Saturday, November 18, 2023

Mastering the Arcane; Wizards in the Sentry Core

 Adapted From Archives of Nethys- Wizard Class; and Superpower Wiki- Wizard Archetype


Working through a collision of genre fiction interests, I have sorted my Campaign setting ideas into three settings: The Sundered Cosmos, a Fantasy setting mixing Golarion with Magic the Gathering’s Multiverse; The Stellar Marches, a Starfinder 2e setting forming alongside the playtest currently running; and The Sentry Core a Hero Builder setting using a modified set of Mutants and Masterminds rules. 

Today, I am Attempting to transform the Pathfinder 2e Wizard into a Hero build ready to stand toe to toe against mad scientists, giant robots, or irradiated rage monsters. A narrative combination of Magician and Sage, the wizard often starts out as a plucky know-it-all and grows into a powerful and wisened mentor.


Wizard Class

You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there’s no way you can study it all. You either specialize in one of the eight schools of magic, gaining a deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth.


Signature Powers

Enhanced/Supernatural Intelligence

Wizards are typically required to undergo rigorous training and study over many years to master the arcane arts. This training and study fosters a high level of intelligence and the ability to learn and retain complex information.

Harkening back to the Wizard’s role in folklore and literature, these powerful characters are renowned for their knowledge. This aspect is best expressed in-game mechanics as the wizard's highest attribute score. This is likely a core component of the wizard's personality and would not likely be adjusted by factors that may strip away the wizard's other abilities.

Spell Casting

The wizard’s identifiable ability is their spell casting. Wizards learn their spells through rigorous academic research of Arcana. Even after learning the spells, wizards lean into their understanding of Arcana to recall the incantations and gestures needed to cast these spells. Most spells wizards cast require a combination of gestures and incantations, where incantations stir the eddies of magic that are shaped into spells by skilled hand manipulation. Some particularly gifted wizards are able to shape spells using only one or the other.

The Wizard’s Spell Casting is a power array of alternate effects derived from the wizard’s principal spell. The wizard’s Archana skill determines how effective they are at casting spells Each of the wizard’s Spell Casting Powers has the Magical Descriptor, as they are manifestations of Magic. Each Spell’s casting action acts as the activation flaw. Many spells are particularly taxing on the mage’s faculties and take on the fades flaw. 

Gesture Casting/ Incantation

Abjuration

Magic that grants protection of various kinds, healing, warding other beings from entering an area, force armor, purification and force fields. Abjurist Wizards derive their abilities from their Protective Ward Spell

Conjuration

Magic that manifests forth the forms of creatures, items, spirits, demons, deities or elements by either summoning, or creating them in any particular way to do the bidding of the conjurer. Conjurer Wizards derive their abilities from their Summoning Spell

Divination 

Enchantment 

Evocation

As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. Conjurer Wizards derive their abilities from their Summoning Spell

Illusion 

Transmutation



Feature- Arcane Focus 

Magic Mastery

Personal Familiar

Associated Powers

Enhanced/Supernatural Charisma

Enhanced/Supernatural Wisdom

Pedagogy Mastery

Potion Magic

Magic Books/Staff/Wand Magic

Linguistics Mastery

Related Archetypes

Magical Boy

Similar in nature to wizards. Magical boys can be seen as a more modern interpretation of wizards.

Military Mage

 A militarised wizard.

Witch

Wizard NPCs

Friends of the Town may request hired hands from the citizenry. Patrons will commission hirelings via public post; candidates will respond to individuals with a liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.

Wizard

Traits

PL

Wage 

Gate Adept


3

108 GP


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