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Wizard - Solinar Arcane Scholar

WIZARD (Solinar Arcane Scholar)

Core Concept

Wizards are mana theorists and field engineers of Aurelia. They learn to:

  • Calculate moons, star positions, and mana tides
  • Shape ambient mana through formula (spells)
  • Interface with old magitech and mana anomalies

They’re less “generic book mages” and more:

  • Mana physicists
  • Celestial mathematicians
  • Artifact hackers

They are purely arcane (Ambient Mana source hybrids (like a lunar-arcane theurge) would be future archetypes or prestige paths.


Class Basics (Mechanical Chassis)

Use D&D 5e / PF1 hybrid assumptions as a guideline:

  • Hit Die: d6
  • Primary Ability: Intelligence
  • Saves: Intelligence, Wisdom
  • Armor: None
  • Weapons: Simple weapons
  • Spellcasting: Full arcane caster, prepared spells from a spellbook
  • Proficiencies:
  • Skills: Choose 2 from Arcana, History, Investigation, Nature, Religion, Insight
  • Tools: One type of arcane toolset (scribe’s kit, alchemist’s tools, or magitech tinkering kit)

Spellcasting Structure (Summary Only)

  • Spell Slots: As standard Wizard (full caster progression 1–9)
  • Cantrips: Start with 3, scale up to 5 by high levels
  • Preparation: Int mod + wizard level spells prepared
  • Ritual Casting: Yes (for appropriate spells)
  • Spell List Theme:
  • Standard arcane suite: evocation, illusion, divination, etc.
  • PLUS Solinar-flavored spells: mana storm shaping, moonlight scrying, portal calibration, gravity tweaks, auroral veils, etc. (we’ll detail lists later)

Class Features by Level

Level 1 – Mana Scholar

1. Spellcasting

  • You learn to prepare and cast wizard spells using Intelligence.
  • You have a spellbook with 6 1st‑level spells known.
  • You know 3 cantrips.

2. Arcane Tradition (Subclass Seed)

  • You choose a Wizard Tradition at level 1. This is earlier than standard to give strong flavor from the start.
  • Available traditions in this first pass:
  • Manafield Theorist (pure arcane/mana physics, battlefield control, metamagic‑like tweaks)
  • Astral Cartographer (celestial/portal specialist, teleportation, star/Weeping Gate themes)
  • Runesmith of the Lost Age (magitech focus, item/construct magic, old-tech integration)
  • You gain your tradition’s Level 1 feature(s) now; more at 2, 6, 10, 14 (detailed later).

3. Mana Sense

  • You can sense concentrations of ambient mana.
  • As an action, you can detect:
  • Presence of active spells, magical effects, or mana anomalies within 30 ft.
  • Whether local mana is thin (day), normal, or dense (night, wild‑magic zones).
  • This functions like an always‑on, narrower Detect Magic, usable Int mod times per long rest.

4. Scholar of the Solinar Age

  • You gain proficiency in Arcana and one additional knowledge skill (History, Religion, or Nature).
  • When you make Arcana checks related to:
  • Moons and celestial events
  • Ancient portals/old magitech
  • Mana anomalies (Ember Reaches, Glass North, Mana Storm Belts, etc.)
  • you can treat a d20 roll of 9 or lower as a 10.

Level 2 – Arcane Specialization

1. Arcane Recovery (Rethemed: Mana Reclamation)

  • Once per day after a short rest, you can recover expended spell slots.
  • Slots recovered total up to half your wizard level (rounded up).
  • In high-mana conditions (Nightwatch or wild-magic region), you may add +1 level to the total recovered (once per long rest).

2. Tradition Feature (2nd‑level)

  • Your chosen tradition grants an additional feature at this level.

Level 3 – Mana Shaping

1. Arcane Shaping

  • You can slightly reshape your spells to adapt to the mana field.
  • When you cast a spell of 1st level or higher, you can choose one of:
  • Extend Reach: Increase range by 50%.
  • Stabilize Effect: You gain advantage on Concentration checks to maintain that spell.
  • Subtle Casting (minor): You can ignore verbal OR somatic components (not both) for that spell.
  • You can use this feature a number of times equal to your Intelligence modifier per long rest.

Level 4 – Ability Score Improvement

  • Standard ASI or feat.

Level 5 – Advanced Spellcasting

1. Access to 3rd‑level Spells

  • Classic full‑caster progression.
  • At this level your magic is powerful enough to:
  • Open/close minor rifts
  • Manipulate gravity in localized ways
  • Perform substantial battlefield control

2. Mana Overload (Minor)

  • When you cast a spell of 3rd level or higher in a dense-mana zone (night, Mana Storm Belt, Perpetual Twilight Valley, etc.), you can overload it:
  • The spell gains a +2 bonus to spell attack rolls or increases the save DC by 1 (your choice).
  • After overloading, roll a d20:
  • On a 1, you suffer mana backlash: take force damage equal to the spell’s level and have disadvantage on Concentration checks until the end of your next turn.

Level 6 – Tradition Feature

  • Your chosen tradition grants a new feature (see subclass section).

Level 7 – Celestial Calculus

You’ve learned to factor moons and star positions into your magic.

  • Once per long rest, you can spend 10 minutes doing calculations and observation (or consulting charts).
  • For the next 8 hours, choose one effect:
  • Lunar Harmony: While your primary moon (or a bright moon) is visible, your spell save DC increases by +1.
  • Void Safeguard: You gain advantage on saving throws against spells or effects from eldritch/outer sources (Silent Void, Weeping Gate, etc.).
  • Storm Alignment: When in regions of magical weather (Mana Storm Belts, auroral veils), your spells ignore half cover and three-quarters cover.

You can change the chosen effect only after recalculating.


Level 8 – Ability Score Improvement

  • Standard ASI or feat.

Level 9 – High Arcana

1. 5th‑level Spells

  • You gain access to potent magic: teleportation, planar contact, mass control.

2. Manafield Insight

  • When you cast a spell that affects an area (sphere, cylinder, cone, line, etc.), you can reshape the area slightly:
  • You can exclude a number of 5‑foot cubes equal to your Int mod (min 1) from the area.
  • You can do this once per turn without extra cost.

Level 10 – Tradition Feature

  • New feature from your chosen tradition.

Level 11 – Arcane Mastery (Minor)

  • Your understanding of ambient mana deepens:
  • Choose two 1st‑level spells and one 2nd‑level spell from your spellbook.
  • You can cast each of these spells once per long rest without expending a spell slot.
  • At least one of them should be utility/non‑combat (your DM can nudge).

Level 12 – Ability Score Improvement

  • Standard ASI or feat.

Level 13 – Greater Arcana

  • Access to 7th‑level spells.

Mana Anchor

  • As a reaction when you would be teleported, banished, or forced through a portal, you can attempt to anchor yourself.
  • Make an Intelligence saving throw vs the effect DC:
  • On a success, you remain in place and the effect fails for you.
  • You can use this feature Int mod times per long rest (min 1).

Level 14 – Tradition Feature

  • New feature from your chosen tradition.

Level 15 – Nightwatch Adept

  • You are exceptionally adept at Nightwatch casting:
  • At night or in dense-mana zones:
  • Your Concentration checks to maintain spells are made with advantage.
  • Once per long rest, you can treat a Concentration save as if you rolled a 20 (after seeing the roll).
  • In thin‑mana zones (strong anti-magic, solar pulse disruptions), you suffer:
  • Disadvantage on Arcana checks to identify spells/effects.
  • You can negate this disadvantage for 10 minutes by expending a 3rd‑level spell slot to forcibly stabilize the manafield around you.

Level 16 – Ability Score Improvement

  • Standard ASI or feat.

Level 17 – Master Arcana

  • Access to 9th‑level spells.

Mythic Calibration (Foreshadowing Mythic Power)

  • When you cast a spell of 5th level or higher, you can attempt a mythic calibration:
  • You spend an extra spell slot of 3rd level or lower.
  • The spell’s range doubles, duration doubles, OR its area increases by 50%.
  • After casting, roll a d20:
  • On a 1–2, you attract the attention of outer or mythic forces (Silent Void, Weeping Gate echoes, etc.), giving the GM license to foreshadow consequences or weird phenomena.

You can use Mythic Calibration a number of times equal to your Int mod per long rest.


Level 18 – Spell Mastery

  • As standard wizard-like: choose one 1st‑level spell and one 2nd‑level spell from your spellbook.
  • You can cast these spells at their lowest level without expending a spell slot, as long as you are not in a fully anti-magic zone.
  • They effectively become mana cantrips for you.

Level 19 – Ability Score Improvement

  • Standard ASI or feat.

Level 20 – Archmage of the Manafield

1. Arcane Apex

  • Your Intelligence increases by 2, to a maximum of 22.
  • Your spell save DC and spell attack bonus each increase by +1.

2. Living Conduit

  • You become a walking node of stabilized ambient mana:
  • Spells you cast ignore resistance to damage from force, psychic, or one elemental type of your choice (chosen when you reach 20th level).
  • Once per long rest, when you cast a spell of 5th level or higher, you can:
  • Immediately regain a spell slot of 3rd level or lower, and
  • Cause a visible auroral veil to briefly form around you, signaling to sensitive creatures and seers that a major casting has occurred.

Wizard Traditions (Subclasses)

You asked for wizard + its subclasses. I’ll outline three, each tightly bound to your world. Each gets features at levels 1, 2, 6, 10, 14.

1. Manafield Theorist

Pure “mana physicist” wizard: battlefield control, metamagic‑like flexibility, best at exploiting wild‑magic regions and night.

Level 1 – Manafield Equation

  • Choose one of the following Equation Styles:
  • Conservative: You gain a +1 bonus to Concentration checks and can reroll one damage die on a spell each turn (must use the new result).
  • Expansive: When you cast a spell that targets only one creature, you can choose to have it target two creatures within 10 feet of each other; the second target gets advantage on the saving throw. Usable Int mod times per long rest.
  • You also gain proficiency in Mathematical Tools / Astral Charts (flavorful tool proficiency for celestial calculations).

Level 2 – Controlled Flux

  • When in a wild-magic zone (Mana Storm Belt, auroral veil, etc.), your spells are more stable:
  • You have advantage on any checks or saving throws to avoid wild-magic surges or random spell alterations.
  • Once per short rest, when a wild-magic event would alter your spell, you can choose the result instead of rolling randomly (GM provides 2–3 options; you pick).

Level 6 – Differential Casting

  • You gain two Differential Casting Options (mini metamagic). When you cast a spell, you can apply one option by spending a spell slot one level higher than normal:
  • Gradient: Increase the spell’s save DC by 2 for one target, but decrease it by 2 for another target within range (you choose).
  • Inertial Shift: You can move the center of an area spell by up to 10 feet after seeing the initial placement.
  • Dampened Feedback: If the spell damages you (or you’re caught in its area), you take half damage from it.
  • You learn one additional option at levels 10 and 14 (for a total of 4).

Level 10 – Nightwatch Calculus

  • At night or in dense-mana zones:
  • Once per turn when you roll damage for a spell, you can reroll one damage die and take either result.
  • Once per long rest, you can maximize one damage spell of 3rd level or lower (all dice take max value).

Level 14 – Grand Equation

  • Choose one Grand Equation:
  • Equation of Stasis: Once per long rest, when you cast a spell with a duration other than instantaneous, you can double its duration without using a higher-level slot.
  • Equation of Entropy: Once per long rest, designate a creature you hit with a spell. For 1 minute, they cannot regain hit points except by mythic-level or divine-intervention-like effects.
  • Equation of Resonance: Once per long rest, when you successfully damage a creature with a spell, you can cause a resonance: the next spell that hits that same creature within 1 minute deals extra damage equal to your wizard level.

2. Astral Cartographer

Specialists in celestial navigation, portals, teleportation, and the Weeping Gate.

Level 1 – Star Mapper

  • You gain proficiency in Navigator’s Tools (Astral) and one extra language (often an ancient or planar language).
  • You can always determine:
  • Cardinal directions
  • Local time
  • Approximate positions of the major moons and visible planets (unless deep underground or magically obscured).
  • When you cast teleportation or planar spells, you gain a +2 bonus to any Arcana checks to control the destination.

Level 2 – Portal Sense

  • You can sense portals, planar scars, and old gates:
  • As an action, detect any such features within 60 feet (through thin barriers) a number of times equal to your Int mod per long rest.
  • When examining a portal for 1 minute:
  • You can learn its current destination (or its last known destination, if broken).
  • You can tell if it’s stable, unstable, or corrupted by outer/void forces.

Level 6 – Gate Tuning

  • You can attempt to tune a portal or teleport effect:
  • When using a spell like Teleport, Dimension Door, Plane Shift, or an ancient gate:
  • You can make an Arcana check to improve your control.
  • On success (DC set by GM, often 15–20):
  • Reduce any miss‑chance or scatter effect by half.
  • Or temporarily stabilize a dangerous gate for 1 minute.
  • You can also expend a 3rd‑level slot to:
  • Temporarily seal a minor rift or portal for 1 hour.

Level 10 – Star Paths

  • You learn two Star Paths, special enhancements for your travel magic:
  • Lunara’s Safe Road: When you teleport, you and willing allies gain resistance to all damage until the start of your next turn.
  • Noctis’ Shortcut: Once per short rest, when you cast a teleportation spell of 4th level or higher, you can reduce its casting time to 1 bonus action.
  • Velis’ Crossroads: Once per long rest, you can cast a teleportation spell with no chance of mishap as long as you’ve seen the destination at least once.
  • You know 2 paths at 10, and gain a third at 14.

Level 14 – Weeping Gate Adept

  • You can safely draw on the Weeping Gate’s power (within reason):
  • Once per long rest, you can cast a teleportation or planar spell as if using a spell slot two levels higher (no additional slot cost).
  • However, each time you use this, roll a d20:
  • On a 1, a minor outer anomaly occurs (hallucinations, strange gravity, whispers, or an omen of the Silent Void), giving the GM a hook but not immediately killing you.

3. Runesmith of the Lost Age

Magitech wizard: runes, constructs, powered devices, interfacing with old tech from Aurelia’s prior civilizations.

Level 1 – Rune Etching

  • You gain proficiency with Smith’s Tools or Tinker’s Tools.
  • You can inscribe simple runes on weapons, armor, and items:
  • As a 1‑hour ritual, you can imbue a nonmagical weapon, shield, or suit of armor with a minor rune:
  • Weapon: +1 to attack rolls for 24 hours.
  • Armor/Shield: +1 to AC for 24 hours.
  • You can maintain a number of such rune‑imbued items equal to your Int mod at any time.

Level 2 – Spell Engine Integration

  • You can store spells in rune engines:
  • After finishing a long rest, you can choose one 1st‑level spell and one 2nd‑level spell you know.
  • You inscribe them onto rune plates or gadgets, creating spell engines.
  • An ally holding the engine can, as an action, trigger the stored spell as if you cast it (using your stats).
  • You can have a number of active spell engines equal to half your wizard level (rounded up).

Level 6 – Arcane Armorist

  • You can create and wear magitech armor:
  • You become proficient with light armor and one special runic harness of your own design.
  • While wearing your runic harness:
  • You can ignore somatic components of spells.
  • You gain resistance to lightning or force damage (choose when you craft it; can be changed after a week of work).
  • Once per short rest, you can discharge the armor’s runes to:
  • Gain temporary hit points equal to twice your wizard level, or
  • Gain advantage on a saving throw against a spell or magical effect.

Level 10 – Construct Companion

  • You construct a Runic Assistant (small or medium construct):
  • Stat‑wise, use something like a slightly beefed‑up familiar/steel defender hybrid:
  • HP: 5 × your wizard level
  • AC: 13 + your Int mod
  • Attacks: modest (1d6 + Int mod melee or ranged arcane bolt)
  • It:
  • Acts on your initiative.
  • Can deliver touch spells for you.
  • Can use its reaction to impose disadvantage on an attack against you if it’s within 5 ft.
  • If destroyed, you can rebuild it with 8 hours of work and 100 gp in components.

Level 14 – Legacy of the Sky-Forges

  • You can tap into ancient sky‑forge patterns:
  • Once per long rest, you can:
  • Cast Any 5th‑level or lower spell you know without using a spell slot, or
  • Temporarily grant a mundane item +2 enhancement and a simple magical property (glowing, feather fall, minor shield, etc.) for 24 hours.
  • When you do, your runes glow with star‑blue light, and sensitive creatures may recognize you as a heir to lost magitech traditions.

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