TEXT: WizArd
  cArd deck
  SPeLLS * cAntriPS
  cLASS feAtureS *  tALentS
  WizArd
  cArd deck
  Customizable Character Class Deck
  compatible with 13th Age™, and Th e Archmage Engine™ 
  Wizard card deck
  Design by   Kazekami — kazekami303@gmail.com
  Version    1.4 — April 2014
  legal notice
  Th  is Wizard Card Deck uses trademarks and /or copyrights 
  owned by Fire Opal Media, which are used under the 
  Fire Opal Media, 13th Age Community Use Policy. We are 
  expressly prohibited from charging you to use or access 
  this content. Th  is Wizard Card Deck is not published, 
  endorsed, or specifi cally approved by Fire Opal Media.
  For more information about Fire Opal Media’s 13th Age 
  Community Use Policy, please visit:
  www.ﬁ	reopalmedia.com/communityuse
  For more information about Fire Opal Media 
  and 13th Age products, please visit: 
  www.ﬁ	reopalmedia.com and 
  www.pelgranepress.com
  Licensed under the Open Game License.
  
  Wizard Spell Level 1
  Acid ArroW
  Ranged spell 
  daily
  Target:	 One	nearby	or	far	away	creature
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  4 d 10 acid damage, and 5 ongoing acid damage.
  Miss
  5 ongoing acid damage, and you regain the spell  
  during your next quick rest.
  Wizard Spell Level 1
  Acid ArroW
  spell used
  daily 
  Miss: Regain spell during next quick rest
  3rd level spell 
  leaRned *
  5 d 10 acid damage, and 10 ongoing acid damage;
  10 ongoing on a miss.
  5th level spell 
  leaRned *
  8 d 10 acid damage, and 15 ongoing acid damage;
  15 ongoing on a miss.
  7th level spell 
  leaRned *
  3 d 4 × 10 acid damage, and 25 ongoing acid damage;
  25 ongoing on a miss.
  9th level spell 
  leaRned *
  5 d 4 × 10 acid damage, and 40 ongoing acid damage;
  40 ongoing on a miss.
  
  Wizard Spell Level 1
  BLur
  Ranged spell 
  daily
  Target:	 You	or	one	nearby	ally
  effect
  For the rest of the battle (or for five minutes),  
  attacks against the target miss 20 % of the time.
  3rd level spell 
  leaRned *
  The spell is now a quick action to cast.
  5th level spell 
  leaRned *
  Miss 25 % of the time.
  7th level spell 
  leaRned *
  Miss 30 % of the time, and you can now  
  target 1d2 creatures with the spell.
  9th level spell 
  leaRned *
  Miss 30 % of the time, and you can now  
  target two creatures with the spell.
  Wizard Spell Level 1
  BLur
  spell used
  daily
  
  Wizard Spell Level 1
  chArm PerSon
  Ranged spell 
  daily
  Target:	 One	nearby	creature	with	40	hp	or	fewer
  Special: This spell cannot be cast during combat  
  or on a target that has rolled initiative to fight.
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  The target believes you are their friend until you  
  or your allies take hostile action against them.  
  (Attacking their normal allies is okay.)
  If you or your allies attack the target or order the  
  target to attack its normal allies, the target can  
  roll a normal save to break the charm effect during  
  its turn each round. 
  Miss
  Special: On a miss, the spell is not detectible by most 
  others unless you miss by 4 + or roll a natural 1, in 
  which case the target and its allies knows what you 
  tried to do and will usually be angry about it.
  Wizard Spell Level 1
  chArm PerSon
  spell used
  daily
  3rd level spell 
  leaRned *
  Target with 64 hp or fewer.
  5th level spell 
  leaRned *
  Target with 96 hp or fewer.
  7th level spell 
  leaRned *
  Target with 160 hp or fewer.
  9th level spell 
  leaRned *
  Target with 266 hp or fewer.
  
  Wizard Spell Level 1
  coLor SPrAy
  close-quaRteRs spell 
  cyclic
  Target:	 1	d	4	nearby	enemies	in	a	group
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  2 d 8 psychic damage, and if the target has 10 hp or 
  fewer after the damage, it is weakened until the end  
  of your next turn.
  Miss
  — 
  champion feat: miss damage equal to your level
  3rd level spell 
  leaRned *
  4 d 6 psychic damage, 20 hp or fewer.
  5th level spell 
  leaRned *
  6 d 8 psychic damage, 30 hp or fewer.
  7th level spell 
  leaRned *
  10 d 6 psychic damage, 40 hp or fewer.
  9th level spell 
  leaRned *
  10 d 12 psychic damage, 60 hp or fewer.
  Wizard Spell Level 1
  coLor SPrAy
  spell used
  cyclic  
  Cast once per battle
   
  OR: at-will when the escalation die is even
  adventuReR feat 
  leaRned *
  Increase the hit point threshold of the weakened  
  effect by 5 hp.
  cHaMpion feat 
  leaRned *
  On a miss, the spell deals damage equal to your level.
  epic feat 
  leaRned *
  The spell now targets 1 d 4 + 1 nearby enemies  
  in a group.
  Weakened
  You take a − 4 penalty to attacks and to defenses.
  
  Wizard Spell Level 1
  mAgic miSSiLe
  Ranged spell 
  at-Will
  Target:	 One	nearby	or	far	away	enemy
  Attack:	 Automatic	hit
  effect
  2 d 4 force damage.
  3rd level spell 
  leaRned *
  2 d 8 force damage.
  5th level spell 
  leaRned *
  4 d 6 force damage.
  7th level spell 
  leaRned *
  6 d 6 force damage. 
  epic feat: 6 d 8 force damage
  9th level spell 
  leaRned *
  10 d 6 force damage. 
  epic feat: 10 d 8 force damage
  Wizard Spell Level 1
  mAgic miSSiLe
  Reusable spell
  at-Will  
  You can re-use an at-will power freely.  
   
  It never runs out.
  adventuReR feat 
  leaRned *
  You can choose two targets; roll half the damage dice 
  for one missile and half the damage dice for the other, 
  then assign one set of damage dice to each of the two 
  targets.
  cHaMpion feat 
  leaRned *
  Roll a d 20 when you use the spell; if you roll a natural 
  20, the magic missile crits and deals double damage. 
  (Rolling a 1 is not a fumble; this roll checks only to see 
  if you can crit.)
  epic feat 
  leaRned *
  The 7th and 9th level versions of the spell now use  
  d  8s as damage dice.
  
  Wizard Spell Level 1
  rAy of froSt
  Ranged spell 
  at-Will
  Target:	 One	nearby	enemy
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  3 d 6 cold damage.
  Miss
  Damage equal to your level.
  3rd level spell 
  leaRned *
  4 d 8 cold damage.
  5th level spell 
  leaRned *
  6 d 8 cold damage.
  7th level spell 
  leaRned *
  7 d 10 cold damage.
  9th level spell 
  leaRned *
  10 d 12 cold damage.
  Wizard Spell Level 1
  rAy of froSt
  Reusable spell
  at-Will 
  You can re-use an at-will power freely.  
   
  It never runs out.
  adventuReR feat 
  leaRned *
  When your ray of frost attack roll is a natural even hit, 
  if the target is staggered after taking the damage, it is 
  also dazed until the end of your next turn.
  cHaMpion feat 
  leaRned *
  The target of the spell can also be far away.
  epic feat 
  leaRned *
  When you cast the spell you can change the damage 
  type to lightning or negative energy.
  dazed
  You take a − 4 penalty to attacks.
  staggeRed
  When you are reduced to half your hit points or fewer, 
  you’re staggered.
  
  Wizard Spell Level 1
  ShieLd
  close-quaRteRs spell 
  RecHaRge
  Free	action	to	cast,	when	an	attack	hits	your	AC
  effect
  The attacker must reroll the attack.  
  You must accept the new result.
  3rd level spell 
  leaRned *
  You gain a + 2 AC bonus against the rerolled attack.
  5th level spell 
  leaRned *
  You can also use the spell against attacks that  
  target your Physical Defense; replace references  
  to AC with PD.
  7th level spell 
  leaRned *
  The bonus to AC / PD on the rerolled attack  
  increases to + 4.
  9th level spell 
  leaRned *
  The bonus to AC / PD on the rerolled attack  
  increases to + 6.
  Wizard Spell Level 1
  ShieLd
  spell used
  RecHaRge 11 + afteR battle 
  champion feat: 6 +
  adventuReR feat 
  leaRned *
  You can now choose either of the attack rolls, in case 
  the second one crits or is otherwise bad for you.
  cHaMpion feat 
  leaRned *
  Recharge roll after battle is now 6 +.
  epic feat 
  leaRned *
  Hit or miss, you take only half damage from any  
  attack you use shield against.
  
  Wizard Spell Level 1
  Shocking grASP
  close-quaRteRs spell 
  at-Will
  Target:	 One	creature	engaged	with	you
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  1 d 4 lightning damage,  
  and the target pops free from you.
  Miss
  You take damage equal to the target’s level  
  from botched feedback.
  3rd level spell 
  leaRned *
    1 d 6 Lightning damage.
  5th level spell 
  leaRned *
  2 d 6 Lightning damage. 
  epic feat: 2 d 8 damage
  7th level spell 
  leaRned *
  3 d 6 Lightning damage. 
  epic feat: 3 d 8 damage
  9th level spell 
  leaRned *
  4 d 6 Lightning damage. 
  epic feat: 4 d 8 damage
  Wizard Spell Level 1
  Shocking grASP
  Reusable spell
  at-Will 
  You can re-use an at-will power freely.  
   
  It never runs out.
  adventuReR feat 
  leaRned *
  The spell now requires only a quick action to cast  
  (once per round).
  cHaMpion feat 
  used'
   leaRned *
  Once per battle, when you hit the target of the spell, 
  you can also daze it until the end of your next turn.
  epic feat 
  leaRned *
  The damage dice of the spell increase to d 8s.
  dazed
  You take a − 4 penalty to attacks.
  
  Wizard Spell Level 3
  confuSion
  Ranged spell 
  daily
  Target:	 One	nearby	enemy	with	100	hp	or	fewer
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  The target is confused (save ends).
  Miss
  If you miss all targets, you regain this spell during  
  your next quick rest.
  5th level spell 
  leaRned *
  Target with 160 hp or fewer,  
  and the target can be far away.
  7th level spell 
  leaRned *
  Target with 250 hp or fewer,  
  or two targets each with 125 hp or fewer.
  9th level spell 
  leaRned *
  Target with 500 hp or fewer,  
  or two targets each with 250 hp or fewer.
  Wizard Spell Level 3
  confuSion
  spell used
  daily 
  Miss: Regain spell during next quick rest
  adventuReR feat 
  leaRned *
  On a miss against all targets with this spell, you can 
  choose to daze those targets (save ends). If you do, you 
  do not regain the spell.
  cHaMpion feat 
  leaRned *
  Each failed save against the spell deals  
  6 d 10 psychic damage to the target.
  epic feat 
  leaRned *
  The save against confused is now a difficult save (16 +).
  confused
  You can’t make opportunity attacks or use your limited 
  powers. Your next attack action will be a basic or at-will 
  attack against any nearby ally, determined randomly. 
  dazed
  You take a − 4 penalty to attacks.
  
  Wizard Spell Level 3
  creScendo
  close-quaRteRs spell 
  at-Will
  Target:	 One	or	more	enemies	engaged	with	you
  Special: You can choose more than one target  
  for this spell, but you take a  
  −2 penalty when attacking two targets,  
  −3 penalty for three targets, and so on.
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  4 d 6 thunder damage,  
  and the target pops free from you.
  Miss
  Damage equal to your level.
  5th level spell 
  leaRned *
  4 d 12 thunder damage.
  7th level spell 
  leaRned *
  7 d 10 thunder damage.
  9th level spell 
  leaRned *
  10 d 12 thunder damage.
  Wizard Spell Level 3
  creScendo
  Reusable spell
  at-Will 
  You can re-use an at-will power freely.  
   
  It never runs out.
  
  Wizard Spell Level 3
  force SALvo
  Ranged spell 
  daily
  Target:	 One	or	more	nearby	or	far	away	enemies
  Special: The spell creates a number of force bolts equal 
  to 1 + your Intelligence modifier. You must 
  target a different creature with each bolt; any 
  extras can’t be used.
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  4 d 10 force damage.
  Miss
  — 
  champion feat: miss damage equal to your level
  5th level spell 
  leaRned *
  7 d 10 force damage.
  7th level spell 
  leaRned *
  10 d 12 force damage.
  9th level spell 
  leaRned *
  3 d 6 × 10 force damage.
  Wizard Spell Level 3
  force SALvo
  spell used
  daily
  adventuReR feat 
  leaRned *
  You can now target a specific creature with more than 
  one bolt. Once you hit that target, you must target a 
  different creature, and so on. (Roll your attack after 
  each bolt before picking a target for the next bolt.)
  cHaMpion feat 
  leaRned *
  On a miss, a bolt now deals miss damage equal  
  to your level.
  epic feat 
  leaRned *
  Increase the number of bolts by 1.
  
  Wizard Spell Level 3
  hoLd monSter
  Ranged spell 
  daily
  Target:	 One	nearby	enemy	with	60	hp	or	fewer
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  The target cannot move or use move actions  
  (hard save ends, 16 +).
  Miss
  The target is dazed until the end of your next turn.
  5th level spell 
  leaRned *
  Target with 100 hp or fewer.
  7th level spell 
  leaRned *
  Target with 160 hp or fewer.
  9th level spell 
  leaRned *
  Target with 250 hp or fewer.
  Wizard Spell Level 3
  hoLd monSter
  spell used
  daily 
  adventurer feat:  
   
  Miss: Regain spell during next quick rest
  adventuReR feat 
  leaRned *
  If the spell misses all targets, you regain the spell  
  during your next quick rest.
  cHaMpion feat 
  leaRned *
  The spell can target up to 2 nearby enemies whose  
  total hit points don’t exceed the limit.
  epic feat 
  leaRned *
  Increase the limit by + 50 hp.
  dazed
  You take a − 4 penalty to attacks.
  
  Wizard Spell Level 3
  Lightning BoLt
  close-quaRteRs spell 
  daily
  Target:	 1	d	3	+	1	nearby	enemies	in	a	group		
  or	in	a	(rough)	line
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  7 d 8 lightning damage.
  Miss
  Half damage.
  5th level spell 
  leaRned *
  10 d 10 lightning damage.
  7th level spell 
  leaRned *
  2 d 8 × 10 lightning damage.
  9th level spell 
  leaRned *
  3 d 8 × 10 lightning damage.
  Wizard Spell Level 3
  Lightning BoLt
  spell used
  daily
  cHaMpion feat 
  leaRned *
  A natural even hit also deals 10 ongoing  
  lightning damage.
  epic feat 
  leaRned *
  A natural even hit now deals 20 ongoing  
  lightning damage (hard save ends, 16 +).
  
  Wizard Spell Level 3
  reBuke
  Ranged spell 
  cyclic
  Target:	 One	nearby	enemy	with	100	hp	or	fewer
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  The target is hampered until the end of your next turn.
  Miss
  — 
  epic feat: even miss – target dazed
  5th level spell 
  leaRned *
  Target with 160 hp or fewer.
  7th level spell 
  leaRned *
  Target with 266 hp or fewer.
  9th level spell 
  leaRned *
  Target with 400 hp or fewer.
  Wizard Spell Level 3
  reBuke
  spell used
  cyclic  
  Cast once per battle
   
  OR: at-will when the escalation die is even
  adventuReR feat 
  leaRned *
  When you roll a natural even hit with the spell,  
  you also deal psychic damage equal to double your  
  level to the target.
  cHaMpion feat 
  leaRned *
  When you hit the target with the spell, you also 
  daze it until the end of your next turn.
  epic feat 
  leaRned *
  When you roll a natural even miss against the target, 
  you daze it until the end of your next turn.
  dazed
  You take a − 4 penalty to attacks.
  HaMpeRed
  You can only make basic attacks.  
  You can still move normally. 
  
  Wizard Spell Level 3
  SLeeP
  Ranged spell 
  daily
  Target:	 Before	making	the	attack,	roll	3	d	20	+	45	
  to	determine	the	maximum	number	of	
  hit	points	of	enemies	you	can	target	with	
  the	spell.
  Special:	You must target nearby enemies with the  
  current lowest hit points first, and you don’t 
  get to choose the exact targets (except in the 
  case of ties). If adding a creature would exceed 
  the spell’s hit point maximum, that enemy  
  can’t be a target.
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  The target falls unconscious (hard save ends, 16 +; it 
  also ends if the target takes 10 + damage).
  Miss
  The target is dazed until the end of your next turn.
  Wizard Spell Level 3
  SLeeP
  spell used
  daily
  5th level spell 
  leaRned *
  Targets 5 d 20 + 50 max hp.
  7th level spell 
  leaRned *
  Targets 7 d 20 + 100 max hp.
  9th level spell 
  leaRned *
  Targets 9 d 20 + 200 max hp.
  dazed
  You take a − 4 penalty to attacks.
  
  Wizard Spell Level 3
  teLePort ShieLd
  close-quaRteRs spell 
  daily
  Always:	For the rest of the battle, once per round  
  when an enemy moves to engage you,  
  you can make the following attack against  
  it as a free action before it has the chance  
  to attack in melee.
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  Teleport the enemy somewhere nearby you can see. 
  You can place them in combat with one of your allies, 
  but you can’t place them in a dangerous location.  
  (It’s a defensive tool). 
  5th level spell 
  leaRned *
  The teleported enemy also takes 4 d 10 damage.
  7th level spell 
  leaRned *
  The teleported enemy also takes 6 d 10 damage.
  9th level spell 
  leaRned *
  The teleported enemy also takes 10 d 10 damage.
  Wizard Spell Level 3
  teLePort ShieLd
  spell used
  daily
  cHaMpion feat 
  leaRned *
  When your teleport shield attack misses, the spell’s 
  attack is not expended that round.
  epic feat 
  leaRned *
  You can now teleport the enemy somewhere far away 
  that you can see; other restrictions still apply.
  
  Wizard Spell Level 5
  deniAL
  Ranged spell 
  daily
  Target:	 1	d	4	nearby	enemies	in	a	group
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  9 d 10 psychic damage, and the target is hampered  
  until the end of your next turn.
  Miss
  Half damage. 
   
  champion feat: even miss – target hampered
  7th level spell 
  leaRned *
  3 d 4 × 10 psychic damage.
  9th level spell 
  leaRned *
  3 d 6 × 10 psychic damage.
  Wizard Spell Level 5
  deniAL
  spell used
  daily
  cHaMpion feat 
  leaRned *
  When you roll a natural even miss with the spell, the 
  target is also hampered until the end of your next turn.
  epic feat 
  leaRned *
  Increase the number of targets to 1 d 4 + 1.
  HaMpeRed
  You can only make basic attacks.  
  You can still move normally. 
  
  Wizard Spell Level 5
  dimenSion door
  close-quaRteRs spell 
  daily
  Target:	 You
  Move	action	to	cast
  effect
  You teleport somewhere nearby that you can see.
  7th level spell 
  leaRned *
  Your destination can now be far away, but not so  
  far that it is out of range of enemy attacks that can  
  hit far away targets.
  9th level spell 
  leaRned *
  You can take one ally who is next to you  
  along with you as you teleport.
  Wizard Spell Level 5
  dimenSion door
  spell used
  daily
  
  Wizard Spell Level 5
  fireBALL
  Ranged spell 
  daily
  Special: When you cast this spell, you can choose  
  to cast it recklessly.
  Target:	 1	d	3	nearby	enemies	in	a	group.	If	you	cast	
  recklessly,	you	can	target	1	d	3	additional	
  enemies,	but	allies	engaged	with	any	of	the	
  targets	may	also	take	damage	(see	below).
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  10 d 10 fire damage.
  Miss
  Half damage.
  Reckless Miss
  Allies engaged with the target take one-fourth damage.
  7th level spell 
  leaRned *
  12 d 10 fire damage.
  9th level spell 
  leaRned *
  20 d 10 fire damage.
  Wizard Spell Level 5
  fireBALL
  spell used
  daily
  cHaMpion feat 
  leaRned *
  Casting the spell recklessly increases the number of 
  additional targets to 1 d 4 instead of 1 d 3.
  epic feat 
  leaRned *
  Increase the number of targets to 1 d 3 + 1  
  instead of 1 d 3.
  
  Wizard Spell Level 5
  inviSiBiLity
  Ranged spell 
  daily
  Target:	 You	or	one	nearby	ally
  effect
  Until the end of the battle (or for five minutes out of 
  combat), the target becomes invisible until it attacks or 
  uses some ridiculously flashy action.
  HigH aRcana talent 
  leaRned *
  The duration out of combat is 1 hour instead.
  7th level spell 
  leaRned *
  You can now target 1 d 3 nearby allies (including you) 
  with the spell.
  9th level spell 
  leaRned *
  Creatures made invisible by the spell have a 25 % 
  chance of remaining invisible the first time (and first 
  time only) they attack or get flashy.
  Wizard Spell Level 5
  inviSiBiLity
  spell used
  daily
  invisibility
  Invisibility grants a big modifier to any stealth 
  skill checks — at least +5 unless you‘re dealing with 
  creatures who can detect you without sight.
  Once engaged in battle, attacks against invisible  
  enemies have a 50 % chance to miss completely, before 
  the attack roll. Attacks that miss in this fashion don‘t 
  deal any damage or have effects on the invisible  
  creature, though other effects on a miss might occur.
  
  Wizard Spell Level 7
  BLink
  close-quaRteRs spell 
  daily
  Target:	 You	or	one	nearby	ally
  effect
  For the rest of the battle (or for five minutes), the target 
  gains resist damage 16 +. Enemies who can see invisible 
  creatures ignore this resistance.
  Whenever the target uses a move action, there is a 50 % 
  chance that it can teleport somewhere nearby instead 
  of physically moving.
  9th level spell 
  leaRned *
  75 % chance that the target can teleport somewhere 
  nearby instead of physically moving.
  Wizard Spell Level 7
  BLink
  spell used
  daily
  Resistance
  When an attack with a damage type you are resistant  
  to targets you, the natural attack roll must equal or 
  exceed your resistance number to deal full damage. 
  If the roll is lower than your resistance, the attack  
  deals half damage.
  If you take ongoing damage of a type you resist, use  
  the original attack roll to determine whether you  
  take the full amount of ongoing damage or half the 
  amount (rounded down). 
  
  Wizard Spell Level 7
  fLight
  Ranged spell 
  daily
  Target:	 You	or	one	nearby	ally
  effect
  The target can fly until the end of the battle (or for five 
  minutes). Your speed doesn’t increase appreciably but 
  you can move in three-dimensions.
  9th level spell 
  leaRned *
  When you cast the spell, you can choose one:
  The effect lasts for an hour
  You can target 1 d 4 + 1 creatures  
  for the normal duration.
  •
  •
  Wizard Spell Level 7
  fLight
  spell used
  daily
  
  Wizard Spell Level 7
  hASte
  Ranged spell 
  daily
  Target:	 You	or	one	nearby	ally
  effect
  On the target’s next turn (not this one, if you cast it on 
  yourself), the target gains an additional standard action.
  In addition, at the start of each of the target’s turns 
  this battle, if the escalation die is even, roll a d 20 and 
  add the escalation die; on a 16 +, the target gains an 
   additional standard action that turn.
  9th level spell 
  leaRned *
  The roll for additional standard actions is now 11 + 
  instead of 16 +.
  Wizard Spell Level 7
  hASte
  spell used
  daily
  
  Wizard Spell Level 7
  inviSiBiLity Purge
  Ranged spell 
  daily
  Target:	 Any	nearby	enemies	who	are	invisible,	
  whether	you	know	they	are	there	or	not
  Attack:	 Intelligence	+	Level	vs.	MD,	rolled	by	GM
  Hit
  The target turns visible and cannot become invisible 
  again this battle.
  Miss
  If there are one or more invisible creatures nearby,  
  you become aware of their presence. Not where  
  they are, or who they are, but that there are invisible 
  creatures present.
  9th level spell 
  leaRned *
  The spell also affects far away targets that you could 
  normally see.
  Wizard Spell Level 7
  inviSiBiLity Purge
  spell used
  daily
  
  Wizard Spell Level 7
  overcome reSiStAnce
  Ranged spell 
  RecHaRge
  Target:	 1	d	3	nearby	allies		
  (including yourself, if you wish)
  effect
  Until the end of the battle, the target ignores the 
   resistance power of any creature it targets with 
  an attack.
  9th level spell 
  leaRned *
  You can now target 1 d 4 nearby allies with the spell.
  Wizard Spell Level 7
  overcome reSiStAnce
  spell used
  RecHaRge 16 + afteR battle
  
  Wizard Spell Level 7
  trAnSfer enchAntment
  Ranged spell 
  daily
  Special:	You or an ally you are next to must be  
  suffering from a condition caused by an  
  enemy for you to cast this spell.
  Target:	 One	nearby	enemy
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  2 d 6 × 10 psychic damage, and you can transfer one 
  condition caused by your enemies from you or the ally 
  you are next to over to the target. If timing is required, 
  interpret the transferred condition as if you had caused 
  it with this spell.
  Miss
  Half damage.
  9th level spell 
  leaRned *
  2 d 10 × 10 psychic damage. If the spell misses, you 
  regain it during your next quick rest.
  Wizard Spell Level 7
  trAnSfer enchAntment
  spell used
  daily 
  9th level spell:  
   
  Miss: Regain spell during next quick rest
  
  Wizard Spell Level 9
  diSintegrAte
  Ranged spell 
  daily
  Target:	 One	nearby	enemy
  Attack:	 Intelligence	+	Level	vs.	PD
  Hit
  4d8 × 10 damage, and the target is vulnerable  
  (hard save ends, 16+).
  In addition, if the target drops to 0 hp from this  
  attack, or drops to 0 hp before it saves against  
  the vulnerable effect of this attack, it is gone, dusted, 
  nothing remaining.
  Miss
  Half damage.
  epic feat 
  leaRned *
  You can now target a far away creature with the spell.
  Wizard Spell Level 9
  diSintegrAte
  spell used
  daily
  vulneRable
  Attacks against you have their crit range expanded  
  by 2 (normally 18 +).
  
  Wizard Spell Level 9
  meteor SWArm
  Ranged spell 
  daily
  Special: You summon a meteor swarm. If you’re 
  underground, you get the ur-dark stalactite 
  equivalent ! Nothing more happens this  
  round, but roll 1d3 + 1 to determine how  
  many meteors you have summoned.
   
  At the start of your next turn, even if you are 
  unconscious or dead or have left the area, the 
  meteors arrive one per turn at the start of each 
  of your turns and slam into the combat area.
  Target:	 You	can	make	an	attack	with	each		
  meteor	against	1	d	4	enemies	in	a	group.
  	
  Alternatively,	use	the	spell	to	level	an	area	
  with	high	impact	property	damage.
  Attack:	 Intelligence	+	Level	vs.	PD
  Wizard Spell Level 9
  meteor SWArm
  spell used
  daily
  Hit
  4 d 4 × 10 damage of the energy type of your choice 
  (cold, fire, lightning).
  Any allies engaged with the enemies you are targeting 
  take one-fourth damage from each meteor that impacts 
  the area.
  Miss
  Half damage.
  epic feat 
  leaRned *
  Each meteor now deals 5 d 4 × 10 damage.
  
  Wizard Spell Level 9
  teLePort
  Ranged spell 
  daily
  Target:	 You	and	up	to	4	allies	next	to	you
  effect
  You and up to 4 allies next to you can teleport to any 
  location in the world, underworld, or overworld that 
  you have previously visited.
  When you teleport, roll a d 20. If you roll a 1, you miss  
  your desired location and arrive somewhere else 
  altogether. Otherwise, you and your allies arrive at  
  the desired location at the start of your next turn.
  Any effects of spells or items cast before teleporting  
  are dispelled and no longer function on arrival. 
  epic feat 
  leaRned *
  Your allies don’t need to be next to you before you cast 
  the spell, just nearby. Alternately, if they are all next 
  to you when you cast the spell, you can teleport to a 
  location known to one of your allies.
  Wizard Spell Level 9
  teLePort
  spell used
  daily
  
  Utility Spell 
  Wizard Spell Level 1
  utiLity SPeLL
  1st level slot
  close-quaRteRs oR Ranged spell 
  daily
  You	cast	each	utility spell	at	the	level	of	the	spell	slot	
  you	gave	up	for	it.
  Special: You can give up multiple spell slots to take 
  utility spell multiple times.
   
  You don’t have to decide ahead of time which 
  utility spell you will cast.
  effect
  When you choose spells during a full heal-up, instead 
  of taking a standard spell, you can choose to give up a 
  spell slot to memorize the utility spell at the same level. 
  When you take the utility spell, you gain access to 
  a range of useful non-combat spells of the level you 
  memorized it or below.
  You cast each utility spell at the level of the spell slot 
  you gave up for it. You can give up multiple spell slots 
  to take utility spell multiple times. 
  Utility Spell 
  Wizard Spell Level 1
  utiLity SPeLL
  utility spell used
  daily 
  cHoose fRoM aMong tHe folloWing utility spells
  1st level    diSguiSe SeLf
  1st level    feAther fALL
  1st level    hoLd PortAL
  adventuReR feat 
  used'
   leaRned *
  Each utility spell you take lets you cast two spells  
  from the available options instead of one.
  cHaMpion feat 
  used'
   leaRned *
  As above, but you can cast three utility spells  
  instead of one.
  
  Utility Spell 
  Wizard Spell Level 3
  utiLity SPeLL
  utility spell used
  daily 
  cHoose fRoM aMong tHe folloWing utility spells
  1st level    diSguiSe SeLf
  1st level    feAther fALL
  1st level    hoLd PortAL
  3rd level    LevitAte
  3rd level    meSSAge
  3rd level    SPeAk With item
  adventuReR feat 
  used'
   leaRned *
  Each utility spell you take lets you cast two spells  
  from the available options instead of one.
  cHaMpion feat 
  used'
   leaRned *
  As above, but you can cast three utility spells  
  instead of one.
  Utility Spell 
  Wizard Spell Level 3
  utiLity SPeLL
  3rd level slot
  close-quaRteRs oR Ranged spell 
  daily
  You	cast	each	utility spell	at	the	level	of	the	spell	slot	
  you	gave	up	for	it.
  Special: You can give up multiple spell slots to take 
  utility spell multiple times.
   
  You don’t have to decide ahead of time which 
  utility spell you will cast.
  effect
  When you choose spells during a full heal-up, instead 
  of taking a standard spell, you can choose to give up a 
  spell slot to memorize the utility spell at the same level. 
  When you take the utility spell, you gain access to 
  a range of useful non-combat spells of the level you 
  memorized it or below.
  You cast each utility spell at the level of the spell slot 
  you gave up for it. You can give up multiple spell slots 
  to take utility spell multiple times. 
  
  Utility Spell 
  Wizard Spell Level 5
  utiLity SPeLL
  utility spell used
  daily 
  cHoose fRoM aMong tHe folloWing utility spells
  1st level    diSguiSe SeLf
  1st level    feAther fALL
  1st level    hoLd PortAL
  3rd level    LevitAte
  3rd level    meSSAge
  3rd level    SPeAk With item
  5th level    WAter BreAthing
  adventuReR feat 
  used'
   leaRned *
  Each utility spell you take lets you cast two spells  
  from the available options instead of one.
  cHaMpion feat 
  used'
   leaRned *
  As above, but you can cast three utility spells  
  instead of one.
  Utility Spell 
  Wizard Spell Level 5
  utiLity SPeLL
  5th level slot
  close-quaRteRs oR Ranged spell 
  daily
  You	cast	each	utility spell	at	the	level	of	the	spell	slot	
  you	gave	up	for	it.
  Special: You can give up multiple spell slots to take 
  utility spell multiple times.
   
  You don’t have to decide ahead of time which 
  utility spell you will cast.
  effect
  When you choose spells during a full heal-up, instead 
  of taking a standard spell, you can choose to give up a 
  spell slot to memorize the utility spell at the same level. 
  When you take the utility spell, you gain access to 
  a range of useful non-combat spells of the level you 
  memorized it or below.
  You cast each utility spell at the level of the spell slot 
  you gave up for it. You can give up multiple spell slots 
  to take utility spell multiple times. 
  
  Utility Spell 
  Wizard Spell Level 7
  utiLity SPeLL
  utility spell used
  daily 
  cHoose fRoM aMong tHe folloWing utility spells
  1st level    diSguiSe SeLf
  1st level    feAther fALL
  1st level    hoLd PortAL
  3rd level    LevitAte
  3rd level    meSSAge
  3rd level    SPeAk With item
  5th level    WAter BreAthing
  7th level    Scrying
  adventuReR feat 
  used'
   leaRned *
  Each utility spell you take lets you cast two spells  
  from the available options instead of one.
  cHaMpion feat 
  used'
   leaRned *
  As above, but you can cast three utility spells  
  instead of one.
  Utility Spell 
  Wizard Spell Level 7
  utiLity SPeLL
  7th level slot
  close-quaRteRs oR Ranged spell 
  daily
  You	cast	each	utility spell	at	the	level	of	the	spell	slot	
  you	gave	up	for	it.
  Special: You can give up multiple spell slots to take 
  utility spell multiple times.
   
  You don’t have to decide ahead of time which 
  utility spell you will cast.
  effect
  When you choose spells during a full heal-up, instead 
  of taking a standard spell, you can choose to give up a 
  spell slot to memorize the utility spell at the same level. 
  When you take the utility spell, you gain access to 
  a range of useful non-combat spells of the level you 
  memorized it or below.
  You cast each utility spell at the level of the spell slot 
  you gave up for it. You can give up multiple spell slots 
  to take utility spell multiple times. 
  
  Utility Spell 
  Wizard Spell Level 9
  utiLity SPeLL
  utility spell used
  daily 
  cHoose fRoM aMong tHe folloWing utility spells
  1st level    diSguiSe SeLf
  1st level    feAther fALL
  1st level    hoLd PortAL
  3rd level    LevitAte
  3rd level    meSSAge
  3rd level    SPeAk With item
  5th level    WAter BreAthing
  7th level    Scrying
  adventuReR feat 
  used'
   leaRned *
  Each utility spell you take lets you cast two spells  
  from the available options instead of one.
  cHaMpion feat 
  used'
   leaRned *
  As above, but you can cast three utility spells  
  instead of one.
  Utility Spell 
  Wizard Spell Level 9
  utiLity SPeLL
  9th level slot
  close-quaRteRs oR Ranged spell 
  daily
  You	cast	each	utility spell	at	the	level	of	the	spell	slot	
  you	gave	up	for	it.
  Special: You can give up multiple spell slots to take 
  utility spell multiple times.
   
  You don’t have to decide ahead of time which 
  utility spell you will cast.
  effect
  When you choose spells during a full heal-up, instead 
  of taking a standard spell, you can choose to give up a 
  spell slot to memorize the utility spell at the same level. 
  When you take the utility spell, you gain access to 
  a range of useful non-combat spells of the level you 
  memorized it or below.
  You cast each utility spell at the level of the spell slot 
  you gave up for it. You can give up multiple spell slots 
  to take utility spell multiple times. 
  
  Utility Spell 
  Wizard Spell Level 1
  diSguiSe SeLf
  close-quaRteRs spell 
  daily
  effect
  This spell provides you with an effective magical 
  disguise that lasts about ten minutes, making the skill 
  check to avoid unmasking one step easier: easy if it 
  would have been a normal task, normal if it would 
  have been a hard task, and hard if it would have been 
  a ridiculously hard task.
  The spell only affects your general appearance, not your 
  size. It can be used to hide your features behind the 
  generic features of another person or race.
  Using it to impersonate a specific creature makes it less 
  effective as a disguise (−2 to −5 penalty).
  Utility Spell 
  Wizard Spell Level 1
  diSguiSe SeLf
  utility spell used
  daily 
  3rd level spell 
  leaRned *
  The spell lasts for 1 hour.
  5th level spell 
  leaRned *
  The spell also provides smell; +2 bonus to any checks.
  7th level spell 
  leaRned *
  The spell also handles correct-sounding vocal patterns 
  and rough mannerisms; +4 bonus to any checks.
  9th level spell 
  leaRned *
  You can now target an ally with the spell; you can also 
  now use it on up to two creatures at once.
  
  Utility Spell 
  Wizard Spell Level 1
  feAther fALL
  close-quaRteRs spell 
  daily
  Free	action	to	cast
  effect
  When you cast this spell, it arrests your fall, letting you 
  glide down the ground over a round or two.
  3rd level spell 
  leaRned *
  You can now target a nearby ally with the spell.
  5th level spell 
  leaRned *
  You can now target up to two nearby creatures  
  with the spell.
  7th level spell 
  leaRned *
  You can now target up to five nearby creatures  
  with the spell.
  9th level spell 
  leaRned *
  You gain some control over where a target falls,  
  like a quickly gliding feather.
  Utility Spell 
  Wizard Spell Level 1
  feAther fALL
  utility spell used
  daily
  
  Utility Spell 
  Wizard Spell Level 1
  hoLd PortAL
  Ranged spell 
  daily
  Target:	 You	cast	this	spell	on	a	door
  effect
  For ten minutes, adventurer-tier creatures can’t get 
  through the door.
  Champion-tier creatures can batter it down; each 
  attempt requires a DC 20 Intelligence skill check 
  (including an applicable background) by the caster 
  to resist the battering and keep the spell going.
  Epic-tier creatures can walk right through.
  Utility Spell 
  Wizard Spell Level 1
  hoLd PortAL
  utility spell used
  daily 
  3rd level spell 
  leaRned *
  The spell now lasts for an hour. Adventurer-tier 
   creatures are stymied. Champion-tier creatures can 
  batter the door down or destroy it after three failed 
  DC 20 skill checks by the spellcaster. Epic creatures 
  notice that the now-busted door had magic on it.
  5th level spell 
  leaRned *
  Champion-tier creatures take a few minutes to force 
  the door open. Epic creatures can force it open after 
  one failed DC 25 skill check by the spellcaster.
  7th level spell 
  leaRned *
  Champion-tier creatures are stymied for up to an hour 
  by the door. Epic tier creatures get through after three 
  failed DC 25 skill checks by the spellcaster.
  9th level spell 
  leaRned *
  Champion-tier creatures can’t enter. Epic-tier creatures 
  can’t get through for an hour. 
  
  Utility Spell 
  Wizard Spell Level 3
  LevitAte
  Ranged spell 
  daily
  effect
  Until the end of the battle, you can use a move action to 
  rise straight up into the air or descend straight down.
  The spell itself won’t move you horizontally. The up-
  or-down movement is about half as fast as your normal 
  movement.
  While levitating, you take a −2 penalty to your attacks 
  and are vulnerable to attacks against you.
  5th level spell 
  leaRned *
  You can now cast the spell on a nearby willing ally 
  instead of yourself.
  7th level spell 
  leaRned *
  You can now cast the spell as a quick action,  
  and the spell can now affect two targets.
  9th level spell 
  leaRned *
  The spell can now affect five targets.
  Utility Spell 
  Wizard Spell Level 3
  LevitAte
  utility spell used
  daily 
  vulneRable
  Attacks against you have their crit range expanded by 2 
  (normally 18+).
  
  Utility Spell 
  Wizard Spell Level 3
  meSSAge
  close-quaRteRs spell 
  daily
  Quick	action	to	cast
  Range:	 Across	half	a	city,	at	most	(3rd level spell)
  Special:	The maximum distance you can send a  
  message depends on the spell’s level.
  effect
  You send a one to two sentence message to another 
  person you know and have touched in the last week.
  Sending a message to a person you can see is always 
  easy. Sending a message to a person you can’t see 
  requires a skill check using Intelligence against the 
  highest-tier environment that you or the sender are 
  occupying.
  Utility Spell 
  Wizard Spell Level 3
  meSSAge
  utility spell used
  daily 
  5th level spell 
  leaRned *
  Across the entire city and a bit into the countryside.
  7th level spell 
  leaRned *
  Between cities near to each other.
  9th level spell 
  leaRned *
  From any city to any other city, or across a sea.
  
  Utility Spell 
  Wizard Spell Level 3
  SPeAk With item
  close-quaRteRs spell 
  daily
  Quick	action	to	cast
  Target:	 A	magic	item	you	are	touching		
  that	is	owned	by	you	or	one	of	your	allies
  effect
  Speak briefly, mind-to-mind, with a magic item you 
  are touching that is owned by you or one of your allies. 
  The item’s owner gets a free power recharge roll if that 
  item’s power has been expended.
  Utility Spell 
  Wizard Spell Level 3
  SPeAk With item
  utility spell used
  daily 
  5th level spell 
  leaRned *
  You no longer need to be touching the item,  
  it only has to be nearby.
  7th level spell 
  leaRned *
  The item’s owner gains a +2 bonus to the item  
  recharge roll.
  9th level spell 
  leaRned *
  If the item recharge roll fails, you keep this spell,  
  but the item won’t talk to you until after your next 
  full heal-up.
  
  Utility Spell 
  Wizard Spell Level 5
  WAter BreAthing
  close-quaRteRs spell 
  daily
  Quick	action	to	cast
  effect
  You can breathe underwater for the rest of the battle 
  (or about five minutes). You become aware a couple of 
  rounds ahead of when the magic of the spell is about 
  to end.
  7th level spell 
  leaRned *
  You and 1 d 4 + 2 nearby allies can breathe underwater 
  this battle.
  9th level spell 
  leaRned *
  The spell affects you and 1 d 6 + 2 nearby allies for 
  4 d 6 hours.
  Utility Spell 
  Wizard Spell Level 5
  WAter BreAthing
  utility spell used
  daily
  
  Utility Spell 
  Wizard Spell Level 7
  Scrying
  Ranged spell 
  daily
  effect
  You can use this spell to get information you shouldn’t 
  be able to get, peering in on other people’s lives for a 
  short period of time, usually no more than ten minutes 
  at a time. Some areas may be warded at the GM’s 
  discretion.
  You must have touched the person you wish to spy on 
  in the last month.
  Scrying as a single standard action won’t yield much. 
  Concentrating on the spell for a while with props like 
  a scrying pool or a crystal ball will work better. 
  9th level spell 
  leaRned *
  You must have touched the person you wish to spy on 
  within the last a year.
  Utility Spell 
  Wizard Spell Level 7
  Scrying
  utility spell used
  daily
  
  Wizard cantrips
  ALArm
  standaRd duRation
  The cantrip creates a minor watch-sprite that can be 
  instructed to scream if someone comes through an area 
  or touches an object. Watch-sprites are notoriously 
  stupid and sleepy, but with the right talking-to they 
  might stay focused for the duration of the spell.
  At higher levels, the spell might summon little fanged 
  spirits buzzing back and forth serving as both visual 
  and actual deterrents. 
  ArcAne mArk
  standaRd duRation
  Difficult	perception	or	magic	check	to	notice
  The cantrip creates a magical sigil on an object or 
  person. These sigils are usually plain to see, though a 
  deliberately invisible mark can be made.
  It takes a difficult perception or magic check to notice. 
  Wizard cantrips
  ghoSt Sound
  distRaction dc: 15 (adventurer), 20 (champion), 25 (epic)
  Wisdom-based	skill	check	against	player	characters
  This spell creates false noises emanating from some-
  where nearby. The effect is like an exceptionally good 
  version of throwing your voice, if your voice could 
  create a wide variety of sounds.
  Attempted distractions with the cantrip are DC 15 
   challenges in adventurer environments, higher as  
  you move into champion (DC 20) and epic (DC 25) 
  environments.
  If someone is using ghost sound against the PCs, a 
  Wisdom-based skill check can identify the sound as 
  a magical fake.
  
  Wizard cantrips
  knock
  intelligence cHeck vs. enviRonMent’s dc
  This cantrip summons a magical servitor three to  
  four times as big as your closed fist that swarms 
  around the door and attempts to punch or push it 
  open (depending on whether you want to be quiet 
  or announce your presence). Success is determined 
  with an Intelligence check against the environment’s 
  DC using an appropriate magical background.
  This cantrip does nothing to avoid any traps that 
  might exist. 
  Light
  standaRd duRation
  This cantrip creates a fairly wide and consistent field 
  of light, up to 30 feet in diameter, though it isn’t bright 
  enough to dazzle. 
  Wizard cantrips
  mAge hAnd
  duRation: 1 Round
  This cantrip creates a small telekinetic effect that lasts 
  a round at most. At best it’s about half as strong as the 
  wizard’s own strongest hand. At worst it’s half as strong 
  as the wizard when they’re weak from a bad fever.
  mending
  duRation: 1– 6 Rounds (might require Intelligence check)
  This cantrip summons a variety of tiny (hand-sized 
  and smaller) magical sprites who swarm over a chosen 
  broken object attempting to mend it (over the course 
  of 1– 6 rounds).
  Small-scale repairs like torn wineskins, muddy clothing, 
  a broken handgrip on a sword, and similar repairs that 
  anyone could fix with two to four hours of devoted work 
  gets handled in seconds.
  More elaborate repairs to complicated objects might 
  require an Intelligence check, or at the GM’s discretion 
  could only be possible if the wizard has taken the 
  Cantrip Mastery talent. 
  
  Wizard cantrips
  PreStidigitAtion
  duRation: about one Minute
  This cantrip produces magic tricks and small illusions. 
  One casting usually gives you a minute of fun. The 
  magic has nowhere near as much real world force as 
  mage hand.
  SPArk
  taRget Has to be neaRby and in sigHt
  This is a minor fire creation spell, enough to light 
  a pipe, or a campfire, or even a page or two of an 
   unprotected spellbook. It doesn’t work against living 
  beings or against things that couldn’t easily be set on 
  fire with a few seconds of steady application of a candle. 
  The target of the spark has to be nearby and in sight. 
  Wizard cantrips
  cAntriP
  Ranged
  standaRd action 
  Cantrip Mastery: quick action
  You don’t have to memorize or choose a cantrip 
  beforehand, you just cast them on the fly.
  You can cast a number of cantrips equal to your 
  Intelligence modifier each battle, or about three to six 
  cantrips every five minutes.
   
  Cantrip Mastery: at-will
  standaRd duRation
  Adventurer tier: 
  10 – 60 minutes,  
   
  plus 10 minutes per wizard level
  Champion tier: 
  1– 6 hours
  Epic tier: 
  2 –12 hours
  The GM rolls and the wizard becomes aware that  
  their cantrip is about to end a couple minutes before 
  it’s done.
  
  Wizard class features
  cAntriPS
  See each individual cantrips card for more details.
  Every wizard can cast a handful of cantrips each day. 
  You don’t have to memorize or choose them before-
  hand, you just cast them on the fly.
  Wizards can cast a number of cantrips equal to their 
  Intelligence modifier each battle. Each cantrip takes 
  a standard action to cast as a ranged spell. Outside of 
  battle, a wizard can cast about three to six cantrips 
  every five minutes. The Cantrip Mastery talent speeds 
  up cantrip casting.
  standaRd duRation
  Adventurer tier: 
  10 – 60 minutes,  
   
  plus 10 minutes per wizard level
  Champion tier: 
  1– 6 hours
  Epic tier: 
  2 –12 hours
  The GM rolls and the wizard becomes aware that  
  their cantrip is about to end a couple minutes before 
  it’s done.
  Wizard class features
  cycLic SPeLLS
  Spells that have a cyclic usage can always be cast at least 
  once per battle, and are only expended in that battle 
  if they are cast when the escalation die is 0 or odd. In 
  other words, if you cast a cyclic spell like color spray or 
  rebuke when the escalation die is even, the spell is not 
  expended and can still be cast later in the battle.
  overWorLd AdvAntAge
  Wizardly magic taps into the power of the overworld. 
  While a wizard is in the overworld, their daily spells 
  become recharge 16+ after battle.
  rituAL mAgic
  Wizards	can	cast	their	spells	as	rituals	
  see page 192
  cHaMpion feat 
  leaRned *
  You can cast full rituals by using all your actions each 
  round to focus on the ritual for 1 d 3 + 1 rounds. As 
  with standard rituals, your fast rituals are not meant 
  to replace combat spells; they’re a means of acquiring 
  and improvising wondrous magical effects rather than 
  a means of inflicting damage and conditions.
  
  Wizard class feature
  rituAL mAgic
  to cast a spell as a Ritual:
  Choose the spell that will be used and expended 
  by the ritual.
  Tell the GM what you are trying to accomplish 
  and gather necessary ingredients for the ritual.
  Spend 1d 4 minutes, quarter-hours, or hours  
  (as determined by the GM) preparing and casting 
  the ritual. You can’t cast other spells during this 
  period. A PC taking damage won’t necessarily end 
  the ritual, but it will be ruined if a character falls 
  unconscious or launches an attack of their own.
  Make a skill check using one of your magical  
  backgrounds and the ability score the GM deems 
  appropriate. Use the standard DC targets (or a  
  special DC set by the GM), depending on your  
  tier and the results you’re hoping for. The higher  
  the level of the spell consumed by the ritual, the 
  greater the effect.
  •
  •
  •
  •
  Wizard class feature
  Ritual casting Results
  deteRMining Results
  Choose outcomes that are outgrowths of the spell’s 
  normal effects. The effects don’t have to play within the 
  usual constraints of the magic system, and they don’t 
  have to be taken as a precedent for future rituals.
  failuRe sHould fail foRWaRd
  As usual, use the fail forward mechanic.
   
  See page 42 and 192
  Rituals expend tHe spell
  No matter the outcome, the spell is expended until your 
  next full heal-up.
  cHaMpion feat 
  leaRned *
  You can cast full rituals by using all your actions each 
  round to focus on the ritual for 1 d 3 + 1 rounds. As 
  with standard rituals, your fast rituals are not meant 
  to replace combat spells; they’re a means of acquiring 
  and improvising wondrous magical effects rather than 
  a means of inflicting damage and conditions.
  
  Wizard talent
  ABjurAtion
  talent
  Trigger:	Whenever you cast a daily wizard spell
  effect
  Whenever you cast a daily wizard spell, you gain a 
  + 4 AC bonus until the end of your next turn.
  adventuReR feat 
  leaRned *
  The bonus also applies to your Physical Defense.
  cHaMpion feat 
  leaRned *
  You gain 2 d 12 temporary hit points each time  
  you cast a daily spell.
  epic feat 
  leaRned *
  The bonus also applies to Mental Defense.
  Wizard talent
  ABjurAtion
  talent
  
  Wizard talent
  cAntriP mAStery
  talent 
  at-Will
  Cantrips	are	at-will	spells	for	you
  Quick	action	to	cast
  effect
  Unlike normal wizards, who use a standard action to 
  cast a cantrip, you can cast a cantrip as a quick action.
  To do something particularly cunning or surprising 
  with one of your cantrips where the GM isn’t sure 
  whether you could pull off that use of the spell, roll 
  a normal save (11+) to cast the spell the way you 
  envision it.
  Additionally, you can expend a 3rd level spell slot or 
  higher to choose one cantrip per spell slot you have 
  given up and create a once-per-day related effect with 
  it that is much greater, if you and your GM can agree 
  on a cool effect that suits the cantrip.
  Wizard talent
  cAntriP mAStery
  Reusable talent
  at-Will  
  You can re-use an at-will power freely.  
   
  It never runs out.
  adventuReR feat 
  leaRned *
  You can use cantrip-style versions of any wizard spell 
  you have memorized. When you expend a spell, how-
  ever, you can’t make cantrip-style use of it any more. 
  The key is that none of these uses should be combat 
  relevant or deal damage.
  The Cantrip Mastery talent is more about enhance the 
  roleplaying and less about combat usefulness. 
  
  Wizard talent
  evocAtion
  talent 
  once peR battle
  Special: When you cast a spell that targets Physical 
  Defense, before rolling for the number of 
  targets or making the spell’s attack roll,  
  you can expend your quick action to evoke 
  the spell.
  Quick	action	to	evoke	the	spell
  effect
  Hit or miss, you’ll max out the spell’s damage dice. 
  (Except on a natural one, which deals no damage to the 
  target and likely damages the caster in some manner.)
  cHaMpion feat 
  leaRned *
  Whenever you evoke a spell, you can reroll one of the 
  attack rolls if that natural roll was less than or equal to 
  the escalation die. You must take the new result.
  Wizard talent
  evocAtion
  talent used
  once peR battle
  
  Wizard talent
  high ArcAnA
  You	can	choose	any	daily	wizard	spell	twice.
  MeMoRization
  When you pick your spells, you can choose any daily 
  wizard spell twice (instead of once). This doesn’t apply 
  to spells that start as recharge spells.
  For example, at 7th level when you have five 7th level 
  spells and four 5th level spells, you could choose fireball 
  twice as a 7th level spell, or once as a 7th level spell and 
  once as a 5th level spell; your 3rd level spell slot can’t be 
  used for fireball because fireball starts as a 5th level spell.
  counteR-Magic
  You gain a bonus spell: Counter-magic.
  (Use the corresponding talent spell card.)
  invisibility spell enHanceMent
  The duration of the Invisibility spell out of combat is 
  1 hour instead of 5 minutes.
  Wizard talent
  high ArcAnA
  talent
  
  High Arcana Spell 
  Wizard talent
  counter-mAgic
  close-quaRteRs spell 
  once peR battle
  Free	action	to	cast
  Trigger:	A	nearby	creature	you	can	see	casts	a	spell
  Target:	 The	nearby	creature	casting	a	spell
  Attack:	 Intelligence	+	Level	vs.	MD
  Hit
  The target’s spell is canceled, and the caster loses the 
  action they were using for the spell. If the spell had a 
  limited use, that use is expended if your natural attack 
  roll is even.
  cHaMpion feat 
  used'
   leaRned *
  You can now cast counter-magic twice per battle.
  epic feat 
  leaRned *
  You can now cast counter-magic in reaction to a 
   creature using any magical ability, not just casting 
  a spell.
  high Arcana Spell 
  Wizard talent
  counter-mAgic
  spell used
  once peR battle
  
  Wizard talent
  vAnce’S PoLySyLLABic 
  verBALizAtionS
  To	use	this	talent,	you	must	use	an	additional	
  quick	action	to	cast	your	spell.
  Rename each of your daily and recharge spells. Think 
  up the most over-the-top and extravagant names you 
  can muster. Since these alternate spells are so lengthy, 
  they take an additional quick action to cast. While the 
  regular effects of the spells are the same as the more 
  common versions, they have a small bonus effect 
  appropriate to the situation.
  The bonus effect is determined by the GM, or by a 
  collaboration between the GM and the player. It should 
  add to the storytelling power of the situation.
  The bonus effect should suit the name of the spell or 
  the way it‘s delivered, and shouldn‘t precisely match up 
  with what the spell normally accomplishes.
   
  also see page 149
  Wizard talent
  vAnce’S PoLySyLLABic 
  verBALizAtionS
  talent
  
  Wizard talent
  WizArd’S fAmiLiAr
  naMe
  aniMal oR cReatuRe
  Choose two of the following abilities for your familiar:
  agile 
  leaRned *
  You gain a +2 bonus to Dexterity skill checks.
  aleRt / insigHtful 
  leaRned *
  You gain a +2 bonus to Wisdom skill checks.
  counteR-bite 
  leaRned *
  Each battle, if your familiar is close to you, it bites the first 
  enemy that hits you with a melee attack after that attack, 
  dealing 1d4 damage per level (no attack roll) to that enemy.
  fligHt 
  leaRned *
  Flies as well as an overly cerebral hawk, which might in fact 
  be precisely correct. It doesn’t fly that often and usually 
  sticks with you, but it can do so when its other abilities allow.
  MiMic 
  leaRned *
  One battle per day, you gain the use of the racial power 
  (without feats) of one nearby ally.
  Wizard talent
  poisonous 
  leaRned *
  Once per battle, when you hit an enemy engaged with you, 
  add 5 ongoing poison damage per tier to the damage roll.
  scout 
  leaRned *
  Once per day, your familiar can separate itself from you 
  and make a reconnaissance run of an area or location, and 
  it may even manage that feat unseen (easy skill check for 
  the environment to get your familiar to scout unseen).
  tougH 
  leaRned *
  You gain a + 1 save bonus; tough counts as two familiar 
  abilities if you choose it.
  talkative 
  leaRned *
  Your familiar can talk like a person; but note that the 
  GM speaks for the familiar more than you do.
  adventuReR feat 
  leaRned *
  Your familiar gains another ability.
  cHaMpion feat 
  used'
   leaRned *
  Once per level, if your familiar is close to you, it can 
  cast one of your spells as a free action on your initiative 
  count, even if you have already expended the spell. 
  The spell functions as if you had cast it.
  epic feat 
  leaRned *
  Your familiar gains another ability.
   
  see page 149 – 150
  
  Wizard Spell Progression
  SPeLL ProgreSSion
  There are five spell levels: 1, 3, 5, 7, and 9. The levels 
   correspond to the character level at which you gain access 
  to those spells for the first time.
  You know all of the spells in the rulebook for your class.
  You have a certain number of “spell slots” you can use. The 
  number of spell slots you have of each level is listed on the 
  spell progression table. These numbers are NOT cumulative. 
  You do lose your lower-level slots as you level up. You’re 
  expected to put lower-level spells in higher-level slots.
  After a full heal-up, you fill up your spell slots with spells 
  that you know. Any spell you know can be chosen (only once 
  unless stated oherwise) to fill a slot of its level or a higher level.
  A spell’s effect is based on the level of the slot you put it in. 
  The level of the slot you choose for a spell does not affect 
  your attack rolls with that spell — in other words, you always 
  add your level to your attack rolls, not the level of the spell.
  Unlike weapon attacks, spell damage does NOT improve just 
  because you level up.
  You must actually put the spell in a higher-level slot to get the 
  damage increase listed for the higher-level spell. The ability 
  score modifier added to damage does increase to double at 
  level 5 and to triple at level 8 even if you are casting a spell 
  that happens to be lower level than 5th/8th, but that’s it (not 
  including wizards). The feats you’ve taken for a spell apply to 
  the spell regardless of the spell slot you choose for it.
  •
  •
  •
  •
  •
  •
  •
  Wizard Spell Progression
  SPeLL ProgreSSion
  WizaRd
  spell level
  1st
  3rd
  5th
  7th
  9th
  Level	1
  5
  —
  —
  —
  —
  Level	2
  6
  —
  —
  —
  —
  Level	3
  3
  4
  —
  —
  —
  Level	4
  2
  6
  —
  —
  —
  Level	5
  1
  4
  4
  —
  —
  Level	6
  —
  2
  8
  —
  —
  Level	7
  —
  1
  4
  5
  —
  Level	8
  —
  —
  3
  8
  —
  Level	9
  —
  —
  1
  5
  6
  	 Level	10
  —
  —
  —
  3
  9
  
  Wizard Basic Attacks
  meLee AttAck
  basic attack 
  at-Will
  Target:	 One	enemy
  Attack:	 Strength	+	Level	vs.	AC
  Hit
  Weapon + Strength damage
  Miss
  —
  rAnged AttAck
  basic attack 
  at-Will
  Target:	 One	enemy
  Attack:	 Dexterity	+	Level	vs.	AC
  Hit
  Weapon + Dexterity damage
  Miss
  —
  aRMoR and ac
  Armor Type 
  None 
  Light 
  Heavy 
  Shield
  Base AC 
  10 
  10 
  11 
  +1
  Attack Penalty 
  — 
  — 
  −2 
  −2
  Wizard Weapons
  meLee WeAPonS
  one-Handed
  tWo-Handed
  sMall
  1 d 4 dagger
  1 d 6 staff
  ligHt oR siMple
  1 d 6 (−2 attack) shortsword
  1 d 8 (−2 attack) spear*
  Heavy oR MaRtial
  1 d 8 (−5 attack) longsword
  1 d 10 (−5 attack) greatsword*
  rAnged WeAPonS
  tHRoWn
  cRossboW
  boW
  sMall
  1 d 4  
  dagger
  1 d 4  
  hand crossbow
  —
  ligHt oR siMple
  1 d 6 (−2 attack) 
  javelin
  1 d 6 (−1 attack) 
  light crossbow*
  1 d 6 (−2 attack) 
  shortbow*
  Heavy oR MaRtial
  —
  1 d 8 (−4 attack) 
  heavy crossbow*
  1 d 8 (−5 attack) 
  longbow*
  * If you take a penalty for using a two-handed weapon,  
  the penalty also applies to your spells.
  
SOURCE: textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Kazekami decks/Wizard Deck v1.4/13th Age Wizard Deck Double_v1.4.pdf