Zerath Pi

The Wizard


Look: Black Eyes, Thin and Hairy, Sharp-small ears, pointed teeth, dark skin, ornate leather armor.

  • Strength: 9 (+0)
  • Dexterity: 15 (+1)
  • Constitution: 12 (+0)
  • Intelligence: 18 (+3)
  • Wisdom: 13 (+1)
  • Charisma: 8 (-1)

Damage: d4
Armor: 1
HP: 16

Alignment: (Asymptotically) Good
Use Magic to directly aid another

Race: Human
Choose one cleric spell and cast it as a wizards spell

Essen is woefully misinformed about the world; I will teach them all that I can.
Earick is going to save my life.

You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. Your spellbook is 1 weight.

Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:

  • Lose any spells you already have prepared
  • Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1
  • Prepare your cantrips which never count against your limit.

Cast a Spell (INT)
When you release a spell you’ve prepared, roll+INT. *On a 10+, the spell is successfully cast and you do not forget the spell — you may cast it again later. *On a 7-9, the spell is cast, but you chose one:

  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • The spell disturbs the fabric of reality as it is cast — take -1 ongoing to cast a spell until the next time you prepare spells.
  • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Spell Defense
You may end an ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.

When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:

  • It’s going to take days/weeks/months
  • First you must _______
  • You’ll need help from _______
  • It will require a lot of money
  • The best you can do is a lesser version, unreliable and limited
  • You and your allies will risk danger from _______
  • You’ll have to disenchant _____ to do it

Choose a spell. You prepare that spell as if it was one level lower.

When another player’s character comes to you for advice and you tell them what you think is best, they get +1 forward when following your advice and you mark experience if they do.

Items of Note
The Art of Spellcasting Vol. 1: Fundamentals of the Cosmos, by Dunel Coreth
Once a day when preparing spells, roll+INT. 10+ Hold 3, 7-9 Hold 1. May be spent to add to spellcasting rolls.


Zerath Pi

Dis: A tale of Life and Death wildmage Cheeky