Chapter 10 · Classes
Lazy Wizard
Portrait
The Lazy Wizard is inventive, powerful, and allergic to method. A Wizard studies; a Lazy Wizard has never studied anything. The magic simply happens, and it works.
This is the epic class of Aldor the Infernal, who erased a god and now repels extraplanar invasions. A GM who grants it creates a central character.
Its entire engine fits in one sentence: wherever others count half Charisma, the Lazy Wizard counts full Charisma.
Action Reserves
| Level | 1 | 3 | 5 | 7 | 9 |
|---|---|---|---|---|---|
| Attacks | 2 | 3 | 4 | 5 | 6 |
| Spells | 3 | 3 | 4 | 4 | 5 |
| General Actions | 3 | 3 | 3 | 3 | 3 |
| Dedicated Dodges | 1 | 1 | 1 | 2 | 2 |
The Lazy Wizard has one more spell action than Wizard at every step.
| Level | 1 | 3 | 5 | 7 | 9 |
|---|---|---|---|---|---|
| Standard Spells Released per Round | 1 | 1 | 2 | 2 | 2 |
| For comparison, Wizard | 1 | 1 | 1 | 1 | 2 |
For Aldor, attacks are fire thrown by hand. From Level 7 onward they set the Action Board's width; at Level 9, fourteen tokens compete for six spaces. The Lazy Wizard lacks no options, only room.
Its three general actions never improve. Lazy Wizard does not pick up, draw, or prepare. There is a spell for that.
Spell Slots
The Lazy Wizard counts full Charisma for its reserve:
Slots = 4 per spell level + CHA, instead of 4 + ½ CHA.
With +10 Charisma, it has 14 slots per spell level instead of a Wizard's 9. It can maintain its pace through the day and spend metamagic without rationing every spell.
Hit Points
Base 8 per point of Strength.
| Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| HP per Strength Point | 8 | 16 | 32 | 64 | 128 | 256 |
This also raises the 25% interruption threshold (see 12). A Lazy Wizard is not easily interrupted.
Saves, Speed, and caster level
- Good Saves: Reflex and Will. Like Wizard.
- Standard Save: Fortitude. 1d20 + CON + ½ level. Poison remains the opening.
- Speed: Measured, the same grade as the Wizard—30 ft per tick through Level 3, then 35, 40, 45, and 90 at Level 10. In theory the class can run. In theory. In practice it casts Barrier and is winded by the attempt.
- Caster level: 1 CL per Charisma point, double the human rate. True Talent raises it to 2 × CHA at Level 10.
Stupid Elsewhere
Lazy Wizard has disadvantage on prescribed chance rolls involving patient, methodical work: craftsmanship, a trade, library research, identifying an unknown effect, and the enchantment ritual in 15.
The class therefore cannot equip itself. Everything it carries was made by someone else, which for a character of this power is the world's only remaining leverage.
Martial Experience
A character of this class becomes substantially more effective in martial combat through experience. They should develop a fighting style appropriate to their weapons, body, and history through organic progression. Basic Fighting Style provides a reliable benchmark when designing that style; it is not granted automatically.
Predilection Feats
These feats require the class and do not exist outside it: Word of Power · Effortless Maintenance
From Level 5: Arcane Fusion · Spell Absorption
At Level 10, the epic horizon: True Talent
None are automatic. A Lazy Wizard who has lived through nothing has only a good chart.
The rest of the Wizard's library also fits: Overcast · Spell Focus · Mana Strength · Additional Target · Mobile Caster
Playing a Lazy Wizard
- Charisma pays twice. It sets caster level and the slot reserve.
- Your strength appears over the day. One more spell action than Wizard and a deeper reserve matter most after several battles.
- Strike. At Level 9, six attacks mix with magic and preserve spells for worthy targets.
- You will never equip yourself. Find someone who will. That is a relationship, not a purchase, and the class's true constraint.