[Types]
Your conjured lightning, flashing displays, and wizardly spells are just part of what makes you a wizard. With your wisdom and knowledge, you have the opportunity to guide others to a larger goal, to learn ancient secrets, discover new truths, and maybe even become a major figure as history unfolds.
You may see your role as the voice of wisdom and reason in your company. More tactically, your spells aren’t as quick as a flashing sword or swift-flying arrow, so you appreciate others in your fellowship who have the physical presence to keep aggressors away from you a few extra moments while you prepare one of your magical effects. And anytime enemy magic is found, you have the best chance to deal with and perhaps even counter it.
You gain all of the following benefits:
You unleash a bolt of lightning at a target within long range, inflicting 6 damage with a successful attack roll. Alternatively, work with your GM if you want your bolt to be composed of a different kind of energy or use the same energy type as that suggested by your focus. For instance, if your focus is Blazes With Fire, this ability could produce a ray of fire and be called Fiery Bolt.
At tier 3, the bolt branches and also attacks a second target in short range of the first target (make separate attack rolls for each).
Each day you can pick a different magical effect and cast it as a spell. Choose a low- power manifest cypher. After spending ten minutes preparing, you gain that cypher’s effect as a spell (a character special ability). You can cast that spell as an action, costing 2 Intellect. This spell does not count toward your cypher limit. Unlike when using a cypher, you do not lose this spell after casting it.
As part of making a ten-hour recovery, you can change which cypher you’ve taken as a spell.
At tier 3, you can use this ability to choose a low-or medium-power cypher as a spell. You can cast a medium-power cypher spell as an action, costing 4 Intellect. medium-power cypher spell as an action, costing 4 Intellect.
At tier 6, you can use this ability to choose a low-, mid-, or advanced-power cypher as a spell. You can cast an advanced-power cypher spell as an action, costing 6 Intellect.
You can select this ability up to three times (allowing you to choose one, two, or three cyphers each day as spells).
Ten minutes to prepare a cypher as a spell; action to cast a cypher as a spell.
When you succeed on an Intellect roll for magic lore against a difficulty set by your GM, you identify and understand the purpose of something magical within short range (if any). In addition, you can attempt to immediately dispel one magical effect (such as an effect created by a character, creature, or item) within the same area by succeeding on another magic lore task against its level.
Alternatively, you can attempt to create a small magical effect within short range. The effect might be to create a firework-like display of light and sound, permanently change the color or basic appearance of a small mundane object, cause small objects to float through the air, ask a moth or other small creature to carry a message for you, mend a broken object, urge a little more alacrity from a mount (lasting until you use a one-hour or longer recovery), and so on. Using this ability offensively is possible with some ingenuity, but isn’t capable of inflicting more than 1 or 2 damage.
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment
A quarterstaff, appropriate clothing, a spellbook (which also serves as a field journal for taking arcane notes), pen and ink, a backpack, a bedroll, 50 feet (16 m) of rope, matchsticks (ten), a pipe and tobacco pouch, three torches, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.