickness.
- Elemental Specialisation
Through focused study, you have mastered one element above all others. The chosen element bends more eagerly to your command, striking with greater intensity. Your favored element answers you with unmatched potency.Choose one of the following Elemental Damage :
- Radiant, Necro, Fire, Cold, Lightning, Poison, Acid.
- Grimoire of Plenty
Your spellbook swells with arcane notation, every margin and page layered with ingenious inscriptions. What once was limited now overflows — your grimoire holds more spells than most can dream of, each carefully etched and ready at your command. In your hands, the book itself has become a trove of endless potential.You gain all the following Grand Grimoire Spellcasting Grimoire Slots :
- One Grimoire Slot (Rank 0).
- One Grimoire Slot (Rank 1).
- One Grimoire Slot (Rank 2).
- One Grimoire Slot (Rank 3).
- Innate Counterspelling
Your mastery of the arcane lets you strike at a spell’s very foundation. With instinctive precision, you unravel incantations before they can take shape, snuffing out another caster’s magic entirely. Where others bend spells, you silence them — leaving nothing but fading sparks in the air.As a Bonus React, you may attempt to counter a spell cast by another spellcaster within 60 ft. Requires a Contest : (your Insight VS the target Spell Check)
- Spell (Rank 1) : Incur a Minor Penalty (-2).
- Spell (Rank 2) : Incur a Major Penalty (-4).
- Spell (Rank 3) : Incur a Major Penalty (-4) and Disadvantage.
Success :
- The spell of your target is countered.
- Psy Manipulation
Your mastery over the weave of Psy improves. With a touch, you can redirect the flow of magical energy between willing minds.As an Action (no roll required), you may transfer 1 Psy between yourself and another willing creature you touch. Number of uses :
- 10 times.
- You regain all expended uses when you sleep.
- Signature Spell
Among your many studies, one spell has become your masterwork. You shape it with flawless ease, and it answers to your will without strain.You learn a Spell (Rank 3) from Wizard Available Spells.
- May be cast once without expending Psy or Spell Slots.
- Once all free uses are expended, you may still cast it normally.
- Once
- You regain all expended uses when you sleep.
- Spell Mastery
Through relentless study and practice, your casting has become second nature.
- You no longer need to roll to cast Spells (Rank 0).
- You have Advantage on Spell Check to cast spells above Rank 0 (Rank 1+).
- Unconstrained Grimoire
Your grimoire no longer bows to the limits of tradition. With each scroll you inscribe, you unravel boundaries between schools of magic, weaving spells beyond the Wizard’s usual repertoire into your own arcane library.Improve Grand Grimoire Spellcasting (Starting Ability). Adding spells :
- Inserted Spell Scroll no longer requires to be from Wizard Available Spells.
Combat gear allowance



* Small Species restriction still applies. ** Large Species restriction still applies.
Advancement table

* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.



