Wizard
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.
Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
The lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
Subclasses
Basics
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Base Hit Points: 40
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Hit Points per Advancement: 10
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Actions: 1 Attack, 1 Bonus, 1 Reaction
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Casting Attribute: Intelligence
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Starting Kit:
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Quarterstaff
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Tome
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Proficiencies
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Armor: None
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Weapons: Simple weapons
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Saving Throws: Intelligence, Wisdom
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Skills: Arcana, Investigation
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Proficiency Bonus:
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Level 8: +2
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Level 10: +1 (3)
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Level 12: +1 (4)
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Arcane Recovery
Once per long rest, you may recover a 1st, 2nd, and 3rd level spellslot while out of combat.
Arcane Traditions
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. Choose your arcane tradition from the four available: Bladesinging, the School of Enchantment, the School of Evocation, and the School of Necromancy. These will be unlocked at Level 10 and reach their full potential at Level 12.
Spellbooks
Through arcane research or experience, wizards are able to document and expand their own arcane knowledge through spells located within spellbooks. These are broken down into three levels of spellbooks. Minor, Basic, and Advanced. Which can be created by wizards at 8th, 10th, and 12th level respectfully once every three days. Additionally beginning at 12th level, once every two weeks a wizard may copy any spellbook in their possession. The requirements to create or copy a spellbooks are one tome, 2 arcane residue per spell level held within, and 50 gold per spell level held within.
Enchantment (Minor)
Charm Person
Enchantment
1 Action
V, S
You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns.
(8 + Spell Bonus vs WIS Save)
Illusion (Minor)
Invisibility
Illusion
1 Action
V, S
A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell.
Transmutation (Minor)
Dragon's Breath
Transmutation
1 Bonus Action
V, S
You touch a willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the end of combat, the creature can use an action to exhale energy of the chosen type in a 2 tile cone.
Conjuration (Basic)
Sword Burst
Conjuration
1 Action
V
You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage.
Evocation (Basic)
Frostbite
Evocation
1 Action
V, S
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn.
(8 + Spell Bonus vs CON Save)
Necromancy (Basic)
Chill Touch
Necromancy
1 Action
V, S
You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn.
3d8 Necrotic Damage
(1d20 + Spell Bonus vs AC)
School specific books, such as Evocation and Necromancy, may only be created by wizards who follow those arcane traditions. Beginning at 12th Level, any wizard may take a minor and basic spellbook they possess and combine it into an Advanced Spellbook which grants the spells of both books at once.
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Spell Slots
Level 8
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1st: +4
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2nd: +3
Level 10
- 3rd: +3
- 4th: +2
Level 12
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4th: +1
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5th: +2
Combat Spells
The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.
Acid Splash
Conjuration
1 Action
V, S
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw)
Flavor Spells
The following spells are included in the wizard's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.
Control Flames
Transmutation
1 Action
S
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
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You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
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You instantaneously extinguish the flames within the cube.
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You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
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You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.