Wizard

Wizard

Cost: 5

You must have a primary header with an Arcane source to take this header.

You must have either the Primal or Sovereign sphere of magic to take this header.

Twice per event, if you are casting a spell with an Agony, Damage, or Repel effect that has an Earth, Fire, or Water cost you may reduce that attribute cost of the spell by 1.

A Keen Mind

Cost: 5

Once per long rest, spend a point of Water and call out “Resist by Magic” to negate one attack with a Mental trait. You may refresh a point of Air when you use this skill.

Last Stand

Cost: 3

Once per long rest, spend a point of Void and call out “Resist by Will” to negate a melee attack that strikes you.

None Shall Pass

Cost: 3

Once per short rest, spend a point of Air and call out “Disengage by Magic” to briefly halt the advance of your enemies.

Robes of Wizardry

Cost: 5

You must be wearing a full length robe and either a hood or a wizard’s hat to use this skill. While so adorned your skills and spells that give you armor points are one greater.

Wizard’s Staff

Cost: 5

You carry a wizard’s staff attuned to your magic and decorated with your arcane symbology. It is a symbol and source of power. If you have skill with the staff, you can carry the staff in your off hand while casting spells. In addition, you can block with the staff with one hand while casting spells.

If you have skill in another one handed weapon, you can use that in your main hand and use the staff in your off hand to block weapons. You cannot attack with the staff while holding it with one hand, but you can attack with the weapon in your main hand as a fighting style unique to wizards.

Wizardry

Cost: 3

You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Primal or Sovereign sphere. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.