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The arcane hero relies on his vast store of occult knowledge to survive. He is the evoker, the abjurer, the conjurer, the artificer, and he controls the very forces of the cosmos to do his bidding.


Wizards Class FeaturesEdit

All Wizards, regardless of their other Class Features, gain the following proficiencies and abilities upon choosing the Wizard Theme:


Weapon ProficienciesEdit

The wizard gains training with blades and bludgeons.


Armor ProficienciesEdit

The wizard is does not gain training in any armor.


Magic ProficienciesEdit

The wizard can cast arcane spells and metamagic using the Arcana skill, and may dispel appropriate conditions as an automatic reaction at the end of each of his turns.
His magic damage bonus is equal to his Intelligence modifier.
The wizard gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.


Skill ProficienciesEdit

The wizard gains training in Arcana and Perception.


Starting FeatsEdit

The Essential WizardEdit

This chapter presents many different options for creating an Arcane Hero, also known as a Wizard. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Each of these builds has been constructed using the Essential Array ability scores, choosing abilities and adding the +2 racial ability bonuses so that the final ability scores become 18/16/14/12/11 regardless of the character’s race. This ensures that the character begins play with their abilities optimized for that class’s rigors, and won’t find themselves particularly hampered compared to another player.

Pyromancer (Essential Evoker)Edit

Warmage (Essential Abjurer)Edit

Necromancer (Essential Conjurer)Edit

Alchemist (Essential Artificer)Edit

Arcanist (Essential Wizard)Edit

The Complete WizardEdit

If you feel like delving into the nuts and bolts of character design, you can skip past the Essential builds and construct a Complete Wizard, which takes significantly more work but will result in a vision that is uniquely your own. There are four possible Complete Wizard starting points:

Evoker (Arcane Striker)Edit

The Evoker focuses her arcane knowledge into raw displays of magical power, summoning lightning bolts and fireballs to devastate her enemy from afar.

Abjurer (Arcane Defender)Edit

The Abjurer focuses her arcane knowledge into shielding her allies from harm and deflecting her enemies’ blows, directing her opponents’ energies in harmless directions.

Conjurer (Arcane Controller)Edit

The Conjurer focuses his arcane knowledge into summoning and command.

Artificer (Arcane Leader)Edit

The Artificer focuses his arcane knowledge into protecting his allies and enhancing their weapons and equipment.

Wizard (Arcane Generalist)Edit

You can easily choose to create a generalist Wizard as a starting character, simply by picking Role-based Class Features from two different Roles. This will dilute your ability to fulfill each Role, but allows much more flexibility during character creation.

Schools of MagicEdit

Schools of MagicEdit

Choose a School of magic to specialize in as you begin play. You may choose one or both of your at-will maneuvers from that school.

AethericsEdit

Training in Perception, rift step

ElementalismEdit

Training in Nature, elemental strike

TelekinesisEdit

Training in Athletics, flinging force.

BeguilementEdit

Training in Bluff, Charm person.


Leveling UpEdit

At each level, you gain new features and bonuses to increase your arcane prowess:

Level 1Edit

(1,000 XP)

Level 2Edit

(3,000 XP)

Level 3Edit

(6,000 XP)

Level 4Edit

(10,000 XP)

Level 5Edit

(15,000 XP)

Level 6Edit

(21,000 XP)

Level 7Edit

(28,000 XP)

Level 8Edit

(36,000 XP)

Level 9Edit

(45,000 XP)

Level 10Edit

(55,000 XP)

Level 11Edit

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.

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