Me
Valissa is a beautiful young woman with flowing dark hair and piercing blue eyes. Her posture is regal and stiff, her eyes often show sadness and the loneliness she once felt as she was raised in the shadow of her older brother.

Wizard (pg 177)



































As a child, I overheard my parents whisper with strangers of a forbidden power, now I alone understand this power.

Background 1:
+3 Forgotten Daughter of Durhambrock
“As the long-forgotten daughter of Durhambrock, I survived in the manor, mastering the magical documents and arcane lore found within it's libraries.”
Background 2:
+3 Keeper of Durhambrock’s Affairs
“As the appointed keeper of Durhambrock, I learned to manipulate the lords and ladies of wealth and power.”

Quick to Fight (pg.29) At the start of each battle, roll initiative twice and choose the result you want. 

Bonus Feat: At 1st level, human PCs start with two feats instead of one.
Cantrips:  (pg. 181)
Most 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. (pg. 185)
Cyclic Spells:  (pg. 181)
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 when the escalation die is even, the spell is not expended and can still be cast later in the battle. 
Judicious Casting:  (pg. 182)
Some of the wizard’s spells have different levels of effect and possible side effects, depending on how they are being cast. Each time you cast such a spell, you can decide which style of effect you prefer. Examples include fireball—which you can cast carefully or recklessly.
Ritual Magic:  (pg. 182)
Wizards can cast their spells as rituals (see page 198). If anyone can cast a ritual quicker than others, it’s probably a wizard.

High Arcana:  (pg. 183)
Your spell attack rolls are considered to be 4 points higher for purposes of defeating a target’s damage resistance. For example, if your fireball attack roll is a natural 14 against a creature with resist fire 16+, your roll is considered a natural 18 and overcomes the target’s resistance, hit or miss.
-Break Resistance: 
   Trigger: A nearby creature you can see initiates a magical ability, such as using a breath weapon, casting a spell, or triggering an optional magical power or defense.
   Target: The nearby creature initiating the magic
   Attack: Intelligence + Level vs. MD
   Hit: The target’s spell or magical power is canceled, and they lose the action they were using for the spell/power. If the spell/power is limited-use, that use is not expended, but the spell/power can’t be used again this turn. An elite-strength target can negate your cancellation with a hard save (16+), a double-strength target with a normal save (11+), and a triple-strength target with an easy save (6+).
Action cost: If the spell/power is canceled, you lose your next move action maintaining the counter. If the high-strength target saves and negates the cancellation, you can act normally on your next turn.
-Counter Magic: (pg. 183)
Evocation:  (pg. 183)
Once per battle, when the escalation die is 2+, you can spend a quick action to add an additional target to a spell that targets PD.
Mental Phenomenon: (pg. 183)
You use your exceptional intellect to move your body with utmost precision. Instead of using your Dexterity modifier to calculate your Armor Class, Physical Defense, Initiative, and wizard basic ranged attack, use your Intelligence modifier. Also use it in place of your Strength modifier when making wizard basic melee attacks.

Cantrip Mastery (Wizard Feat):  (pg. 185)

Magic Missile (Wizard Feat):  (pg. 185) 1 per battle
Quick action - 4 missles (5 force dmg each)

Utility Spell:  (pg. 186)
1st disguise self
1st feather fall
1st hold portal
3rd levitate
3rd message
3rd speak with item
5th pierce resistance
5th water breathing
7th invisibility purge
7th scrying


3rd Lightning Bolt: (pg 192)
“As I start the incantation, everyone’s hair stands on end, even the two of you I’m not going to hit.
Close-quarters spell
Targets: 1d3 + 1 nearby enemies in a group or in a (rough) line
Attack: Intelligence + Level vs. PD
Hit: 8th 70 lightning damage.
Miss: Half damage.

5th Denial: (pg 193)
“The wraiths want to contravene the order of the universe and continue their own existence, but I deny it.”
Ranged spell
Target: Up to one target per point on the escalation die; only targets with 360 hp or fewer.
Attack: Intelligence + Level vs. MD (no take 10)
Hit: Psychic damage equal to your level and the target is weakened (–4 to attacks and defenses), easy save ends (6+).
Miss: Damage equal to your level.

5th Dimension Door: (pg 193)
“I come out the other side with dust all over me and an unearthly
scent rising off me. The space between dimensions can be a little
messy.”
Close-quarters spell Move action to cast
Target: Yourself
Effect: You teleport somewhere nearby that you can see.
8th Your destination can now be far-away.

5th Fireball: (pg 193)
In places where wizards have a bad reputation, fireball is usually to blame.
Special: (Judicious casting) When you cast this spell, you can choose to cast it recklessly.
Target: 1d3 + 1 nearby enemies in a group. If you cast recklessly, you can target 1d4 additional enemies, but then your allies engaged with the targets may also take damage.
Attack: Intelligence + Level vs. PD
Hit: 50 damage; 20 ongoing fire damage.
Miss: Half damage, including ongoing damage.

5th Haste: (pg 194)
Wizard, don’t be surprised if your allies encourage you to cast haste on them. It’s something of a rush.
Targets: Up to three nearby allies.
Effect: Each target can immediately take a single standard action. Any attacks are no-trigger attacks only.
7th–8th You can now include yourself as one of the three targets.

7th Hold Foe: (pg 194)
“I utter a single unpronounceable word, and the ogre mage flinches.”
Ranged spell
Target: One nearby enemy with 600 hp or fewer
Attack: Intelligence + Level vs. MD (no take 10)
Hit: The target loses its next move action; if the escalation die is 3+, it loses its next standard action, instead.

7th Power Word Kill: (pg 195)
Before your wizard casts this spell for the first time, explain to the table the virtue or knowledge that your wizard uses to wield death magic without dying themselves.
Ranged spell
Targets: One nearby foe with 100 hp or fewer
Special: Instead of rolling for this attack, you can choose to make your attack roll a natural 10. (Only roll if the GM tells you that’s not enough for a hit.)
Attack: Intelligence + Level vs. PD
Hit: The target is dead, and we mean dead.
Miss: 50 poison damage; this damage cannot be prevented, reduced, or bargained away.
Light Armor AC10
Dagger 1d4
Staff 1d6