Wizard: School of Illumination
The school of illumination
blends observations of the heavens with the manipulation
of light and shadow into an arcane tradition that's
closely tied with the Shadow Roads. Many of its spells
have much in common with divination, illusion, and
necromancy. Unlike those schools, illumination magic is
obscure and rarely practiced outside the Shadow Roads.
Its practitioners have been likened to elementalists who
manipulate shadow instead of fire, earth, air, or water.
This school is not simply about controlling shadow,
however; its focus is simultaneously light and the absence
of light. Starlight, in particular, holds special meaning
within this school. Illumination mages study the evershifting alignment of the stars in their effort to read the
road map of fate—a study that inevitably leads them out
of the starless Shadow Roads and into contact with the
mortal world.
Members of the School of Illumination, called
illuminators, use the stars to predict when danger is near,
and draw on the power of darkness to attack their foes.
This school is popular with delvers into the underworld,
because its spells work best where light is dim or absent.
Except as noted below, illuminators function as wizards
and use the wizard spell list.
Instead of using this feature on yourself, you can grant advantage on an initiative roll to one other creature you can see when initiative rolls are made, but doing this prevents you from using the benefit on yourself in that combat. You can choose whether to use this feature at the moment initiative is rolled, but you must make the decision before rolling the die.
Illumination Magic Savant
Beginning when you select this school at 2nd level, the gold and time needed to copy illumination spells into your spellbook is halvedOmen of Warning
Starting at 2nd level, you can forecast danger for the next 24 hours by studying the stars for 1 hour. The stars must be visible to you for you to use this feature. Studying the stars in this way gives you advantage on up to two initiative rolls. The bonus remains for 24 hours or until the end of your next long rest.Instead of using this feature on yourself, you can grant advantage on an initiative roll to one other creature you can see when initiative rolls are made, but doing this prevents you from using the benefit on yourself in that combat. You can choose whether to use this feature at the moment initiative is rolled, but you must make the decision before rolling the die.
Master of the Radiant Heavens
Starting when you reach 6th level, the spell attack modifier and spell save DC for any cantrips you cast in dim light or darkness increases by 1.llusions of Permanence
Beginning at 10th level, illusion spells you cast that require concentration last for 1 round after you stop concentrating, as long as the spell hasn’t exceeded its duration.Comprehension of the Starry Sky
Starting at 14th level, during a long rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible to you for you to use this ability. The insight you gather is stored as a small reserve of magic inside an item that has meaning to you; a star chart or an astrolabe is commonly used, but any item that can be held in your hand will suffice. When the item is in your hand, you can consume that stored magic as a bonus action to produce one of the effects described below. The insight is expended in one use, and it is lost if it hasn’t been used within 24 hours or by the time you start your next long rest:- Comet. Comets are the harbingers of change and instability. You can change your appearance as if you had cast an alter self spell, but the effect doesn’t require concentration and lasts until you finish a long rest.
- Conjunction. Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell you cast.
- Eclipse. Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that deals necrotic damage, you can reroll a number of damage dice equal to your Intelligence modifier (minimum of one die). You must use the new rolls.
Illumination Spell List
You always have the following spells prepared at the appropriate levels and they do not count against the number of spells you know.Spell Level | Spells |
---|---|
Cantrip | Shadow Bite, Shadow Blindness, Silhouette, Star Burst |
1st | Cloak of Shadow, Guiding Star, Shadow Hands |
2nd | Orb of Light, Slither |
3rd | Compelling Fate, Shadow Trove, Shield of Star and Shadow |
4th | Black Hand, Flickering Fate |
5th | Starfall |
6th | Black Well |
7th | Icy Grasp of the Void, Last Rays of the Dying Sun, Starry Vision |
8th | Summer Star |
9th | Star's Heart |
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