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Wizard

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Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

  1. Master Element - The wizard has mastered any one element of their choosing. 
    A. Fire +3 Damage modifier to Fire spells
    B. Water +3 Damage modifier to Water spells
    C. Air +3 Damage modifier to Air spells
    D. Earth +3 Damage modifier to Earth spells
    E. Lighting/Thunder +3 Damage modifier to to Lightning/Thunder spells
    F. Light/Dark +3 Damage modifier to Light/Dark spells
    2. Elemental Arrow - Of any mastered element, an arrow is formed for a long ranged attack, dealing an additional +2 modifier in damage for this round. (mana cost: 5)
    3. Absorb Element- The Wizard can take the HP of a beast/creature and transform it to mana. (Roll d20, success = 4 or <. Roll D6 to see how much mana was obtained, how much damage was dealt. Mana cost: 4)
    4. Elemental Sphere- A protective barrier created from the Wizard's Master Element. This can cover anyone within their line of sight and protect them from any damage that is less than D12. This will last for only one round of combat. (Mana cost: 4) 
    5. Arcane Lock- touch a closed door, window, gate, chest, or other entryway, and it becomes locked for an hour's duration with the Wizard's element. (Fire will scold a hand, Water will freeze a hand, Air will gust the hand away, etc.) 

6. Counterspell - Any creature or beast that attempts to cast a spell can be interrupted by the wizard if they successfully roll. This will give the Wizard an additional Casting round their next turn of combat. (Roll d20, success = 6 or <.) 



Once the Wizard has leveled their base damage and hit a minimum of 35 Base HP, they will take their inherited knowledge and then progress into the following abilities. These are for all Adept Wizard. 
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Now an expert to the craft, the Wizard has leveled their base damage yet again and holds a minimum of 50 Base HP. The following abilities are for Expert Wizard. 

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