Wizard

Preparation

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

Spell Availability

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level.

Anima Points

A Wizard has a number of APs in a spell pool. The Wizard APs are defined by the Wizard Anima Points per level table below, A witch gains bonus spell points equal to his Intelligence bonus.


 

Spell DC

The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Burned Aura

Because a wizard’s spells are not internalized to his aura (they are learned knacks cast through arcane lore, unlike a sorcerer’s innate magic powers), each time the wizard casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a wizard’s aura is often too faint to actually set off detect magic).

This residue, known as Burned Aura, makes it difficult for the wizard to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a wizard casts the same spell since restoring his spell pool, it costs a number of additional AP equal to its level.

This additional spell-point cost is removed when the wizard refills his spell-points and prepares his spells for the day

Recuperation

A wizard may know any number of spells, learning them by adding them to his spellbook. If a wizard does not have his spellbook when he refills his AP and prepares his spells for the day, any additional AP cost that has accrued as a result of Burned Aura is retained.

Cantrips

A wizard can cast any cantrips as long as they have at least 1 AP. They can still cast cantrips by overcharging.


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