Wizard

The Arcane Society of Wizards emerged before the founding of the Great Kingdom to rein in the excess and danger of uncontrolled and ungoverned magic use. The wizards defined the laws of magic and assigned the spells and effects to the various traditions known today. As important as these magic-users were, scandal, division, betrayal, and infighting destroyed the order and scattered its members across the lands. The wizards of today belong to no such organization but model themselves after their namesakes, being devoted to magical study.
An academic approach to learning magic rewards you with the title of wizard. You might have apprenticed under another wizard, studied at an academy of magical knowledge, or simply taught yourself from books and scrolls you found in your adventures.
You acquire a magical book called a grimoire. The book can have any appearance you choose. Magical protections safeguard the book so that if it is destroyed or lost, it returns to you after you rest.

Level 3 Wizard

Attributes: Increase two attributes by 1 each.
Health: +4
Languages: Any one
Traditions: One, Spells: Two expert
Wizard Grimoire (Magical): You have a magical book called a grimoire. You decide the book’s appearance. If the book is destroyed or lost, it returns to you after you rest.
While you carry the grimoire, you make Intellect rolls with 1 boon and you impose 1 bane on rolls against your Intellect. In addition, you are immune to the Intellect impaired affliction.
Your grimoire holds all the spells you have learned and additional ones as well. Choose four novice spells from any traditions to add to your grimoire. You add one expert spell at levels 4 and 6, and one master spell at level 9.
You can spend 1 hour after you rest to study your grimoire. When you finish, you can exchange one spell you have learned for a spell of the same tier contained in your grimoire. Alternatively, you can trade one expert spell you have learned for two novice spells, or vice versa. The exchange lasts until you use this aspect of this talent again.

Level 4 Wizard

Health: +4
Spells: One expert
Wizard Sight (Magical): You can use an action, or a reaction when you see a creature or object, to gain the ability to see auras around any creature, object, or space under the effects of magic. You also see auras around angels, demons, faeries, fiends, spirits, and undead, as well as any creature created by magic, such as creations and summoned creatures. The aura thwarts the benefits of invisibility, if a creature has it, and prevents the creature from hiding from you. The effect lasts 1 hour but ends early if you become unconscious. You can use this talent a number of times equal to half your level. You regain expended uses after you rest.

Level 6 Wizard

Health: +4
Spells: One expert
Burn the Page: If you hold your grimoire, you can use an action to cast a spell contained in it as if that spell was an inscription. When you do, however, the spell disappears from your grimoire until after you rest.

Level 9 Wizard

Health: +4
Spells: One master
Magic Savant: After each rest, you can choose one novice spell, one expert spell, and one master spell you have learned. Increase the castings you have for each spell by an amount equal to its normal number of castings.