flight-journal/6e/book/classes/wizard.gmi

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# Wizard
The Source has rules. Wizards bend those rules to their will so they can become unstoppable. Choose this class if you want to wield unfathomly powerful magic to smite your enemies where they stand.
## Basic Rules
Your basic attacks do d4 damage.
When you study your personal spellbook for an hour or so, you forget any spells you had memorized and may memorize as many spells as your level plus your Intelligence. You can choose any spell in your spellbook.
## Casting Spells
When you attempt to cast a spell you've memorized, roll for Learned. On a 7-9, choose one of the following effects. On a 6-, choose neither.
* The spell affects its intended target.
* You don't forget the spell.
When you attempt to add a spell from a scroll or another Wizard's spellbook to your spellbook, roll for Intelligence. On a 10+, add the spell. On a 7-9 you may add it only if you remove another spell. On a 6-, you fail and may never memorize or cast that spell.
## Spells
Work with your Dungeon Master to come up with some better spells. To create new spells, look up spells from other game handbooks, but only copy the name and any side effects. The Dungeon Master will know what damage is right.
* **Detect Magic** - You hear nearby magical auras singing. Volume and harmoney increase the aura's power and refinement.
* **Floating Disc** - An invisible, frictionless object hovers two feet above the ground. It can hold up to your level number of humanoids, or about the equivalent weight.
* **Magic Missile** - Hurls a glowing dart of magical energy at a target. Does d6 plus your level in damage.
* **Fireball** - Hurls a ball of fire at a target. Does d6 plus your Intelligence damage and causes a burn at 12+.
* **Comprehend** - You are fluent in all languages for the rest of the day.
* **Pit** - A pit 10 feet wide and 30 feet deep opens in the ground.
* **Icy Touch** - A thick ice layer spreads across a touched surface, up to a 30 foot radius.
* **Raise Dead** - 1d6 skeletons rise from the ground to serve you. They can only obey simple orders and attack for d4 damage.
* **Spider Climb** - You can climb surfaces like a spider.
* **Sleep** - d6 nearby creatures fall into a light sleep.
* **Adhere** - A nearby object becomes covered in extremely sticky slime.
## Advancements
* **Resolute** - Gain +1 Learned.
* **Smart** - Gain +1 Clever.
* **Shifty** - Gain +1 Quick.
* **Worldly** - Take an advancement from another class.
* **Adept** - You can memorize one additional spell per day from your spellbook.
* **Studious** - Work with your Dungeon Master to add a new spell to your spellbook.
* **Cross-Disciplinary** - Add a random Cleric spell to your spellbook.
* **Infamous** - Your reputation precedes you. When you need to make a new connection, roll for charisma. On a 7-9, the person you find is less than ideal, or needs a favor. On a 6-, they theyve got a job for you, and they wont take no for an answer.
* **Magic Detector** - You may cast a weaker form of Detect Magic outside of battle for free. You dont have to memorize it, and casting it doesnt require a roll (it always counts as a 10+).
* **Arcane Armor** - When you bear no armor or shield, you have 1 armor.
* **Wild Magic** - When you roll a 12+ to cast a spell, double its effectiveness.