Days of Gold Class Reference

The Wizard

Invented spells, arcane authority, impossible solutions, and a place of power.

Class Signature

Spellbook & Arcane Sanctuary

Starting Information

Starting Gold
50 gp
Recommended Primary Stat
Wits
Connections
1
Class Signature
Spellbook & Arcane Sanctuary
Starting Gear

Staff or dagger (2 Harm), a common scholarly outfit, quill, ink bottle, 10 sheets of paper, and a blank book for your Spellbook. You also own an Arcane Sanctuary.

Fortune

When you create a new spell, the GM gains 1 Fortune to later turn the world in the characters' favor.

Regional Knowledge

Ruins. You know how to move through and read ruins: collapsed keeps, abandoned temples, buried streets, old tunnels, dead cities, arcane wreckage, sealed vaults, and forgotten roads.

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Class Signature

Arcane Sanctuary

You begin with a secure Arcane Sanctuary: a wizard tower, arcane laboratory, strange townhouse, observatory, hidden cave, or similarly unmistakable place of your own. It provides Common Lifestyle for you and your guests, a library, secure storage, and a suitable workspace for inventing spells. It is safe for magical work and cannot be spied on from outside by mundane or magical means. Describe where it is and one impossible feature it possesses.

The Arcane Sanctuary is a toy, not a leash. It remains yours and continues functioning while you travel. Known spells never require you to return. When invention must happen elsewhere, another genuinely suitable workshop can serve, and perks can improve your reach.

Class Signature

Spellbook

Your Spellbook contains spells you have permanently learned. A known spell is any spell recorded in your Spellbook. At character creation, create 2 spells with the GM at no research cost. Each starting spell must be built as a one- or two-requirement spell. State exactly what each does, its normal casting time, range, duration, and any limit that matters. A spell does what its written entry says; it is not reduced later because it solved a problem decisively.

A lost or destroyed Spellbook can be reconstructed at your Arcane Sanctuary at the beginning of next session. You keep your already learned spells.

Invent a Spell

When you work in your Arcane Sanctuary or another suitable workspace and tell the GM what you want a new spell to do, the GM gives you 1 to 5 requirements. A spell can contain several effects and may deal up to 5 Harm. Add 1 requirement for each 1 Harm, distinct effect, or meaningful layer of potency. Potency can mean more targets, a larger area, longer duration, greater range, a stronger transformation, or another substantial increase in what the spell accomplishes. A spell is normally limited to 5 total requirements.

  • Spend a stated amount of gold on research, tools, commissions, or consumed materials.
  • Acquire a rare substance, lost text, true name, specimen, map, or impossible evidence.
  • Learn something from a particular scholar, creature, spirit, ruin, school, or witness.
  • Secure the help of a named specialist, Contact, institution, follower, or another PC.
  • Work for days or weeks without interruption, or at a particular place or time.
  • Accept a clear limitation, danger, side effect, tell, condition, or cost.
  • Test a prototype where failure would matter.

Meet every requirement and the finished spell enters your Spellbook permanently. Requirements are the price of invention, not recurring casting costs, unless explicitly written into the spell.

Cast a Spell

When you cast a known spell from your Spellbook, roll +Wits.

10+
The spell works as written.
7–9

The spell works, but you choose one:

  • Reduce its duration or reach.
  • Draw unwanted magical attention.
  • Take 1 Harm.
  • Leave an obvious trace that identifies your magic.
6−
The spell fails to take effect.

Spell Exhaustion

Repeated spellcasting wears you down. Count how many spells you attempt to cast each session.

After your third spellcasting attempt in a session, gain 1 Spell Exhaustion. Gain 1 additional Spell Exhaustion after every 3 further attempts that session.

For each Spell Exhaustion you have, take -1 ongoing to spellcasting rolls.

At the start of each session, reduce your Spell Exhaustion by 1, to a minimum of 0, and reset your spellcasting attempt count to 0.

Example Invented Spells

These examples show how requirement count can translate into scope, Harm, duration, targets, and other effects.

1 Requirement

Minor

Useful, reliable magic that solves a small problem.

  • Crack LockOpen any mundane lock you touch.
  • Spectral ServantCreate a harmless spectral servant that follows simple commands for 1 hour.
  • Mage LightCreate a floating light that follows you for 8 hours.
  • BlastDeal 1 Harm to 1 target.
  • Arcane WhisperSend a brief spoken message to someone you can see, regardless of intervening noise.
2 Requirements

Useful

Magic that replaces a useful tool, skill, or modest obstacle.

  • Spider ClimbOne creature can walk across walls and ceilings for 1 hour.
  • MendCompletely repair one mundane object no larger than a person.
  • VeilMake yourself appear as another person for 1 hour.
  • Force BoltStrike one creature at near range for 2 Harm.
  • TonguesUnderstand and speak one language you hear for the rest of the day.
3 Requirements

Significant

Magic that can substantially alter a scene or bypass a serious obstacle.

  • InvisibilityOne creature becomes invisible for 10 minutes or until they attack someone.
  • FlightOne creature can fly for 1 hour.
  • Stone PassageOpen a person-sized passage through a mundane wall up to several feet thick.
  • Lightning ArcStrike several nearby creatures for 2 Harm each.
  • Far StepInstantly teleport yourself and one willing creature to somewhere you can see.
4 Requirements

Major

Magic that can dominate a scene, affect groups, or accomplish something normally extremely difficult.

  • Mass InvisibilityUp to six creatures become invisible for 10 minutes or until they attack.
  • Greater FlightUp to six creatures can fly for 1 hour.
  • Wall of FireCreate a large wall of fire that lasts for a scene; creatures passing through it suffer 3 Harm.
  • Transmute FleshTurn one creature to stone until the spell is broken.
  • GatewayOpen a portal to a location in the same region that you have personally visited. It remains open for several minutes.
5 Requirements

Extraordinary

The kind of spell people might know you invented.

  • FireblastTarget one creature, dealing 5 Harm.
  • FirelashTarget every creature in a short cone, dealing 4 Harm to each.
  • FireballTarget several creatures in a large area far away, dealing 3 Harm to each.
  • Flying FlockA Small battalion of people gains flight for 1 hour.
  • Summon DragonSummon a small dragon with 4 Harm, Armor 2, and 6 Wounds for 1 hour.

Free Perk

Begins in play

Prestidigitation

At will, create a minor magical effect: create or snuff a small flame, produce a brief sound or illusion, clean or alter a small object, or open or close an ordinary unlocked door or window. Similar harmless effects are allowed. Prestidigitation cannot inflict Harm or overcome serious resistance.

Class Perks

Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.

  1. Arcane Sight

    After a moment of study, you know whether a visible person, place, object, or effect is magical and its broad nature. Roll only against deliberate concealment or a uniquely obscure working.

  2. Efficient Research

    When the GM gives you 2 or more invention requirements, ask for one different route to satisfy one of them. Choose which route to pursue.

  3. Familiar

    Gain a named magical familiar at Loyalty 3: 2 Wounds, Armor 0, 1 Harm. It speaks with you, can scout, and you can communicate with it telepathically at any distance while you remain in the same world. Should the familiar die, beginning next session you may return to your Arcane Sanctuary or a similar workshop to gain a new familiar.

  4. Distant Workshop

    A quiet room, one hour, and 50 gp of ordinary supplies are enough to establish a suitable invention workspace until you leave it. The room is safe for magical work and cannot be spied on by mundane or magical means.

  5. Translator

    You can read and understand any mundane, dead, scholarly, or arcane language without preparation, reference material, or a roll.

  6. Apprentice

    Gain an apprentice who can understand and learn some of the magic you teach them. Loyalty 3, 3 Wounds, Armor 0, Harm 2 (dagger). Describe them and how they came into your service. At the start of each session, or when you first acquire them, choose 2 spells from your Spellbook that they know for that session. When your Apprentice attempts to cast one of these spells, roll +your Wits and resolve it using Cast a Spell. Your Apprentice tracks Spell Exhaustion separately from you. After each spellcasting attempt, they gain 1 Spell Exhaustion level. Each level gives -1 ongoing to their spellcasting rolls. Their Spell Exhaustion clears at the start of the next session.

  7. Area of Expertise

    Choose an area of expertise. Whenever something within that field becomes relevant, the GM tells you everything a foremost scholar could reasonably know and truthfully answers your related questions. No roll is required. This does not reveal facts that could not be discovered through study.

  8. Expansion

    Add a great archive, observatory, secure vault, apprentice circle, portal chamber, or another major fictional facility to your Arcane Sanctuary. Define what it makes possible with the GM.

  9. Studied Spell

    At the start of each session, choose one known spell. When you roll a 6- while casting that spell, resolve it as a 7-9 instead. You may choose a different spell next session.

  10. Train a Stat

    Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.

History Questions

After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what their relationship looks like. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.

  1. Who believes your magic will one day cause ruin and destruction?
  2. Who has become reliant on your knowledge or magical expertise?
  3. Who has personally seen one of your spells accomplish something impossible?