For more information on the runecasting system check Magic & Casting
Wizard
“Such an interesting combination of scrolls! I wonder how many spells and how many core runes it would take to emulate it.”
-Ichimi Kokoro, Senior Sokomo White Mage
Starting Wealth : 2d6 × 10 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Lore : Academies across the world teach the arts of runic Arcane to gifted students, Wizards, as they are called, study for long periods of time at these academies, or are trained and mentored by another wizard. They dedicate their lives to the study and use of magic in all its Runic forms, but other than that, two wizards are typically very different from one another - from the absent-minded professor to the skilful fire mage and everything in between.
Hit Dice: d6
Class Skills : The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (any) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int Modifier
Weapon and Armour Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armour or shield.
Class Features : All of the following are class features of the Wizard class.
Spellcasting: All Wizards start with the ability to cast Runic spells. At first level, they may use Tier 1 Runes and a single Core Rune as described on page 123. A Wizard starts with six Tier One runestones of their choosing. A Wizard's Casting Attribute is Intelligence. Spells cast with Runes are Arcane Magic spells.
Chi Points: A Wizard must spend an hour meditating each day to order their thoughts and prepare their mystical energies. At the end of this meditation period, they reset their Chi points to the value shown for their level on the table. They receive bonus chi points equal to their Intelligence Modifier multiplied by their Class Level.
Arcane Bond: Wizards rely on mystical items to channel their powers. They automatically begin with such an item - a ring, amulet, wand or melee weapon. Staves are especially popular. If a weapon is chosen, the wizard is automatically proficient with it. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without her bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 15 + the number of Chi points they are attempting to use. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
The process of bonding to an item inscribes a single runic array upon it. This can hold any one spell the wizard can cast when the object is acquired. The Wizard can cast this spell without needing to roll a Spellcraft check.
A bonded item departs from a standard Runed Item in two ways. Firstly, the Wizard's intimate connection to the item means that they can overcharge the runes in the array, and are not limited by the item's rating. Secondly, the magical properties of a bonded object only function for the wizard who has bonded to it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard meditates to restore their chi points. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 300 K per wizard level plus the cost of the masterwork item, if one is not already owned. This ritual takes 8 hours to complete, and requires a Spellcraft check with a DC equal to that of casting the spell the wizard wishes the item to hold.
If the lost item had any additional magical properties, these are not carried over to the new item. Likewise, if the new bonded item is a weapon, the wizard does not gain proficiency in it.
A wizard can bond to an existing magic item, paying only the cost of the ritual. This functions in the same way as replacing a lost or destroyed item. The newly Bonded item retains its original abilities and gains the benefits and drawbacks of becoming a bonded item - as such, other characters can no longer use the item's original abilities, and they will fade if the wizard dies.
Mage Sight: At level 1, the Wizard's eyes are opened to the leyfield. They can see magical auras as though under a permanent detect magic effect. Activating this ability requires a move action and the expenditure of 1 Chi point. Sustaining the Mage Sight requires concentration - though it does not require an action to maintain the ability, taking damage requires a Constitution check against the damage taken with a bonus equal to the character's Wizard level, or the effect ends.
Shape Rune 2: At level 4, the Wizard may use a second Shape Rune when casting spells.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, they can choose a metamagic or Runic Focus feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Tier 2 Runes: At level 6, the Wizard gains the ability to use Tier 2 runes to weave their spells.
Core Rune 2: At level 8, the Wizard may use a second Core Rune when casting spells.
Maintain 1: At level 10, the Wizard may maintain a spell as a Move action or a Standard Action. This means that they may cast a second spell while maintaining the first with their Move action.
Discretionary Rune: At level 12, the Wizard may use either a third Core or a third Shape Rune when casting a spell.
Tier 3 Runes: At level 13, the Wizard gains the ability to weave Tier 3 runes into their spells.
Core Rune 3: At level 16, the Wizard may incorporate a fourth Core Rune into their spells.
Tier 4 Runes: At level 17, the Wizard gains the ability to weave Tier 4 runes into their spells.
Tier 5 Runes: At level 18, the Wizard gains the ability to weave Tier 5 runes into their spells.
Tier 6 Runes: At level 19, the Wizard gains the ability to weave Tier 6 runes into their spells.
Maintain 2: At level 20, the Wizard may maintain a spell as a Swift Action, a Move Action or a Standard Action. This allows them to have three spells active at any one time.
Discretionary Rune 2: At level 20, the Wizard may use either a fifth Core or a fourth Shape Rune when casting a spell.
“Such an interesting combination of scrolls! I wonder how many spells and how many core runes it would take to emulate it.”
-Ichimi Kokoro, Senior Sokomo White Mage
Starting Wealth : 2d6 × 10 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Lore : Academies across the world teach the arts of runic Arcane to gifted students, Wizards, as they are called, study for long periods of time at these academies, or are trained and mentored by another wizard. They dedicate their lives to the study and use of magic in all its Runic forms, but other than that, two wizards are typically very different from one another - from the absent-minded professor to the skilful fire mage and everything in between.
Hit Dice: d6
Class Skills : The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (any) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int Modifier
Weapon and Armour Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armour or shield.
Class Features : All of the following are class features of the Wizard class.
Spellcasting: All Wizards start with the ability to cast Runic spells. At first level, they may use Tier 1 Runes and a single Core Rune as described on page 123. A Wizard starts with six Tier One runestones of their choosing. A Wizard's Casting Attribute is Intelligence. Spells cast with Runes are Arcane Magic spells.
Chi Points: A Wizard must spend an hour meditating each day to order their thoughts and prepare their mystical energies. At the end of this meditation period, they reset their Chi points to the value shown for their level on the table. They receive bonus chi points equal to their Intelligence Modifier multiplied by their Class Level.
Arcane Bond: Wizards rely on mystical items to channel their powers. They automatically begin with such an item - a ring, amulet, wand or melee weapon. Staves are especially popular. If a weapon is chosen, the wizard is automatically proficient with it. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without her bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 15 + the number of Chi points they are attempting to use. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
The process of bonding to an item inscribes a single runic array upon it. This can hold any one spell the wizard can cast when the object is acquired. The Wizard can cast this spell without needing to roll a Spellcraft check.
A bonded item departs from a standard Runed Item in two ways. Firstly, the Wizard's intimate connection to the item means that they can overcharge the runes in the array, and are not limited by the item's rating. Secondly, the magical properties of a bonded object only function for the wizard who has bonded to it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard meditates to restore their chi points. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 300 K per wizard level plus the cost of the masterwork item, if one is not already owned. This ritual takes 8 hours to complete, and requires a Spellcraft check with a DC equal to that of casting the spell the wizard wishes the item to hold.
If the lost item had any additional magical properties, these are not carried over to the new item. Likewise, if the new bonded item is a weapon, the wizard does not gain proficiency in it.
A wizard can bond to an existing magic item, paying only the cost of the ritual. This functions in the same way as replacing a lost or destroyed item. The newly Bonded item retains its original abilities and gains the benefits and drawbacks of becoming a bonded item - as such, other characters can no longer use the item's original abilities, and they will fade if the wizard dies.
Mage Sight: At level 1, the Wizard's eyes are opened to the leyfield. They can see magical auras as though under a permanent detect magic effect. Activating this ability requires a move action and the expenditure of 1 Chi point. Sustaining the Mage Sight requires concentration - though it does not require an action to maintain the ability, taking damage requires a Constitution check against the damage taken with a bonus equal to the character's Wizard level, or the effect ends.
Shape Rune 2: At level 4, the Wizard may use a second Shape Rune when casting spells.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, they can choose a metamagic or Runic Focus feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Tier 2 Runes: At level 6, the Wizard gains the ability to use Tier 2 runes to weave their spells.
Core Rune 2: At level 8, the Wizard may use a second Core Rune when casting spells.
Maintain 1: At level 10, the Wizard may maintain a spell as a Move action or a Standard Action. This means that they may cast a second spell while maintaining the first with their Move action.
Discretionary Rune: At level 12, the Wizard may use either a third Core or a third Shape Rune when casting a spell.
Tier 3 Runes: At level 13, the Wizard gains the ability to weave Tier 3 runes into their spells.
Core Rune 3: At level 16, the Wizard may incorporate a fourth Core Rune into their spells.
Tier 4 Runes: At level 17, the Wizard gains the ability to weave Tier 4 runes into their spells.
Tier 5 Runes: At level 18, the Wizard gains the ability to weave Tier 5 runes into their spells.
Tier 6 Runes: At level 19, the Wizard gains the ability to weave Tier 6 runes into their spells.
Maintain 2: At level 20, the Wizard may maintain a spell as a Swift Action, a Move Action or a Standard Action. This allows them to have three spells active at any one time.
Discretionary Rune 2: At level 20, the Wizard may use either a fifth Core or a fourth Shape Rune when casting a spell.
Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Base Attack Bonus
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 |
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 |
Base CP
6 9 13 18 24 31 39 48 58 69 81 94 108 123 139 156 174 193 213 234 |
4Abilities
Arcane Bond, Rune Focus, Spellcasting, Magesight Shape Rune 2 Bonus Feat Tier 2 Runes Core Rune 2 Maintain 1, Bonus Feat Discretionary Rune Tier 3 Runes Bonus Feat Core Rune 3 Tier 4 Runes Tier 5 Runes Tier 6 Runes Maintain 2, Bonus Feat, Discretionary Rune 2 |