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Wizard




Wizard
Image used by permission of Yama Orce.

Contents

Ability Scores

Wizards gain a +2 class bonus to Intelligence or Wisdom, as long as it isn’t the same ability you increase with your +2 racial bonus.

Backgrounds

Possible backgrounds include: magical prodigy, spell thief, hedge wizard, transformed familiar, ship’s wizard, royal poisoner.

Gear

At 1st level, a wizard usually has a dagger, a robe or two, a wand, ritual components in pouches, and other minor accouterments suggested by their backgrounds.

Gold Pieces

Wizards may start with either 25 gp or 1d6 x 10 gp.

Armor

Armor Type Base AC Atk Penalty
None 10
Light 10
Heavy 11 –2
Shield +1 -2

Melee Weapons


One-Handed Two-Handed
Small 1d4 dagger 1d6 staff
Light or Simple 1d6 (-2 atk) shortsword 1d8 (-2 atk) spear*
Heavy or Martial 1d8 (-5 atk) longsword 1d10 (-5 atk) greatsword*

Ranged Weapons


Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 (-2) javelin 1d6 (–1 atk) light crossbow* 1d6 (-2 atk) shortbow*
Heavy or Martial 1d8 (–4 atk) heavy crossbow* 1d8 (-5 atk) longbow*

* A wizard needs one free hand on a spellcasting implement to cast spells. As such, they suffer a penalty for using a two-handed weapon. (The penalty applies to spells also.)

Level Progression

Wizard Level Total Hit Points Total Feats 1st level spell 3rd level spell 5th level spell 7th level spell 9th level spell Level-up Ability Bonuses
Level 1 (6 + CON mod) x 3 1 adventurer 5
Level 2 (6 + CON mod) x 4 2 adventurer 6
Level 3 (6 + CON mod) x 5 3 adventurer 3 4
Level 4 (6 + CON mod) x 6 4 adventurer 2 6 +1 to 3 abilities
Level 5 (6 + CON mod) x 8 4 adventurer; 1 champion 1 4 4
Level 6 (6 + CON mod) x 10 4 adventurer; 2 champion 2 8
Level 7 (6 + CON mod) x 12 4 adventurer; 3 champion 1 4 5 +1 to 3 abilities
Level 8 (6 + CON mod) x 16 4 adventurer; 3 champion; 1 epic 3 8
Level 9 (6 + CON mod) x 20 4 adventurer; 3 champion; 2 epic 1 5 6
Level 10 (6 + CON mod) x 24 4 adventurer; 3 champion; 3 epic 3 9 +1 to 3 abilities

Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Intelligence or Wisdom (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level

Basic Attacks

Melee attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: —

Ranged attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: —

Class Features

Wizards have four class features: Cantrips, Cyclic Spells, Overworld Advantage, and Ritual Magic.

Cantrips

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.

Cyclic Spells

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.

Overworld Advantage

Wizardly magic taps into the power of the overworld. While a wizard is in the overworld, their daily spells become recharge 16+ after battle.

Ritual Magic

Wizards can cast their spells as rituals.

Champion Feat You can cast full rituals by using all your actions each round to focus on the ritual for 1d3 + 1 rounds. As with standard rituals, your fast rituals are not meant to replace combat spells; they’re a means of acquiring and improvising wondrous magical effects rather than a means of inflicting damage and conditions.

Class Talents

Choose three of the following class talents.

Abjuration

Whenever you cast a daily wizard spell, you gain a +4 AC bonus until the end of your next turn.

Adventurer Feat The bonus also applies to your Physical Defense.

Champion Feat You gain 2d12 temporary hit points each time you cast a daily spell.

Epic Feat The bonus also applies to Mental Defense.

Cantrip Mastery

Cantrips are at-will spells for you.

Unlike normal wizards, who use a standard action to cast a cantrip, you can cast a cantrip as a quick action.

To do something particularly cunning or surprising with one of your cantrips where the GM isn’t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.

Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell slot you have given up and create a once-per-day related effect with it that is much greater, if you and your GM can agree on a cool effect that suits the cantrip.

Adventurer Feat You can use cantrip-style versions of any wizard spell you have memorized. When you expend a spell, however, you can’t make cantrip-style use of it any more. The key is that none of these uses should be combat relevant or deal damage.

The Cantrip Mastery talent is more about enhance the roleplaying and less about combat usefulness.

Evocation

Once per battle, when you cast a spell that targets Physical Defense, before rolling for the number of targets or making the spell’s attack roll, you can expend your quick action to evoke the spell. Hit or miss, you’ll max out the spell’s damage dice (except on a natural one, which deals no damage to the target and likely damages the caster in some manner).

Champion Feat Whenever you evoke a spell, you can reroll one of the attack rolls if that natural roll was less than or equal to the escalation die. You must take the new result.

High Arcana

Your study of the highest orders of magic gives you options that lesser wizards cannot match: Memorization and a bonus spell: counter-magic

Memorization

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 7th level 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.)

Counter-magic

Close-quarters spell

Once per battle

Free action to cast

Trigger: A nearby creature you can see casts a spell.

Target: The nearby creature casting a spell.

Attack: Intelligence + Level vs. MD

Hit: The target’s spell is canceled, and the caster loses the action they were using for the spell. If the spell had a limited use, that use is expended if your natural attack roll is even.

Champion Feat You can now cast counter-magic twice per battle.

Epic Feat You can now cast counter-magic in reaction to a creature using any magical ability, not just casting a spell.

Polysyllabic Verbalizations

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.

Wizard’s Familiar

Your familiar is a tiny or small animal or creature that aids your magic and provides companionship. It also provides opportunities for improvisation between you and the GM.

Your familiar is as intelligent as a normal person. It can communicate with you and will stay close you unless you’ve chosen abilities that let it roam. Your familiar is on your side but it’s not perfectly in your control.

If your familiar dies, it can come back to you the next time you get a full heal-up. (The method or story used is between you and the GM.) Alternatively, you can get a new familiar.

Familiars are useless in combat, except as indicated by their abilities. Ordinarily they aren’t damaged by enemy attacks and spells unless the story calls for it.

Familiar Abilities

Choose two of the following abilities for your familiar.

Agile

You gain a +2 bonus to Dexterity skill checks.

Alert, Maybe Even Insightful

You gain a +2 bonus to Wisdom skill checks.

Counter-bite

Each battle, if your familiar is close to you, it bites the first enemy that hits you with a melee attack after that attack, dealing 1d4 damage per level (no attack roll) to that enemy.

Flight

Your familiar flies as well as a hawk. It doesn’t fly that often and usually sticks with you, but it can do so when its other abilities allow.

Mimic

One battle per day, you gain the use of the racial power (without feats) of one nearby ally.

Poisonous

Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing poison damage per tier to the damage roll.

Scout

Once per day, your familiar can separate itself from you and make a reconnaissance run of an area or location. Roll an easy skill check for the environment to get your familiar to scout unseen.

Tough

You gain a +1 save bonus. Tough counts as two familiar abilities.

Talkative

Your familiar can talk like a person (but the GM speaks for the familiar more than you do).

Feat Tiers
Adventurer Feat

Your familiar gains another ability.

Champion Feat

Once per level, if your familiar is close to you, it can cast one of your spells as a free action on your initiative count, even if you have already expended the spell. The spell functions as if you had cast it.

Epic Feat

Your familiar gains another ability.

Cantrips

Alarm (standard duration)

The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. At higher levels, the spell might summon little fanged spirits buzzing back and forth serving as both visual and actual deterrents.

Arcane Mark (standard duration)

The cantrip creates a magical sigil on an object or person. These sigils are usually plain to see, though a deliberately invisible mark can be made. It takes a difficult perception or magic check to notice.

Ghost Sound

This spell creates false noises emanating from somewhere nearby. The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments. If someone is using ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical fake.

Knock

This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). Success is determined with an Intelligence check against the environment’s DC using an appropriate magical background. This cantrip does nothing to avoid any traps that might exist.

Light (standard duration)

This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, though it isn’t bright enough to dazzle.

Mage Hand

This cantrip creates a small telekinetic effect that lasts a round at most. At best it’s about half as strong as the wizard’s own strongest hand. At worst it’s half as strong as the wizard when they’re weak from a bad fever.

Mending

This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. More elaborate repairs to complicated objects might require an Intelligence check, or at the GM’s discretion could only be possible if the wizard has taken the Cantrip Mastery talent.

Prestidigitation

This cantrip produces magic tricks and small illusions. One casting usually gives you a minute of fun. The magic has nowhere near as much real world force as mage hand.

Spark

This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. It doesn’t work against living beings or against things that couldn’t easily be set on fire with a few seconds of steady application of a candle. The target of the spark has to be nearby and in sight.

Utility 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:

Spell Level Spell
1st level disguise self
1st level feather fall
1st level hold portal
3rd level levitate
3rd level message
3rd level speak with item
5th level water breathing
7th level scrying

Feat Tiers

Adventurer Feat Each utility spell you take lets you cast two spells from the available options instead of one.

Champion Feat As above, but you can cast three utility spells instead of one.

1st Level Utility: Disguise Self

Close-quarters spell

Daily

Effect: This spell provides you with an effective magical disguise that lasts about ten minutes, making the skill check to avoid unmasking one step easier: easy if it would have been a normal task, normal if it would have been a hard task, and hard if it would have been a ridiculously hard task. The spell only affects your general appearance, not your size. It can be used to hide your features behind the generic features of another person or race. Using it to impersonate a specific creature makes it less effective as a disguise (-2 to -5 penalty).

3rd level spell: The spell lasts for 1 hour.

5th level spell: The spell also provides smell; +2 bonus to any checks.

7th level spell: The spell also handles correct-sounding vocal patterns and rough mannerisms; +4 bonus to any checks.

9th level spell: You can now target an ally with the spell; you can also now use it on up to two creatures at once.

1st Level Utility: Feather Fall

Close-quarters spell

Daily

Free action to cast

Effect: When you cast this spell, it arrests your fall, letting you glide down the ground over a round or two.

3rd level spell: You can now target a nearby ally with the spell.

5th level spell: You can now target up to two nearby creatures with the spell.

7th level spell: You can now target up to five nearby creatures with the spell.

9th level spell: You gain some control over where a target falls, like a quickly gliding feather.

1st Level Utility: Hold Portal

Ranged spell; Daily

Effect: You cast this spell on a door. For ten minutes, adventurer-tier creatures can’t get through the door. Champion-tier creatures can batter it down; each attempt requires a DC 20 Intelligence skill check (including an applicable background) by the caster to resist the battering and keep the spell going. Epic-tier creatures can walk right through.

3rd level spell: The spell now lasts for an hour. Adventurer-tier creatures are stymied. Champion-tier creatures can batter the door down or destroy it after three failed DC 20 skill checks by the spellcaster. Epic creatures notice that the now-busted door had magic on it.

5th level spell: Champion-tier creatures take a few minutes to force the door open. Epic creatures can force it open after one failed DC 25 skill check by the spellcaster.

7th level spell: Champion-tier creatures are stymied for up to an hour by the door. Epic tier creatures get through after three failed DC 25 skill checks by the spellcaster.

9th level spell: Champion-tier creatures can’t enter. Epic-tier creatures can’t get through for an hour.

3rd Level Utility: Levitate

Ranged spell; Daily

Effect: Until the end of the battle, you can use a move action to rise straight up into the air or descend straight down. The spell itself won’t move you horizontally. The up-or-down movement is about half as fast as your normal movement. While levitating, you take a –2 penalty to your attacks and are vulnerable to attacks against you.

5th level spell: You can now cast the spell on a nearby willing ally instead of yourself.

7th level spell: You can now cast the spell as a quick action, and the spell can now affect two targets.

9th level spell: The spell can now affect five targets.

3rd Level Utility: Message

Close-quarters spell

Daily

Quick action to cast

Effect: You send a one to two sentence message to another person you know and have touched in the last week. Sending a message to a person you can see is always easy. Sending a message to a person you can’t see requires a skill check using Intelligence against the highest-tier environment that you or the sender are occupying.

The maximum distance you can send a message depends on the spell’s level.

3rd level spell: Across half a city, at most.

5th level spell: Across the entire city and a bit into the countryside.

7th level spell: Between cities near to each other.

9th level spell: From any city to any other city, or across a sea.

3rd Level Utility: Speak with Item

Close-quarters spell

Daily

Quick action to cast

Effect: Speak briefly, mind-to-mind, with a magic item you are touching that is owned by you or one of your allies. The item’s owner gets a free power recharge roll if that item’s power has been expended.

5th level spell: You no longer need to be touching the item; it only has to be nearby.

7th level spell: The item’s owner gains a +2 bonus to the item recharge roll.

9th level spell: If the item recharge roll fails, you keep this spell, but the item won’t talk to you until after your next full heal-up.

5th Level Utility: Water Breathing

Close-quarters spell

Daily

Quick action to cast

Effect: You can breathe underwater for the rest of the battle (or about five minutes). You become aware a couple of rounds ahead of when the magic of the spell is about to end.

7th level spell: You and 1d4 + 2 nearby allies can breathe underwater this battle.

9th level spell: The spell affects you and 1d6 + 2 nearby allies for 4d6 hours.

7th Level Utility: Scrying

Ranged spell; Daily

Effect: You can use this spell to get information you shouldn’t be able to get, peering in on other people’s lives for a short period of time, usually no more than ten minutes at a time. Some areas may be warded at the GM’s discretion. You must have touched the person you wish to spy on in the last month, or, at 9th level, within the last a year.

Scrying as a single standard action won’t yield much. Concentrating on the spell for a while with props like a scrying pool or a crystal ball will work better.

1st Level Spells

Acid Arrow

Ranged spell; Daily

Target: One nearby or far away creature

Attack: Intelligence + Level vs. PD

Hit: 4d10 acid damage, and 5 ongoing acid damage.

Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest.

3rd level spell: 5d10 damage, and 10 ongoing damage; 10 ongoing on a miss.

5th level spell: 8d10 damage, and 15 ongoing damage; 15 ongoing on a miss.

7th level spell: 3d4 x 10 damage, and 25 ongoing damage; 25 ongoing on a miss.

9th level spell: 5d4 x 10 damage, and 40 ongoing damage; 40 ongoing on a miss.

Blur

Ranged spell; Daily

Target: You or one nearby ally

Effect: For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time.

3rd level spell: The spell is now a quick action to cast.

5th level spell: Miss 25% of the time.

7th level spell: Miss 30% of the time, and you can now target 1d2 creatures with the spell.

9th level spell: Miss 30% of the time, and you can now target two creatures with the spell.

Charm Person

Ranged spell; Daily

Target: One nearby creature with 40 hp or fewer

Special: This spell cannot be cast during combat or on a target that has rolled initiative to fight.

Attack: Intelligence + Level vs. MD

Hit: The target believes you are their friend until you or your allies take hostile action against them. (Attacking their normal allies is okay.) If you or your allies attack the target or order the target to attack its normal allies, the target can roll a normal save to break the charm effect during its turn each round.

Special: 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.

3rd level spell: Target with 64 hp or fewer.

5th level spell: Target with 96 hp or fewer.

7th level spell: Target with 160 hp or fewer.

9th level spell: Target with 266 hp or fewer.

Color Spray

Close-quarters spell

Cyclic (cast once per battle OR at-will when the escalation die is even)

Target: 1d4 nearby enemies in a group

Attack: Intelligence + Level vs. MD

Hit: 2d8 psychic damage, and if the target has 10 hp or fewer after the damage, it is weakened until the end of your next turn.

3rd level spell: 4d6 damage, 20 hp or fewer.

5th level spell: 6d8 damage, 30 hp or fewer.

7th level spell: 10d6 damage, 40 hp or fewer.

9th level spell: 10d12 damage, 60 hp or fewer.

Adventurer Feat Increase the hit point threshold of the weakened effect by 5 hp.

Champion Feat On a miss, the spell deals damage equal to your level.

Epic Feat The spell now targets 1d4 + 1 nearby enemies in a group.

Magic Missile

Ranged spell; At-Will

Target: One nearby or far away enemy.

Attack: Automatic hit

Effect: 2d4 force damage.

3rd level spell: 2d8 damage.

5th level spell: 4d6 damage.

7th level spell: 6d6 damage.

9th level spell: 10d6 damage.

Adventurer Feat You can choose two targets; roll half the damage dice for one missile and half the damage dice for the other, then assign one set of damage dice to each of the two targets.

Champion Feat Roll a d20 when you use the spell; if you roll a natural 20, the magic missile crits and deals double damage. (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.)

Epic Feat The 7th and 9th level versions of the spell now use d8s as damage dice.

Ray of Frost

Ranged spell; At-Will

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 3d6 cold damage

Miss: Damage equal to your level.

3rd level spell: 4d8 damage.

5th level spell: 6d8 damage.

7th level spell: 7d10 damage.

9th level spell: 10d12 damage.

Adventurer Feat When your ray of frost attack roll is a natural even hit, if the target is staggered after taking the damage, it is also dazed until the end of your next turn.

Champion Feat The target of the spell can also be far away.

Epic Feat When you cast the spell you can change the damage type to lightning or negative energy.

Shield

Close-quarters spell

Recharge 11+ after battle

Free action to cast, when an attack hits your AC.

Effect: The attacker must reroll the attack. You must accept the new result.

3rd level spell: You gain a +2 AC bonus against the rerolled attack.

5th level spell: You can also use the spell against attacks that target your Physical Defense; replace references to AC with PD.

7th level spell: The bonus to AC/PD on the rerolled attack increases to +4.

9th level spell: The bonus to AC/PD on the rerolled attack increases to +6.

Adventurer Feat You can now choose either of the attack rolls, in case the second one crits or is otherwise bad for you.

Champion Feat Recharge roll after battle is now 6+.

Epic Feat Hit or miss, you take only half damage from any attack you use shield against.

Shocking Grasp

Close-quarters spell

At-Will

Target: One creature engaged with you

Attack: Intelligence + Level vs. PD

Hit: 1d4 lightning damage, and the target pops free from you.

Miss: You take damage equal to the target’s level from botched feedback.

3rd level spell: 1d6 damage.

5th level spell: 2d6 damage.

7th level spell: 3d6 damage.

9th level spell: 4d6 damage.

Adventurer Feat The spell now requires only a quick action to cast (once per round).

Champion Feat Once per battle, when you hit the target of the spell, you can also daze it until the end of your next turn.

Epic Feat The damage dice of the spell increase to d8s.

3rd Level Spells

Confusion

Ranged spell; Daily

Target: One nearby enemy with 100 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target is confused (save ends).

Miss: If you miss all targets, you regain this spell during your next quick rest.

5th level spell: Target with 160 hp or fewer, and the target can be far away.

7th level spell: Target with 250 hp or fewer, or two targets each with 125 hp or fewer.

9th level spell: Target with 500 hp or fewer, or two targets each with 250 hp or fewer.

Adventurer Feat On a miss against all targets with this spell, you can choose to daze those targets (save ends). If you do, you do not regain the spell.

Champion Feat Each failed save against the spell deals 6d10 psychic damage to the target.

Epic Feat The save against confused is now a difficult save (16+).

Crescendo

Close-quarters spell

At-Will

Target: One or more enemies engaged with you (but see below)

Special: You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.

Attack: Intelligence + Level vs. PD

Hit: 4d6 thunder damage, and the target pops free from you.

Miss: Damage equal to your level.

5th level spell: 4d12 damage.

7th level spell: 7d10 damage.

9th level spell: 10d12 damage.

Force Salvo

Ranged spell; Daily

Targets: One or more nearby or far away enemies (see below)

Special: 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.

Attack: Intelligence + Level vs. PD

Hit: 4d10 force damage.

5th level spell: 7d10 damage.

7th level spell: 10d12 damage.

9th level spell: 3d6 x 10 damage.

Adventurer Feat 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.)

Champion Feat On a miss, a bolt now deals miss damage equal to your level.

Epic Feat Increase the number of bolts by 1.

Hold Monster

Ranged spell; Daily

Target: One nearby enemy with 60 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target cannot move or use move actions (hard save ends, 16+).

Miss: The target is dazed until the end of your next turn.

5th level spell: Target with 100 hp or fewer.

7th level spell: Target with 160 hp or fewer.

9th level spell: Target with 250 hp or fewer.

Adventurer Feat If the spell misses all targets, you regain the spell during your next quick rest.

Champion Feat The spell can target up to 2 nearby enemies whose total hit points don’t exceed the limit.

Epic Feat Increase the limit by +50 hp.

Lightning Bolt

Close-quarters spell

Daily

Targets: 1d3 + 1 nearby enemies in a group or in a (rough) line

Attack: Intelligence + Level vs. PD

Hit: 7d8 lightning damage.

Miss: Half damage.

5th level spell: 10d10 damage.

7th level spell: 2d8 x 10 damage.

9th level spell: 3d8 x 10 damage.

Champion Feat A natural even hit also deals 10 ongoing lightning damage.

Epic Feat A natural even hit now deals 20 ongoing lightning damage (hard save ends, 16+).

Rebuke

Ranged spell; Cyclic (once per battle OR at-will when the escalation die is even)

Target: One nearby enemy with 100 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target is hampered (only makes basic attacks) until the end of your next turn.

5th level spell: Target with 160 hp or fewer.

7th level spell: Target with 266 hp or fewer.

9th level spell: Target with 400 hp or fewer.

Adventurer Feat When you roll a natural even hit with the spell, you also deal psychic damage equal to double your level to the target.

Champion Feat When you hit the target with the spell, you also daze it until the end of your next turn.

Epic Feat When you roll a natural even miss against the target, you daze it until the end of your next turn.

Sleep

Ranged spell; Daily

Target: Before making the attack, roll 3d20 + 45 to determine the maximum number of hit points of enemies you can target with the spell. The spell can affect multiple enemies. You must target nearby enemies with the current lowest hit points first, and you don’t get to choose the exact targets (except in the case of ties). If adding a creature would exceed the spell’s hit point maximum, that enemy can’t be a target.

Attack: Intelligence + Level vs. MD

Hit: The target falls unconscious (hard save ends, 16+; it also ends if the target takes 10+ damage).

Miss: The target is dazed until the end of your next turn.

5th level spell: Targets 5d20 +50 max hp.

7th level spell: Targets 7d20 + 100 max hp.

9th level spell: Targets 9d20 + 200 max hp.

Teleport Shield

Close-quarters spell

Daily

Always: For the rest of the battle, once per round when an enemy moves to engage you, you can make the following attack against it as a free action before it has the chance to attack in melee.

Attack: Intelligence + Level vs. PD

Hit: Teleport the enemy somewhere nearby you can see. You can place them in combat with one of your allies, but you can’t place them in a dangerous location. (It’s a defensive tool).

5th level spell: The teleported enemy also takes 4d10 damage.

7th level spell: 6d10 damage.

9th level spell: 10d10 damage.

Champion Feat When your teleport shield attack misses, the spell’s attack is not expended that round.

Epic Feat You can now teleport the enemy somewhere far away that you can see; other restrictions still apply.

5th Level Spells

Denial

Ranged spell; Daily

Target: 1d4 nearby enemies in a group

Attack: Intelligence + Level vs. MD

Hit: 9d10 psychic damage, and the target is hampered until the end of your next turn.

Miss: Half damage.

7th level spell: 3d4 x 10 damage.

9th level spell: 3d6 x 10 damage.

Champion Feat When you roll a natural even miss with the spell, the target is also hampered until the end of your next turn.

Epic Feat Increase the number of targets to 1d4 + 1.

Dimension Door

Close-quarters spell

Move action to cast

Daily

Target: You

Effect: You teleport somewhere nearby that you can see.

7th level spell: Your destination can now be far away, but not so far that it is out of range of enemy attacks that can hit far away targets.

9th level spell: You can take one ally who is next to you along with you as you teleport.

Fireball

Ranged spell; Daily

Special: When you cast this spell, you can choose to cast it recklessly.

Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with the target may also take damage (see below).

Attack: Intelligence + Level vs. PD

Hit: 10d10 fire damage.

Miss: Half damage.

Reckless miss: Your allies engaged with the target take one-fourth damage.

7th level spell 12d10 damage.

9th level spell 20d10 damage.

Champion Feat Casting the spell recklessly increases the number of additional targets to 1d4 instead of 1d3.

Epic Feat Increase the number of targets to 1d3 + 1 instead of 1d3.

Invisibility

Ranged spell; Daily

Target: You or one nearby ally

Effect: Until the end of the battle (or for five minutes out of combat), the target becomes invisible until it attacks or uses some ridiculously flashy action.

High Arcana: The duration out of combat is 1 hour instead.

7th level spell: You can now target 1d3 nearby allies (including you) with the spell.

9th level spell: Creatures made invisible by the spell have a 25% chance of remaining invisible the first time (and first time only) they attack or get flashy.

7th Level Spells

Blink

Close-quarters spell

Daily

Target: You or one nearby ally

Effect: For the rest of the battle (or for five minutes), the target gains resist damage 16+. Enemies who can see invisible creatures ignore this resistance.

Whenever the target uses a move action, there is a 50% chance that it can teleport somewhere nearby instead of physically moving.

9th level spell: 75% chance.

Flight

Ranged spell; Daily

Target: You or one nearby ally

Effect: The target can fly until the end of the battle (or for five minutes). Your speed doesn’t increase appreciably but you can move in three-dimensions.

9th level spell: When you cast the spell, you can choose one: the effect lasts for an hour OR you can target 1d4 + 1 creatures for the normal duration.

Haste

Ranged spell; Daily

Target: You or one nearby ally

Effect: On the target’s next turn (not this one, if you cast it on yourself), the target gains an additional standard action.

In addition, at the start of each of the target’s turns this battle, if the escalation die is even, roll a d20 and add the escalation die; on a 16+, the target gains an additional standard action that turn.

9th level spell: The roll for additional standard actions is now 11+ instead of 16+.

Invisibility Purge

Ranged spell; Daily

Targets: Any nearby enemies who are invisible, whether you know they are there or not

Attack: Intelligence + Level vs. MD, rolled by GM

Hit: The target turns visible and cannot become invisible again this battle.

Miss: If there are one or more invisible creatures nearby, you become aware of their presence. Not where they are, or who they are, but that there are invisible creatures present.

9th level spell: The spell also affects far away targets that you could normally see.

Overcome Resistance

Ranged spell; Recharge 16+ after battle

Target: 1d3 nearby allies (including yourself, if you wish)

Effect: Until the end of the battle, the target ignores the resistance power of any creature it targets with an attack.

9th level spell: You can now target 1d4 nearby allies with the spell.

Transfer Enchantment

Ranged spell; Daily

Special: You or an ally you are next to must be suffering from a condition caused by an enemy for you to cast this spell.

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 2d6 x 10 psychic damage, and you can transfer one condition caused by your enemies from you or the ally you are next to over to the target. If timing is required, interpret the transferred condition as if you had caused it with this spell.

Miss: Half damage.

9th level spell: 2d10 x 10 damage; if the spell misses, you regain it during your next quick rest.

9th Level Spells

Disintegrate

Ranged spell; Daily

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 4d8 x 10 damage, and the target is vulnerable (hard save ends, 16+).

In addition, if the target drops to 0 hp from this attack, or drops to 0 hp before it saves against the vulnerable effect of this attack, it is gone, dusted, nothing remaining.

Miss: Half damage.

Epic Feat You can now target a far away creature with the spell.

Meteor Swarm

Ranged spell; Daily

Special: You summon a meteor swarm. If you’re underground, you get the ur-dark stalactite equivalent! Nothing more happens this round, but roll 1d3 + 1 to determine how many meteors you have summoned.

At the start of your next turn, even if you are unconscious or dead or have left the area, the meteors arrive one per turn at the start of each of your turns and slam into the combat area.

Target: You can make an attack with each meteor against 1d4 enemies in a group. Alternatively, use the spell to level an area with high impact property damage.

Attack: Intelligence + Level vs. PD

Hit: 4d4 x 10 damage of the energy type of your choice (cold, fire, lightning).

Any allies engaged with the enemies you are targeting take one-fourth damage from each meteor that impacts the area.

Miss: Half damage.

Epic Feat Each meteor now deals 5d4 x 10 damage.

Teleport

Ranged spell; Daily

Effect: You and up to 4 allies next to you can teleport to any location in the world, underworld, or overworld that you have previously visited.

When you teleport, roll a d20. If you roll a 1, you miss your desired location and arrive somewhere else altogether. Otherwise, you and your allies arrive at the desired location at the start of your next turn.

Any effects of spells or items cast before teleporting are dispelled and no longer function on arrival.

Epic Feat Your allies don’t need to be next to you before you cast the spell, just nearby. Alternately, if they are all next to you when you cast the spell, you can teleport to a location known to one of your allies.