Wizard
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Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
Starting Equipment — Choose One
Hope Feature
Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Class Features
You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.
Choose one subclass during character creation to define your specialisation within the Wizard.
School of Knowledge
Play the School of Knowledge if you want a keen understanding of the world around you.
Foundation
Prepared
Take an additional domain card of your level or lower from a domain you have access to.
Adept
When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
Specialization
Accomplished
Take an additional domain card of your level or lower from a domain you have access to.
Perfect Recall
Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
Mastery
Brilliant
Take an additional domain card of your level or lower from a domain you have access to.
Honed Expertise
When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.
School of War
Play the School of War if you want to utilize trained magic for violence.
Foundation
Battlemage
You’ve focused your studies on becoming an unconquerable force on the battlefield. Gain an additional Hit Point slot.
Face Your Fear
When you succeed with Fear on an attack roll, you deal an extra 1d10 magic damage.
Specialization
Conjure Shield
You can maintain a protective barrier of magic. While you have at least 2 Hope, you add your Proficiency to your Evasion.
Fueled by Fear
The extra magic damage from your “Face Your Fear” feature increases to 2d10.
Mastery
Thrive in Chaos
When you succeed on an attack, you can mark a Stress after rolling damage to force the target to mark an additional Hit Point.
Have No Fear
The extra magic damage from your “Face Your Fear” feature increases to 3d10.