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Wizard

In the realm of Thesa, wizards are renowned wielders of arcane magic. Often portrayed as intellectually inclined but physically frail, these scholars rely on their spellbooks to command the forces of magic. What truly distinguishes wizards is their remarkable potential to learn and prepare a vast array of spells. This grants them unparalleled versatility, enabling them to adapt to a wide range of situations, whether it's unleashing destructive spells or unraveling mysteries with utility magic.
Unlike other spellcasters, wizards possess the unique ability to copy spells into their spellbooks, broadening their magical horizons over time. Their insatiable hunger for knowledge drives them to explore ancient texts, decipher cryptic symbols, and interact with magical beings to uncover new spells.
Mechanically speaking the wizard is a majorly utility class, giving many tools for their parties problem solving. They don't have many proficiencies, but the simply enourmous ammount of spells they know should be enough to cover most situations. What defines the main area of impact is which school of magic they chose.
School of Abjuration
The School of Abjuration delves into magic that thwarts, dispels, or safeguards. Critics may view it as negation rather than assertion, but you recognize the significance of ending harm, shielding the vulnerable, and dispelling malevolent forces. This path holds immense honor and value.
Known as abjurers, those in this school are sought to banish malevolent spirits, secure places from magical intrusion, and seal interplanar portals. Their skills resonate in situations where protection and counteraction of magical forces are paramount, making them indispensable defenders against the arcane unknown.
School of Conjuration
As a conjurer, your focus lies in spells that create entities and objects from pure mana. Whether summoning deadly mist or calling creatures from distant realms to battle at your side, your adeptness with conjuration is evident.
With advancing expertise, the path in the Conjuration school grants them command over the art of conjuring and transporting, enabling you to wield the fabric of reality to serve your purposes.
School of Divination
As a diviner, your wisdom in unraveling the mysteries of time, space, and the mind is valued by both royalty and ordinary individuals. Your pursuit is to unravel the intricate threads of past, present, and future, offering clarity to those in need. By delving into spells of insight, remote perception, supernatural awareness, and prescience, you aim to master the arts of discernment and foresight. Through the Divination school, your path is illuminated by the ability to see beyond the mundane, giving you a unique perspective and a crucial role in guiding those around you through the enigmas of existence.
School of Evocation
Dedicating studies to the School of Evocation means you specialize in harnessing the forces of elemental magic to conjure intense effects like blazing flames, freezing cold, deafening thunder, crackling lightning, and corrosive acids. Evokers often find their skills in high demand within military ranks, serving as formidable artillery to devastate opposing armies from a distance. However, not all evokers choose the path of benevolence; some exploit their extraordinary abilities to achieve personal goals as adventurers, outlaws, or even would-be rulers seeking to establish dominion through sheer magical might.

School of Transmutation
The intricate art of shaping energy and matter to your will. To them, the world is a canvas of malleable potential, waiting for your touch to transform it. Your magic empowers you to manipulate both physical substances and intangible qualities, allowing you to reshape reality itself. Through your mastery, you become an architect of change, wielding the very fabric of creation.
Embodying a wide spectrum of intentions and inclinations, some wield their powers with playful ingenuity, using their abilities to craft whimsical tricks or convert ordinary objects into extraordinary ones, others, however, approach their studies with a gravitas that matches the weight of their transformative power. They seek to unravel the mysteries of the universe, invoking divine forces to reshape existence itself, creating new worlds or altering the very essence of being.
School of Enchantment
They've dedicated themselves to mastering the art of beguiling and enchanting both people and creatures through your magical prowess. Your talents allow you to sway the minds of others, whether it be to foster peace by compelling the aggressive to relent or to manipulate and control the unwilling for your own purposes. Enchanters encompass a diverse range of approaches, from advocates of compassion who use their magic to inspire benevolence, to those who exert dominance by binding the resistant to their will. Positioned on a spectrum between these extremes, most enchanters utilize their skills to navigate the intricate web of influence and charm, making them versatile agents of magical intrigue and manipulation.
School of Illusion
They specialize in the art of magic that beguiles the senses, confounds the intellect, and creates intricate illusions that blur the line between reality and fantasy. This magic is a testament to the power of the mind, shaping perceptions and making the unbelievable appear plausible. Illusionists often display a range of intentions; while some, like gnome wizards, are lighthearted tricksters who employ their spells to amuse and entertain, others wield their craft with a darker intent, using their illusions to manipulate and deceive for personal advantage.
As an illusionist, you hold the key to crafting intricate and deceptive magical scenarios that captivate the imagination. Your mastery of illusions grants you the ability to manipulate reality's very fabric, casting doubt upon what is real and reshaping perception to suit your whims. Whether your motivations lean toward playful creativity or cunning manipulation, your illusions serve as a testament to your remarkable skill in bending the truth with the power of your mind.
School of Necromancy
They delve into the intricate balance between life, death, and the ethereal realm of undeath. A path leads them to understand the cosmic forces that animate all living creatures, granting you the power to harness and manipulate the very essence of vitality.
While the School of Necromancy evokes a sense of unease in many due to its connection with death, your pursuit of this arcane path isn't necessarily malevolent. Your exploration of life's intricate cycle and your ability to command its energy are driven by a deeper understanding of the universe's underlying forces. Despite the misconceptions surrounding necromancers, their journeys demonstrate the potential for harnessing these mystical energies for a variety of purposes, whether they be for healing, defense, or furthering your understanding of life's mysteries.

Expert in Warfares
Since the beggining there has been War, and amid various arcane colleges some wizards ended up becoming experts in War. The War Magic tradition distinguishes itself by blending evocation and abjuration principles into a potent fusion. War mages, as they are known, wield this synthesis to imbue their spells with exceptional force and fortify their own defenses.
As both fierce weaponry and impregnable armor, war mages seize tactical advantage with precision spells and skillfully thwart counterattacks. Their mastery extends to manipulating opponents' arcane energies. In battles, they often collaborate with fellow wizards, proving the effectiveness of their dual focus on offense and defense.
Expert in Chronurgy
Devoted to the intricate art of time manipulation, practitioners of the Chronurgy tradition delve into the mysteries of altering the very fabric of reality's progression. Through the skilled harnessing of anticipatory dunamis energy, these wizards possess the unique ability to bend time's flow, orchestrating its tempo as adeptly as a masterful musician playing an instrument. This mastery allows them to swiftly grant themselves and their allies a strategic edge, all within the span of a fleeting moment.
Expert in Cruormancy
Not much is known about the wiazrds who became experts in cruormancy. They can use blood to fuel their on magical power, making any battlefield their place of most power. Some especulate it can be considered a curse, others are certain this is a pact with fiends, regardless of that, a cruormancy expert is a seek out individual. Be it for their crimes, or simply their unique set of skills.
Expert in Graviturgy
Masters of the arcane arts within the Graviturgy tradition, practitioners delve into the intricate understanding and control of the forces that govern the attraction and repulsion of matter. These wizards harness the formidable energies of gravity, bending and shaping them with finesse to shape the outcomes of battles and shape the very fabric of reality, both to their advantage and the detriment of their foes.
Expert in Saicoturgy
Saicoturgy is often reduced as the classic trope of the "Mad Wizard". These experts end up as the antithesis of the traditional wizard, with their fascination being with a single spell, be it whatever it is. Many disregard their abilities, but they are few of the individuals that can use their fisical body as a sort of mana, allowing their power to surpass even what they are capacitated to do, and through simple dedication to a single craft, be the single best source of knowledge in whatever their favoured spell is.

Wizard's Level-up Table

Level Prof
Bonus
Features Cantrips
Known
1 +2
Arcane Recovery, Spellbook
3
2 +2
+SM
3
3 +2
---
3
4 +2
+AS
4
5 +3
---
4
6 +3
+SM
4
7 +3
---
4
8 +3
+AS
4
9 +4
---
4
10 +4
+SM
5
11 +4
---
5
12 +4
+AS
5
13 +5
---
5
14 +5
+SM
5
15 +5
---
5
16 +5
+AS
5
17 +6
---
5
18 +6
Spell Mastey
5
19 +6
+AS
5
20 +6
Signature Spells
5
+AS = Ability Score Improvement.
+SM = School of Magic Feature.

Features List

Spellcasting

  • Spellcasting Ability: Inteligence.
  • Spells Known: INT mod + 1 | +2 every level | + Spellbook addons.
  • Spellcasting Mode: Wizard (Preparation*).
  • Prepared Count: INT mod + Level.
  • Focus: Arcane.
  • Rituals: Yes (doesn't need preparation).
Spell save DC = 8 + prof bonus + your INT mod
Spell attack modifier = prof bonus + your INT mod

Spell Slots Table

Level1st Level
Spell Slot
2nd Level
Spell Slot
3rd Level
Spell Slot
4th Level
Spell Slot
5th Level
Spell Slot
6th Level
Spell Slot
7th Level
Spell Slot
8th Level
Spell Slot
9th Level
Spell Slot
1 2------------------------
2 3------------------------
3 42---------------------
4 43---------------------
5 432------------------
6 433------------------
7 4331---------------
8 4332---------------
9 43331------------
1043332------------
11433321---------
12433321---------
134333211------
144333211------
1543332111---
1643332111---
17433321111
18433331111
19433332111
20433332211

Spellbook

The power of wizardry is not inherently written, but considering remembering 100 full incantations by memory alone isn't that pratical, I guess taking care of your spellbook is important. Or not, what am I to know anyway...
— Lord Ezifarim
As a wizard, you write your spells in a customized spellbook. Despite the magic, the spellbook does not serve as an arcane focus, but it can if you engrain a magical gem on it. Paper for spellbooks is special, and when the writings are finalized on the book the wizard must pass over the draft with the gold ink. This prevents the writings to be ruined in water and allows for quick editing with magic.
In your spare time you can do one of the following with your spellbook:

  • Try to copy a spell from your appropriate school of magic:
  • Cost: 100gp
  • Time: 4 hours
  • Be taught any spell by an expert on it
  • Cost: 10gp + any additional teaching fee
  • Time: 2 hours
  • Write a copy of a spell in another spellbook
  • Cost: 10gp
  • Time: 1 hours
  • Try to create a new spell:
  • Cost: 10gp
  • Time: minutes
  • Risk: The more mana and inexperience allow the wizard to potentially cause catastrophe for themselves.
  • Arcane Recovery

    After a short rest, you can restore magical energy by consulting your spellbook. Once per day, you can recover expended spell slots, with their combined level up to half your level (rounded up), this only applies for spell slots of level 5 or lower.

    Spell Mastery

    You gain the ability to cast one chosen 1st-level spell and one chosen 2nd-level wizard spells as cantrips, provided they are prepared. To cast them at a higher level, you still need to use a spell slot as usual. Through 8 hours of study, you can swap out either or both of these chosen spells for other spells of the same levels.

    Signature Spells

    You gain control over two potent spells that you can effortlessly cast. Select two 3rd-level wizard spells from your spellbook as your signature spells. These spells are always prepared and won't count towards your prepared spells limit. Once per short rest, you can cast each of these spells at 3rd level without using a spell slot. To cast them at a higher level, you still need to use a spell slot as usual.

    Type: Arcane
    Subclass: School of Magic.
    Main Ability: Intelligence.
    Hit Dice: 1d6 + CON.
    Proficiencies:
    • Saving Throws: Intelligence, Wisdom.
    • Two Skills From:
      1. Arcana.
      2. History.
      3. Insight.
      4. Investigation.
      5. Martial.
      6. Medicine.
      7. Religion.
    • Armor: N/A.
    • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
    • Tools: N/A.
    Equipments: 4d4 * 10 gold OR:
    • A quarterstaff OR a dagger.
    • A component pouch OR an arcane focus.
    • An explorer's pack OR a scholar'd pack.
    Subclasses:
    • School of Abjuration.
    • School of Conjuration.
    • School of Divination.
    • School of Evocation.
    • School of Transmutation.
    • School of Enchantment.
    • School of Illusion
    • School of Necromancy.
    • War Expert.
    • Chronurgy Expert.
    • Cruormancy Expert.
    • Graviturgy Expert.
    • Saicoturgy Expert.
    • REDACTED.

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