- Dark Lord of the Red Wastes (+4)
- Master of Accursed Lore (+3)
- Street Urchin from Horizon (+1)
Add +1 to all skill checks.
I am the former Dark Lord of the Red Wastes
- Great Gold Wyrm (Positive) (+2)
- Emperor (Negative) (-1)
- Dagger, Staff, Robe, Wand, Ritual components
- Hooded black robe
- Implement Rune: +1 additional attack bonus with daily spells
- Implement Rune: Reroll one missed attack roll with implement
Healing Potion 2- Heal using a recovery + 1d8 hp. The bonus also applies to both PD and MD and you can reroll one failed save while the rune is active
After an attempt to unleash a demon empire upon the world went horribly wrong, Zauric has abandoned his evil dark lord ways and is seeking redemption. He’s had a vision from the Great Gold Wyrm, guiding him to the Oracle.
STR: 8 (-1), CON: 12 (+1), DEX: 14 (+2), INT 19 (+4), WIS: 10 (0), CHA: 13 (+1)
Stat Bonuses: +2 Charisma (Racial), +2 Int (Class)
- Class Features: Cantrips, Cyclic Spells, Otherworld Advantage, Ritual Magic
- Talents: Evocation High Arcana, Vance's Polysyllabic Verbalisations
- Feats: Shield+, Colour Spray+
- Memorised Spells: Acid Arrow x2, Charm Person, Colour Spray, Counterspell, Shield, Utiilty Spell
Add +1 to all skill checks.
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 1d6 damage per your level of an energy type that makes sense for your character.
Your breath weapon attack targets 1d3 nearby enemies in a group instead.
Every wizard can cast a handful of cantrips each day. You don't have to memorize or choose them beforehand, you just cast them on the fly.
Wizards can cast a number of cantrips equal to their Intelligence modifier each battle. Each cantrip takes a standard action to cast as a ranged spell. Outside of battle, a wizard can cast about three to six cantrips every five minutes. The Cantrip Mastery talent speeds up cantrip casting.
At the adventurer tier (levels 1–4), cantrips with a standard duration last 10–60 minutes, plus 10 minutes per wizard level. The GM rolls and the wizard becomes aware that their cantrip is about to end a couple minutes before it's done.
At the champion tier, levels 5–7, most cantrips last 1–6 hours.
At the epic tier, levels 8–10, cantrips last between 2–12 hours.
For a list of available cantrips, see Cantrips.
Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd. In other words, if you cast a cyclic spell like color spray or rebuke when the escalation die is even, the spell is not expended and can still be cast later in the battle.
Wizardly magic taps into the power of the overworld. While a wizard is in the overworld, their daily spells become recharge 16+ after battle.
Clerics can cast their spells as rituals. (See Rituals.)
To cast a spell as a ritual:
- Choose the spell that will be used and expended by the ritual.
- Tell the GM what you are trying to accomplish and gather necessary ingredients for the ritual.
- Spend 1d4 minutes/quarter-hours/hours (as determined by the GM) preparing and casting the ritual. You can’t cast other spells during this period. A PC taking damage won’t necessarily end the ritual, but it will be ruined if a character falls unconscious or launches an attack of their own.
- Make a skill check using one of your magical backgrounds and the ability score the GM deems appropriate. Use the standard DC targets (or a special DC set by the GM), depending on your tier and the results you’re hoping for. The higher the level of the spell consumed by the ritual, the greater the effect.
No matter the outcome, the spell is expended until your next full heal-up.
Rename each of your daily and recharge spells. Think up the most over-the-top and extravagant names you can muster. Since these alternate spells are so lengthy, they take an additional quick action to cast. While the regular effects of the spells are the same as the more common versions, they have a small bonus effect appropriate to the situation.
The bonus effect is determined by the GM, or by a collaboration between the GM and the player. It should add to the storytelling power of the situation.
The bonus effect should suit the name of the spell or the way it's delivered, and shouldn't precisely match up with what the spell normally accomplishes.
This spell cannot be cast during combat or on a target that has rolled initiative to fight.
On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it.
Your study of the highest orders of magic gives you options that lesser wizards cannot match: Memorization and a bonus spell: counter-magic
When you pick your spells, you can choose any daily wizard spell twice (instead of once). This doesn't apply to spells that start as recharge spells. For example, at 7thlevel when you have five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level spell, or once as a 7th level spell and once as a 5th level spell. (Your 3rd level spell slot can't be used for fireball because fireball starts as a 5th level spell.)
When you choose spells during a full heal-up, instead of taking a standard spell, you can choose to give up a spell slot to memorize the utility spell at the same level. When you take the utility spell, you gain access to a range of useful non-combat spells of the level you memorized it or below. You cast each utility spell at the level of the spell slot you gave up for it. You can give up multiple spell slots to take utility spell multiple times.
Choose from among the following utility spells:
|1st level||disguise self|
|1st level||feather fall|
|1st level||hold portal|
|3rd level||speak with item|
|5th level||water breathing|
Each utility spell you take lets you cast two spells from the available options instead of one.
As above, but you can cast three utility spells instead of one.
Increase the hit point threshold of the weakened effect by 5 hp.
On a miss, the spell deals damage equal to your level.
The spell now targets 1d4 + 1 nearby enemies in a group.
The attacker must reroll the attack. You must accept the new result.
You can now choose either of the attack rolls, in case the second one crits or is otherwise bad for you.
Recharge roll after battle is now 6+.
Hit or miss, you take only half damage from any attack you use shield against.
The spell creates a number of force bolts equal to 1 + your Intelligence modifier. You must target a different creature with each bolt; any extras can't be used.
You can now target a specific creature with more than one bolt. Once you hit that target, you must target a different creature, and so on. (Roll your attack after each bolt before picking a target for the next bolt.)
On a miss, a bolt now deals miss damage equal to your level.
Increase the number of bolts by 1.