Legends of Tolria
The Galactic Game

Subclass Compendium · Wizard

School of Molten-Rifting

A Riftcraft Tradition focused on Molten-Rifting — forge-heat, plasma, and the bright industrial seam between Sun and Metal.

Identity

Molten-Rifters work the Rift the way a smith works iron: with heat, hammer, and intention. Their formula run hot enough to weld plate at arm's length. Halcyion arsenal-foundries staff them by the regiment; Aurelion Houses keep them as master armorers; the deep Drownside refineries quietly pay them more than anyone else. A Molten-Rifter's casting often looks less like a channel and more like a forge in operation — and the channeler at the center of it is the bellows.

Features

  • L3 Forge-Marked

    You gain proficiency in Smith's Tools if you do not already have it, and you treat any forge, refinery, or heat-source of Tier II or higher as a casting focus for Molten-Rifting channels. When you copy a Molten-Rifting channel into your Channelbook, the credit cost is halved. When you are adjacent to an ally who is at 0 HP or stabilized but unconscious, you may add the effect of the Cauterize channel to a Molten-Rifting channel you cast on your turn without expending a separate slot. The Ignite, Plasma Bolt, Cauterize, and Forge Blade channels are always considered prepared for you and do not count against your prepared channel limit.

  • L7 Plasma Conduit

    You can route your channeling through a melee weapon you wield. While you hold a melee weapon and have at least one Molten-Rifting channel prepared, the weapon's strikes deal an additional 1d8 fire or plasma damage (your choice each strike). Additionally, when you cast a Molten-Rifting channel and you hit with a melee weapon attack on the same turn, that channel deals an additional 1d8 fire or plasma damage. This bonus stacks with no other Molten-Rifting rider on the same strike.

  • L11 Forge Bond

    Over the course of an 8-hour forge ritual, you bond with a single melee weapon, treating it as a Tier IV item for the purposes of overcoming damage resistance and immunity. While you wield the bonded weapon, its damage rolls add a +1d6 fire damage rider on a hit, and you can recall it to your hand as a bonus action from any range on the same plane. If the bonded weapon is destroyed or you wish to bond a new weapon, you must complete another forge ritual. You can have only one Forge Bond active at a time.

  • L15 Reforge Mastery

    The Reforge channel can be cast once per short rest without expending a slot, and its casting time is reduced by one step (e.g., 1 minute becomes 1 action). Additionally, when you cast Reforge, you can choose to grant the reforged item a +1 enhancement bonus to attack and damage rolls (or to AC, for armor) until your next long rest. Only one such enhancement may be active at a time.

  • L18 Pyromaster

    As a bonus action, once per long rest, you assume the aspect of the living forge for 1 minute. While in this aspect: you are immune to fire damage and resistant to bludgeoning damage from non-Rift, non-energy sources; you radiate intense heat in a 10-ft aura, and any hostile creature that starts its turn within the aura or enters it for the first time on a turn takes 2d8 fire damage (no save); your Plasma Conduit damage increases to 2d8; and your melee weapon attacks ignore fire resistance. Flammable objects within the aura that are not worn or carried ignite. The aspect ends early if you are reduced to 0 HP.