A scholarly magic-user capable of manipulating the structures of reality.
Armor Proficiencies: Cloth
Weapon Proficiencies: Daggers, quarterstaffs, light crossbows
Save Proficiencies: Intelligence, Wisdom
Wizards live and die by their spells. Everything else is secondary. When making a Wizard, your primary ability score should be Intelligence, followed by Constitution and Dexterity.
Arcanists gain their spells through the grueling study of ancient texts. Arcane magic contains some of the most popular and well known spells in wizardry, with a mix of both single target and area of effect spells.
Wizards channel the weave to create the power of ice. From simple rays to storms of frozen hail, these spells can both slow and weaken even the most stalwart of opponents.
Wizards use the art to channel raw power in the form of lightning. What starts as the ability to shock enemies with small sparks can eventually turn into the ability to unleash powerful electrical storms that leap between enemies on the battlefield.
Flame spells focus on manipulating magical energy in order to produce powerful damaging effects, and are almost exclusively offensive in nature. From the classic fireball to a swarm of meteors, these spells deal fiery blasts of death to their foes.
Manipulators affect the minds of others, influencing or controlling their behavior. As they become more powerful, master manipulators go from simply confusing their targets to actively controlling their minds, to the point that foes think of them as the best of friends.
Transmuters modify energy and matter, changing the world to suit their purpose. Spells of this nature serve to both hide and protect a wizard and his companions, while also increasing their effectiveness in combat.
Summoners change the form of spells into recognizable objects. They can often manipulate and control the objects they summon, be it a beast bound to their service or an arrow made of acid.
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