Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
Hope Features
Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Class Features
Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.
Subclasses
Play the School of Knowledge if you want a keen understanding of the world around you.
Spellcast: Knowledge
Foundation Features
Prepared: Take an additional domain card of your level or lower from a domain you have access to.
Adept: When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.
Specialization Features
Accomplished: Take an additional domain card of your level or lower from a domain you have access to.
Perfect Recall: Once per rest, when you recall a domain card in your vault, you can reduce its Recall Cost by 1.
Mastery Features
Brilliant: Take an additional domain card of your level or lower from a domain you have access to.
Honed Expertise: When you use an Experience, roll a d6. On a result of 5 or higher, you can use it without spending Hope.