Wizard
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A wizard prepares Mind mod + Tier spells from a spellbook and reshapes them at the table. Interpretations are requests to reality, ruled on by the GM.
Core Mechanic: INTERPRETIVE MAGIC SYSTEM
Wizards shape magic through understanding. You've studied the underlying structure of reality and learned to manipulate it: adding complexity for precision or stripping it down for raw power. Your spellbook is your life's work; your interpretations are your signature.
Wizard Mechanics
Casting Stat: Mind
When you invest in the Wizard tree, cast spells using your Mind stat:
- In combat: Spells just work with no check, only disruption when damaged
- Out of combat: Ability Test (d20 + Mind die + Tier vs DC). Fail allows stamina buyout
- Spell saves: Target rolls saving throw (dice pool)
Spellbook:
- Each Wizard ability grants spells (see individual abilities)
- Can also learn from scrolls, other spellbooks, or research
- Learning from scrolls: 1 hour per spell tier, consumes 10gp of materials per tier
Preparation:
- Prepare Mind mod + Tier spells (minimum 1)
- Only prepared spells are available to cast
- Can change prepared spells during a recovery (10 minutes)
Stamina Pool: See core Stamina rules. Wizard uses Mind as primary stat.
Disruption (Combat Only): If damaged after declaring but before your turn, make an Ability Test (d20 + Mind die + Tier) vs DC based on spell tier: DC 11/13/15/17/19 for Tier 1-5. Fail = spend 1 stamina to maintain, or spell is lost.
ARCANE DISCHARGE (Disruption Recovery): When your spell is disrupted and lost, the arcane energy releases as raw force. Deal your Mind die + Tier damage to one enemy within 30 feet (no save). The magic finds a target even when the spell cannot form. It would rather wound than dissipate.
Tier Access (by wizard level, the number of Wizard abilities purchased):
- Levels 1-2: Tier 1 spells
- Levels 3-4: Tier 2 spells
- Levels 5-7: Tier 3 spells
- Level 8+: Tier 4 spells
- Level 12: Tier 5 spells
Interpretations (Wizard Deeds)
Interpretations are the Wizard's deeds. Where Prophets modify prayers through Divine Intercession, Druids through Nature's Voice, and Invokers through Patron's Will, Wizards modify spells through Interpretation.
When you cast, declare how you're bending the magic. The GM rules on what that means: what it costs, what it gains, what it risks.
This is negotiation, not declaration. You propose; the GM adjudicates. Interpretations are not guaranteed effects. They're requests to reality, filtered through your skill and the GM's judgment. This requires trust on both sides. A generous GM rewards creative interpretation. A careful player respects the limits of what magic should do. When it works, wizard magic feels like collaboration between player, GM, and the fiction itself.
Outside combat, interpretations work the same way. Extending a ritual's duration, distilling a ward to its essence, layering detection magic with illumination are all valid, all negotiated. The tactical phase doesn't exist, but the conversation does.
Starting Interpretations: EXTEND and DISTILL (gained with Arcane Scholar).
Adding Interpretations
Add complexity for precision and control
Extend
You stretch the spell until the magic goes thin.
Effect: Double one dimension: range, duration, area, or number of targets.
Extended spells look elongated, translucent at their edges, like something pulled past its natural shape. You feel the stretch in your chest until the spell ends. Push too far and the GM may rule the magic frays, covering more ground but landing lighter.
Examples: "I extend the range. I can cast at Sight range." "I extend the targets so two creatures are affected."
Precise
You add conditions until the spell cuts like a scalpel.
Effect: Add exceptions, conditions, or targeting refinements. The spell gains surgical accuracy, but you must specify exactly what you mean. Vague precision fails.
Precise spells feel cold and deliberate. They don't splash or spread. They find exactly what you named and ignore everything else. Witnesses describe them as "unnatural" and "too clean." The more conditions you add, the more the GM may narrow the spell's power in exchange for its accuracy.
Examples: "Precise: Only affects creatures who intend me harm." "Precise: The fire only burns objects, not creatures."
Layer
You weave a second spell into the first, both emerging as one.
Effect: Add a secondary effect from another spell you have prepared. Both effects combine as one casting. Both spells' limitations apply. The layered spell must be equal or lower tier.
Layered spells shimmer with doubled colors, overlapping auras that observers find unsettling. The magic feels heavier in your hands. The GM determines how the spells interact. Sometimes they harmonize, sometimes they conflict in unexpected ways.
Examples: "I layer Light into the spell so targets become visible." "I layer Sleep into Fireball so survivors fall unconscious."
Contingency
You set the spell like a trap, waiting for its moment.
Effect: Set a trigger instead of immediate casting. The spell waits until the trigger occurs. Trigger must be specific and observable. Vague triggers fail.
Contingent spells leave a faint shimmer where they wait, invisible to most but obvious to Witch-Sight. You feel a thread connecting you to each waiting spell, a constant low awareness. Too many contingencies and your sleep grows restless. The GM determines if your trigger is specific enough; "when danger approaches" fails, "when a living creature crosses this threshold" succeeds.
Examples: "Contingency: The ward triggers if anyone touches the door." "Contingency: Phase Step activates if I drop below half health."
Metamorphose
You twist the spell's nature into something else entirely.
Effect: Change the spell's element, appearance, or fundamental nature. Core mechanical effect stays similar, but all interactions change. Fire becomes cold. Force becomes shadow. Healing becomes draining.
Metamorphosed spells look wrong: fire that doesn't flicker, lightning that moves too slowly, force that casts shadows. Other wizards recognize the technique immediately and find it either impressive or unsettling. The GM determines how the new nature interacts with the world; shadow-fire might travel through darkness but fail in bright light.
Examples: "I metamorphose the fireball into cold for a freezing explosion." "I metamorphose the effect into shadow so it travels through darkness."
Compound
You force two spells to exist in the same moment, intertwined.
Effect: Cast two spells as one action. Both happen simultaneously and interact. Both spells are more vulnerable to disruption.
Compound spells arrive with a thunderclap of overlapping magic, too much power in too small a space. The air tastes like metal. Both spells affect each other; the GM rules on how they combine, conflict, or amplify. Failure on the check may mean both spells fail, or worse, that they combine in ways you didn't intend.
Examples: "I compound Shield with Phase Step to arrive already protected." "I compound Command with Hold so they freeze AND obey."
Stripping Interpretations
Remove complexity for raw power
Distill
You carve away everything but the spell's core.
Effect: Remove one component (area, duration, secondary effects, or safety) to intensify what remains. What you strip away concentrates into what's left: a Fireball without area becomes a single devastating lance; a Shield without duration becomes one perfect moment of total protection.
Distilled spells look dense, hard-edged, too bright. The air feels heavy where they land. Declare what you're removing and what you want intensified; the GM rules on the exchange. The more you strip, the more brutal the result and the less control you retain.
Examples: "I distill away the area so this blast is just for him." "I distill away the duration so everything happens NOW."
Overflow
You let the spell exceed its boundaries, spilling past all limits.
Effect: The spell affects more (larger area, more targets, greater range), but you cannot exclude anything. Allies, enemies, yourself, bystanders. The magic goes where it wants.
Overflowed spells feel like releasing a held breath. The magic rushes out of you, eager and hungry, filling every available space. You feel empty afterward, lighter. The GM determines how far the overflow spreads; in enclosed spaces it might fill the room, in open areas it might dissipate quickly.
Examples: "I let the spell overflow so it fills the whole room." "I overflow the healing to affect everyone nearby, friend and foe."
Burn Bright
You collapse duration into a single instant of maximum intensity.
Effect: Everything the spell would do over time happens immediately, all at once. A minute of burning in one flash. An hour of protection in one perfect moment. Consequences that would accumulate also arrive immediately.
Burn Bright spells are blinding, deafening, overwhelming. Witnesses remember them for years. The magic leaves scorch-marks in the air that fade over hours. The GM determines what "maximum intensity" means for each spell; sometimes it's devastating, sometimes the compressed duration simply ends faster with no additional power.
Examples: "I burn it bright for all the damage NOW." "I burn the duration for permanent effect, but only this instant to apply it."
Sacrifice
You take the spell's cost yourself so others don't have to.
Effect: Accept a consequence willingly (damage, exhaustion, a condition, a loss). In exchange, the spell's benefit is enhanced, guaranteed, or extended for its target. You suffer so they don't.
Sacrifice spells feel like hooks in your chest, pulling something out of you and pushing it into the magic. The more you give, the more the spell delivers. The GM determines fair exchange; sacrificing a minor inconvenience earns minor enhancement, sacrificing something precious earns something powerful.
Examples: "I take the damage myself so they don't get a save." "I sacrifice my sight for a day so the spell pierces all illusions."
Raw Channel
You strip away all flavor and form until only force remains.
Effect: Remove elemental type, sensory manifestation, connection to source. What remains is pure magical force, harder to resist with specific defenses but losing all specific interactions. Fire resistance doesn't help against raw force. But raw force doesn't ignite anything either.
Raw Channel spells are invisible, silent, and feel like nothing at all, which makes them terrifying. Targets often don't realize they've been hit by magic. Other wizards recognize the technique by what's missing: no color, no sound, no signature. Just effect.
Examples: "I channel it raw with no fire, just force." "I strip away the lightning for pure energy, no thunder."
Echo
You simplify the spell to its barest form, then let that form repeat.
Effect: Reduce the spell to one target, one effect, minimal scope. That simplified spell happens again automatically next round without requiring your action. Costs additional Stamina equal to spell tier.
Echo spells stutter in the air, leaving afterimages that pulse and repeat. The magic feels like a heartbeat (thump, thump, thump), each pulse delivering the same simplified effect. You feel the echo in your bones until it fades. The GM determines what "simplified" means; you're trading power for persistence.
Examples: "I echo the spell with just the core damage, repeating each round." "I echo the ward with minimal protection, but it keeps refreshing."
Wizard Abilities (18 Total)
Choose abilities in any order. Requirements listed where applicable.
Mystic Level: Your wizard level = number of Wizard abilities purchased (1-18)
Arcane Scholar
Required: Must be your first Wizard ability.
You have studied the arcane arts and begun your spellbook.
Gain: Spellbook with 4 Tier 1 spells. Preparation: Mind mod + Tier spells (minimum 1). Gain Extend and Distill interpretations.
Precise Casting
Your spells cut with surgical accuracy.
Gain: Precise interpretation (add conditions/exceptions to spells).
Learn: 2 spells
Layered Magic
You weave multiple effects into a single casting.
Gain: Layer interpretation (weave secondary spell into primary).
Learn: 2 spells
Contingent Magic
Your spells wait patiently for their moment.
Gain: Contingency interpretation (set triggered spells).
Learn: 2 spells
Reality Shaping
You twist the fundamental nature of magic itself.
Gain: Metamorphose interpretation (change spell elements).
Learn: 2 spells
Compound Casting
Two spells become one overwhelming moment.
Gain: Compound interpretation (combine effects of two spells).
Learn: 2 spells
Overflow Mastery
You release all limits and let the magic flood outward.
Gain: Overflow interpretation (let spell exceed boundaries).
Learn: 2 spells
Burn Bright
Duration collapses into a single instant of maximum intensity.
Gain: Burn Bright interpretation (collapse duration into instant).
Learn: 2 spells
Sacrifice Mastery
Your suffering fuels the magic.
Gain: Sacrifice interpretation (take cost yourself to enhance for others).
Learn: 2 spells
Raw Channel
Strip away all flavor until only pure force remains.
Gain: Raw Channel interpretation (strip away all flavor, pure force remains).
Learn: 2 spells
Echo Mastery
Simplify and let the magic repeat.
Gain: Echo interpretation (simplify and repeat).
Learn: 2 spells
Expanded Spellbook
Your studies yield new knowledge.
Learn: 6 spells (any tier you have access to)
Greater Spellbook
Your collection of arcane knowledge grows ever larger.
Learn: 6 spells (any tier you have access to)
Perfect Memory
Spells are etched into your mind, never to fade.
Passive: Spells are never forgotten (even if spellbook is lost). Prepare 2 additional spells per day.
Learn: 2 spells
Supreme Preparation
Your mind holds more magic than should be possible.
Passive: Prepare additional spells equal to Tier.
Learn: 2 spells
Potent Interpretation
Requires: 8+ Wizard abilities.
Your interpretations bend reality more readily.
Passive: The GM should rule generously on interpretation results. You may combine one adding AND one stripping interpretation on the same spell.
Learn: 2 spells
Living Magic
Requires: 8+ Wizard abilities.
Magic flows through you like blood.
Passive: Sense magic within 30 feet. When you Overflow, you may exclude yourself. When you Sacrifice, spend 1 Stamina to halve the personal cost. Advantage on saves vs. magical effects.
Learn: 2 spells
Archmage
Requires: 12+ Wizard abilities (this must be your final ability).
You have mastered the arcane arts.
Passive: Combine up to three interpretations (any mix of adding/stripping) on a single spell.
Triggered: Instant Recall (3 Stamina) - Cast a spell from your spellbook without having it prepared.
Triggered: Unbreakable Concentration (2 Stamina) - Auto-bypass disruption (spell cannot be lost even if damaged).
Learn: 3 spells
Wizard Ultimates
Choose one ultimate at 4, 8, and 12 abilities purchased.
1st Ultimate (Free at 4 abilities)
Choose one:
A. Quadruple Extend
When you Extend, quadruple the dimension instead of doubling.
B. Surgical Precision
When you Precise, add up to three separate conditions or exceptions instead of one.
C. Double Distill
When you Distill, remove two components instead of one. The intensification compounds.
D. Safe Overflow
When you Overflow, choose one creature to exclude from the expanded effect.
2nd Ultimate (Free at 8 abilities)
Choose one:
A. Deep Metamorphosis
When you Metamorphose, change the spell's core function. Damage becomes healing. Movement becomes binding. GM rules on equivalence.
B. Triple Layer
When you Layer, add two secondary spells instead of one. Three effects combine.
C. Total Sacrifice
When you Sacrifice, offer something permanent: a stat point, a memory, a year of life. GM rules what permanence buys.
D. Pure Channel
When you Raw Channel, the spell is completely undetectable as magic. No aura, no visible effect. Just reality changing.
3rd Ultimate (Free at 12 abilities)
Choose one:
A. Grand Compound
Action (6 Stamina) - Compound three spells into a single casting. DC equals sum of all tiers + 10.
B. Permanence
Ritual (8 Stamina, 1 hour) - Make any Tier 3 or lower spell permanent. Can only be used once per month on the same target.
C. Complete Distillation
Free Action (6 Stamina) - Distill a spell to a single word of power. Maximum intensity, no other components. The word burns from memory; re-learn the spell.
D. Final Sacrifice
Passive: You no longer age and are unaffected by magical aging, but always appear elderly.
Triggered (All remaining Stamina) - Once per lifetime: When you would die, sacrifice your death to fuel one final spell. Maximum effect, automatic success. Then you die. Nothing prevents this death.
Total at 18 abilities: 41 spells in spellbook (plus scrolls/research), prepare Mind mod + Tier, 12 interpretive abilities (6 adding + 6 stripping), 3 Ultimates
Power Fantasy: Master of arcane manipulation, whether adding layers of complexity or stripping spells to raw devastation