Chapter 5 of 6 · 6 min read
Wizard
Scholars of magic. The spellbook is their lifeline.

Scholars of magic. Wizards are limited to simple arms - dagger, staff, sling, dart, etc. They may not wear armor, except for padded armor or a robe, as it interferes with spellcasting. If you have any questions about weapons, consult with your DN.
- Starts with 5 HP and gains +5 HP every level.
- Starts off with no gear, just a spell book.
- Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: To be a wizard class, your intelligence ability scores must be at least 16.
Wizard Default Class Abilities#
Arcane Focus
You must keep your spellbook; it is your lifeline. Losing it means you cannot prepare new spells. You know how to protect it: encase and seal it in waxed leather, wrap it in oiled canvas, or keep it within a metal-bound case. Lock and chain it, perhaps even to your belt. Hide it in secret compartments - false bottoms in satchels or concealed pouches. Disguise it as a farmer's ledger or a holy book. Some wizards even carry decoy tomes to mislead the careless and the curious.
Ritual Casting - Codex Work
Wizards do not only cast spells; they study, record, and preserve them. A ritual is not a spell but a deliberate act of scholarship and magical craft. A ritual requires ten uninterrupted hours of intense study, ink-stained fingers, and unwavering concentration. It is not a quick trick or flourish of power, but a grueling act of scholarship that drains the mind and tests the will. Through this exhaustive process, a wizard can copy spells from scrolls, fragments, or another wizard's notes into their spellbook, stabilize fragile magical texts so they do not fade or crumble, encrypt or disguise their own writings so only they can read them, or expand their spellbook with diagrams, formulae, and protective wards. Rituals never expend spell slots - they are the wizard's true craft, earned through patience and endurance. Each successful ritual is a victory of discipline over fatigue, and through them the spellbook grows, survives, and becomes a true grimoire.
Arcane Overload
Once per day, a wizard may unleash an Arcane Overload within 60 feet in sight, dealing 1d6 damage per caster level to a single target with no Save Roll allowed. The wizard also suffers 1 point of damage per caster level used, which cannot be reduced, making this desperate power costly and dangerous.
Arcane Sense
Once per week, the wizard may concentrate for 1 minute to sense the presence of nearby magic within 30 feet - faint glimmers, whispers, or tingling auras that others cannot perceive.
At Level 4
Arcane Sensing
Once per day, the wizard may concentrate for 1 minute to sense the presence of nearby magic within 30 feet - faint glimmers, whispers, or tingling auras that others cannot perceive.
Scholar's Insight
The wizard gains +2 on any Chance Rolls involving ancient texts, magical symbols, or runes. They read, decipher, and interpret arcane writing faster than anyone else.
Spell Sigil
The wizard can inscribe a simple magical mark once per day - a glowing rune, invisible ward, or symbol. It lasts until the next dawn and reveals who passed by, tampered with it, or disturbed the area.
Focused Mind
Once per long rest, the wizard may reroll a failed Mind save against a magical effect, representing their intense training and focus against hostile sorcery.
Wizard Level-Up Bonuses#
Choose any 1 per level starting at level 1.
Wizard chooses any 1 unique Level-Up Bonus Abilities at each level (1-9). These show arcane mastery, weird insight, and subtle magical tricks.
Ghost Eye
Once per day, you may open your sight to the unseen. For 1 minute you perceive invisible or ethereal beings. Your pupils glow faintly when this power is active, betraying your altered vision.

Witchmarks
You can sense and recognize fellow spellcasters by subtle marks in their aura, mannerisms, or bearing. This is not infallible, but you gain instinctive insight whenever such beings are within sight..
Mnemonic Focus
Once per day, you may recall with supernatural clarity something you have witnessed, read, or heard, even if it was in a language unknown to you. You can repeat it word-for-word or recreate it exactly, up to 20 seconds of content. At 6th level 1 minute of content.
Wizard's Whim
Once per day, you may conjure harmless alterations to your surroundings - smoke puffs, glowing eyes, a voice that echoes, a shift in robe color, a change in food flavor, the scent of incense or rot, sparks, floating quills, self-turning pages, candles that light or snuff, drifting shadow-shapes, or the sound of distant chimes. These illusions last 1 minute and cannot cause harm. And once per day, you can concentrate to manipulate small objects at a distance, up to 30 feet away, as if using an invisible hand. You can push, pull, open, or carry up to 2 pounds. Actions must be simple and visible to you, and the DN may require a roll for delicate or risky work. Lasts up to 1 minute.
Ley Step
Once per day, you can shift your position a short distance by stepping through ambient magic. Instantly teleport up to 10 feet to an unoccupied space you can see. This counts as your action for the turn. At 4th level you can teleport 30 feet. At 8th level you can teleport 60 feet.
Arcane Veil
Once per day, when you are struck by an attack, you may instantly shroud yourself in a veil of flickering wards. All damage is reduced by half, and you become blurred for 1 minute. While blurred, attacks against you suffer -2 to hit. At 4th level, you may use this power twice per day, and attacks against you suffer -3 to hit while blurred.
Exile Ward
Once per day, when a creature moves within 15 feet of you, you may instantly banish them to another spot. Roll 3d20 to determine the distance (3-60 feet). The creature is teleported to a random unoccupied space at that distance, or the nearest unoccupied space if the rolled destination is blocked. No Save Roll if less than 80 Hit Points, otherwise, the creature may attempt a Tough Save Roll not to be affected. At 6th level, you may use Exile Ward twice per day. At 8th level, you may target up to two creatures at once when they enter range.
Familiar
Once per day, you can target a small, low-intelligence animal (squirrel, raven, cat, rat, lizard, etc.) within 30 feet and forge a temporary magical bond. The animal does not make a Save Roll and becomes your familiar for 3 hours. While bonded, it understands your simple commands and shares basic emotions with you through an empathic link. The familiar can perform simple tasks but retains its natural instincts and limitations. If frightened you will feel it, and the bond immediately breaks. When the effect ends, the animal returns to its normal behavior with no memory of the bonding. At 4th level, the duration increases to 4 hours. At 8th level, the duration increases to 6 hours.
Wizard Spells#
See Core Guide "Spell Attack and Defense" for spell mechanics.
See Wizard Spells - First Castings for Spells.
Wizard unlocks all spells of spell level equal to class level e.g. a level 1 wizard gets access to use all 1stlevel spells, at level 2, wizard gets access to all 2nd-level spells, and so on.
Wizard Spellcasting#
Each spell can be cast 1 time per day.
A day for spell usage resets at 6am.
Wizard must study 30 minutes each morning by 10am to reset spells they can cast again.
If a wizard does not study, they can still cast any of the spells they know at each spell level. However, spells they have already cast remain expended, cannot be regained until they complete their study.
A wizard may cast spells up to their level.
- 5 spells per day for each levels 1-2
- 4 spells per day for each levels 3-7
- 2 spell per day for each levels 8-9