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Wizards in Realm of Runes

Updated: Sep 16, 2020

Whereas other classes have innate magic, or are granted their magic by deities, blood or other powers beyond their control, Wizards earn every ounce of magical power they have through constant study and practice. Whether tutored in an academy or self-taught, this constant learning is reflected in the class's structure. More than any other class, a Wizard benefits from planning ahead, seeing what spells and class feats you might want to have later and making early choices for their synergy with that plan. That's not to say you can't wing it with a Wizard. All of the options can be useful with or without an overarching strategy behind them.


SCHOOL STUDIES & CASTING


Magic is a vast topic, and Wizards break it down into more manageable chunks by grouping together magic effects into similar categories by school of magic. There are a lot of similarities and shared focuses among Abjuration spells, for example, and study of that school is easily generalized to all spells that belong to it. Rather than have proficiency with a magical tradition as a whole, Wizards instead have separate proficiency for each school of magic. When a Wizard applies an Esoteric Proficiency Boost to magic, that boost is applied to a single school of the Wizard's choice instead of an entire tradition. The more focus is placed on a particular school, the better the spells of that school work for the Wizard. There are eight schools of magic, however, and so improving all of them through just the Esoteric Proficiency Boosts gained from new levels is a monumental task. This is where a Wizard's School Studies comes in handy.


During character creation, a Wizard chooses whether to begin as a school specialist or a universalist. Because Wizards can still freely apply Esoteric Proficiency Boosts to a school of magic whenever they get one, this choice is not so much a permanent specialization as it is a starting point. If your Wizard chooses to be a specialist, you choose one school of magic to be an expert with, two schools to be untrained with, and are trained with remaining five schools. You also gain a bonus class feat that has proficiency with the school you specialize in as a prerequisite. With the exception of characters that invest in a particular Backstory Boon, a school specialist wizard is the only character able to have expert proficiency with magic right from the beginning. If your Wizard chooses to be a universalist, you are instead trained with all eight schools of magic and your bonus class feat can be any Wizard feat for which you qualify.


Wizards continue to study magic as they grow. At 7th-level and 13th-level, all Wizards gain four bonus Esoteric Proficiency boosts for schools of magic. It is not a coincidence that these boosts are provided at the level that a new proficiency tier becomes available to characters, and a level before a whole new suite of Wizard class feats are added to the pool of available choices. Many of a Wizard's class feats are school-related feats, and have a prerequisite proficiency with a particular school of magic. Some of these feats provide exclusive powers for those that focus on that school, while others provide special metamagic or passive bonuses that synergize well with that school's typical toolbox.


SPELLBOOK & ARCANE FOCUS


Each Wizard has a spellbook in which it keeps all of the spells and Cantrips it knows. This spellbook starts with eight Cantrips and six common 1st-level spells, which is more Cantrips and spells than a 1st-level Wizard has slots to prepare. Any Wizard can add more spells to its spellbook during play by learning spells from others that know the spell or from studying magical writings like scrolls or looted spellbooks in Downtime, and each time a Wizard gains a new level it gets two free spells added to its spellbook of any spell level it can cast. A Wizard can have and prepare spells of any school from its spellbook, even if not trained with that school, and the only "penalty" to having or using spells from an untrained school is the poor performance with that spell's attacks or save DCs. If a spell you want to use doesn't have either of those (and many utility spells don't) then picking up and using some tricks from those schools can still be useful.


Each Wizard also has an Arcane Focus, chosen each day when the Wizard prepares spells. This focus serves as an additional reservoir of magical energy, and grants the Wizard a pool of Spell Points. If wielding its Arcane Focus, a Wizard can spend 2 Spell Points to cast any spell from its spellbook that it's at least trained with as a power. This isn't very efficient, but it does give a Wizard a lot of flexibility and insurance knowing that even if it didn't prepare a spell today, it can still be used in an emergency. Also, like all other powers, spells cast this way are automatically heightened to a spell level equivalent to its highest-level spell slots. Many Wizard class feats also teach a Wizard School Powers, exclusive school-specific spells that are cast using Spell Points instead of spell slots.


ABJURATION


Abjuration is the primary school of defensive magic. While usually not proactive, abjurations are not to be underestimated. Many spells of this school not only protect against or remove harmful effects, but can also turn hostile magic back on its source. This school of magic seeks to turn an opponent’s efforts into an expression of futility, and a skilled abjurer will let foes break themselves on the power of its wards, while allies defeat foes with impunity.


Spells of this school have no exclusive traits of their own. Instead, they often take on the traits of the effects they defend against, resulting in the stereotype that those who specialize in Abjuration are envious of others.


Abjuration class feats include Scholarly Counterspell, which makes counterspelling easier and more effective the more a Wizard is focused on the school of Abjuration, and Abjuration Expertise, which teaches the Wizard a School Power that improves AC and damage resistance for allies in proximity to the Abjurer. Wizards with legendary proficiency in Abjuration can learn to use their Arcane Focus to spontaneously cast any Abjuration Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


CONJURATION


Conjuration magic primarily focuses on creation and movement, pulling objects and creatures directly to the caster or sending them far away. While this can quickly and dramatically change the nature of an encounter, conjuration typically requires extreme mental effort to maintain for more than an instant.


Spells of this school are the only places where the teleportation trait is found. Teleportation spells provide instantaneous transportation across long or short distances, and can even reach other planes of existence. Summons spells conjure creatures from raw magical energy at the caster’s direction, which can be used to fight on the caster’s behalf or provide other assistance. The instant gratification given by this school, and the seeming inactivity resulting from intense concentration gives rise to the common stereotype that those who specialize in Conjuration magic are lazy.


Conjuration class feats include Augment Summoning, a school power that improves the effectiveness of any creature summoned by the Conjurer, and Conjuration Expertise, which can be used to spontaneously cast conjure creature as a School Power, and automatically expands to add more specialized variants like conjure fiend and conjure clockwork as the Wizard's Conjuration proficiency increases. Wizards with legendary proficiency in Conjuration can learn to use their Arcane Focus to spontaneously cast any Conjuration Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


DIVINATION


Divination magic focuses primarily on information and communication. While this school has few obvious combat applications, the wealth of options that allow a caster to learn threats in advance can make the difference between a well-executed plan and an unexpected struggle. Instant communication over long distances can similarly make the difference between a repelled siege and a fallen stronghold.


Many spells of this school have the detection, revelation or scrying traits. Detection spells alert the caster to the true nature of things, while Revelation spells provide visions of what is yet to come. Scrying spells view creatures, locations or events from a distance. The ability to spy and tell the future, even with some degree of error, causes many rulers to keep at least one Divination specialist on hand. However, the malleable nature of the future, and the seemingly endless supply of personal knowledge, is the basis for the stereotype that those who specialize in Divination are detached, erratic or fraudulent.


Divination class feats include Seer, which lets a Wizard use its Divination proficiency, Spell Roll and DC to completely replace the functionality of the Knowledge or Occultism skills, and Divination Expertise, which teaches the Wizard a School Power that lets the Diviner's allies know what's coming on a particular check in advance. Wizards with legendary proficiency in Divination can learn to use their Arcane Focus to spontaneously cast any Divination Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


ENCHANTMENT


Enchantment magic influences emotions. Spells of this school can turn enemies into friends, and turn friends into paragons able to push beyond physical limitations. Rarely able to directly deal any damage, Enchantment spells turn the tide of an encounter by causing opponents to switch sides, or fight among themselves. There is an elegance to well-executed Enchantment magic unmatched by other schools.


A large number of Enchantment spells have the mental trait, which makes this school difficult to use against creatures without minds, such as constructs. There are also a wealth of spells that apply beneficial or harmful conditions to friend and foe alike. The general fear of being bamboozled into unwanted affection saddles those who specialize in this school with the stereotype of being lustful.


Enchantment class feats include Enchanted Tongue, which lets a Wizard use its Enchantment proficiency, Spell Roll and DC to completely replace the functionality of the Deception, Diplomacy or Intimidation skills, and Enchantment Expertise, which teaches the Wizard a School Power that can make others friendly toward you for several hours. Wizards with legendary proficiency in Enchantment can learn to use their Arcane Focus to spontaneously cast any Enchantment Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


EVOCATION


Evocation magic channels the raw power of magic itself. Spells of this school often are flashy displays of pure energy. Unlike other schools, Evocation spells frequently deal damage directly, and often to entire groups of foes at once. The sheer devastating potential of this school is something to be planned around, lest an expected advantage in numbers suddenly evaporate in a ball of fire.


Evocation spells frequently have elemental traits, indicating energy types the spell manipulates. The wealth of different traits available ensures that an Evocation specialist always has the right weapon to take advantage of an enemy’s weakness, or to circumvent its strengths. This school is usually the first to come to mind for battle magic, and the unparalleled destruction wrought by these spells causes those who specialize in it have a stereotype for deep wrath and being easily provoked.


Evocation class feats include Studied Damage, which adds the Wizard's Evocation Spell Roll to damage with Evocation spells, and Evocation Expertise, which teaches the Wizard a School Power that lets the Evoker change the damage type of their spells as they are cast, circumventing resistances or capitalizing fully on weaknesses. Wizards with legendary proficiency in Evocation can learn to use their Arcane Focus to spontaneously cast any Evocation Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


ILLUSION


Illusion magic confuses the senses and enshrouds the true natures of creatures and objects. Spells of this school typically allow a group to bypass lesser obstacles, saving resources for other challenges, or trick foes into spending effort fighting enemies that are not even there. By drawing on pure shadow essence, illusion spells can even sometimes deal damage like Evocation spells, though with a risk that the opponent might disbelieve and be unaffected.


Many Illusions can be disbelieved if scrutinized. Disbelieving is a special check that can cause an Illusion to be revealed under certain circumstances, which can cause spells of this school to lose effect if relied on for too long at once. Playing with the senses of others leads to the stereotype that those who focus on this school believe they are superior to everyone else.


Illusion class feats include Illusory Doppelganger, which creates temporary illusions of yourself to confuse attackers, and Illusion Expertise, which teaches the Wizard a School Power that tricks creatures into being mired by illusory difficult terrain. Wizards with legendary proficiency in Illusion can learn to use their Arcane Focus to spontaneously cast any Illusion Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


NECROMANCY


Necromancy magic manipulates the very essences of life and death. Spells of this school restore vitality to the living as frequently as they undermine the very concept of the soul. Perhaps the most famous use of Necromancy is the raising and control of undead servants, but Necromancy is also able to restore true life to the deceased or even prevent death in the first place. This school has a reputation for villainy, but heroic characters can make effective use of this school as well.


Many hostile spells of this school have the death trait, which frequently kills the target outright if the target is reduced to 0 Hit Points. Also common in this school are the positive and negative traits, which utilize life or death energy, respectively. Positive energy is always restorative to the living and harmful to undead, while the reverse is the case for negative energy. Because Necromancy has an unbreakable association with the hungry dead, even good specialists of this school have a stereotype for being gluttonous.


Necromancy class feats include Necrotic Insight, which lets a Wizard use its Necromancy proficiency, Spell Roll and DC to completely replace the functionality of the Medicine or Religion skills, and Necromancy Expertise, which teaches uncommon or non-arcane Necromancy spells like animate dead, heal or harm as School Powers. Wizards with legendary proficiency in Necromancy can learn to use their Arcane Focus to spontaneously cast any Necromancy Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


TRANSMUTATION


Transmutation magic is the essence of change, able to turn anything into something else at the whim of the caster. Spells of this school can allow a creature to take on incredible battle forms, or turn mundane equipment into magically enhanced versions on the fly. Allies of a Transmutation specialist can often get the most out of their gear without needing to spend money on upgrades, allowing those resources to be allocated elsewhere.


Many spells of this school have the morph or polymorph trait. The morph trait indicates a partial transformation. This does not change a creature’s traits, and all abilities still function unless otherwise specified by the spell. The polymorph trait indicates a more complete transformation. Spells with this trait usually cause a creature to change traits, and cause abilities or equipment to become temporarily unusable in the new form. Because a Transmutation specialist is often seen with extravagantly expensive gear, even if only temporarily, such spellcasters have the stereotype of being exceptionally greedy.


Transmutation class feats include Hand of The Apprentice, which lets a Wizard use telekinesis to fling a weapon it wields at a foe and return it to its grasp using its Spell Roll and casting modifier for the attack, and Transmutation Expertise, which teaches the Wizard a School Power that empowers any creature's physical abilities precisely when it would be most helpful. Wizards with legendary proficiency in Transmutation can learn to use their Arcane Focus to spontaneously cast any Transmutation Spell, even if it isn't in their spellbooks, and even from other the occult, primal or divine traditions.


CLASS FEATS


All Wizard class feats improve its ability with spellcasting in some way. This can include calling a Familiar, which includes exclusive familiar abilities that can grant its master a bonus spell slot for a particular school of magic. This can also include special metamagic abilities exlusively for wizards, such as Meta Metamagician which causes any casting actions used for a metamagic ability to count as casting actions for all metamagic abilities used on a spell. For wizards that prefer the path of the universalist to be more generalized, this even includes special class feats that have an unusual maximum prerequisite, empowering all of your spells or even allowing you to cast more than one at once with the same casting actions as long as your proficiency with all magic is below a certain threshold when you take the feat. For those that focus on two schools, instead of one or all, class feats can exploit the similarities between those schools for additional power. These feats, including Black Mage, Blue Mage, Green Mage, Red Mage and White Mage, require master proficiency in two schools of magic but unify those schools with exclusive combination abilities.

 

Wizards are primarily spellcasters, first and foremost, and the majority of their class feats and features service this focus. By focusing on specific schools of magic, Wizards are able to reach unparalleled power and utility with that school and its spells. This concludes our look at classes in Realm of Runes, and with that we'll be slowing down the pace of these blog posts to one per week instead of two. Next week we'll explore the Cosmology of Realm of Runes, and the lore that offers exclusive setting elements, like all-new deities.

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