Wizard

Starting Stats and Abilities

Health:
3 Strikes
Armor:
Light (Save against wounds on a 6/ miraculous save 6)
Boon:
Magical mystery tests
Mystic Barrier:
As an action you can shield yourself with magic until it absorbs a hit or you fall unconscious.
Master of Magic:
Gain mastery in one circle of sorcery.
Seeker of Sorcery:
Can cast magic from scrolls. Start the game with two random scrolls.
Wand or Staff:
You can shoot mystic bolts from a wand or staff. This is a ranged attack hitting one target and rolling 1D6; cannot crit and will only ever do one strike on a hit.

Spellbook

2nd-level wizard feature

You have a spellbook. Whenever you cast a spell from a scroll, as it burns up, the magic is transcribed to your spellbook. Each spell in your spellbook can be cast once per day following the scroll rules for casting.

Arcane Tradition

2nd-level wizard feature

You choose an arcane tradition shaping your ractice of magic through one of 11 schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromany, Transmutation, War Magic, Bladesinging, or Order of Scribes.

Your choice grants you features at 2nd level and again 6th, 10th, and 14th level.

Spell Mastery

18th-level wizard feature

When casting from you spellbook you may re-roll any 2s.

Signature Spells

20th-level wizard feature

Spells in your spellbook can now be cast an unlimited number of times each day.

Arcane Traditions

School of Abjuration

Arcane Ward

2nd-level wizard feature

Whenever you successfully cast a spell, if your Mystic Barrier is not activated you may have it instantly do so.

Projected Ward

6th-level wizard feature

When a creature near you that you can see is hit with an attack you can transfer your Mystic Barrier to them to absorb the hit.

Improved Abjuration

10th-level wizard feature

You can roll 3D6 when casting spells from your spellbook.

Spell Resistance

14th-level wizard feature

You have a boon to resist any magic you do not want to affect you.

Furthermore, you have a boon to any miraculous save against magic.

School of Conjuration

Minor Conjuration

2nd-level wizard feature

You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Benign Transposition

6th-level wizard feature

Once per scene, you can use your action to teleport to any spot near you that you can see. Alternatively, you can choose a space within near you that is occupied by a creature. If that creature is willing, you both teleport, swapping places.

 

 

If you successfully cast a spell from your spellbook, this ability refreshes.

Focused Conjuration

10th-level wizard feature

While anchoring a spell, you add a boon to armor and miraculous saves.

Spell Resistance

14th-level wizard feature

Any creature that you summon has 1 extra strike.

School of Divination

Portent

2nd-level wizard feature

At the start of each day, roll two d6s and record the numbers rolled. You can replace any test roll, made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

6th-level wizard feature

Each spell in your spellbook can be cast twice per day.

The Third Eye

10th-level wizard feature

As an action choose one of the following benefits, which lasts for a scene.

Darkvision: See twice as far in dim light.

Ethereal Sight: You can see into the Ethereal Plane.

Greater Comprehension: You can read any language.

See Invisibility: You can see invisible creatures and objects near you.

Greater Portent

14th-level wizard feature

Roll three d6s for your Portent feature, rather than two.

School of Enchantment

Hypnotic Gaze

2nd-level wizard feature

As an action, choose one creature next to you that you can see. If the target can see or hear you, it must succeed on a magical resistance roll or it loses it’s turn until the end of your next turn.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move away from the creature, if the creature can neither see nor hear you, or if the creature takes a strike.

Once the effect ends, or if the creature succeeds on its initial magical resistance roll against this effect, you can’t use this feature on that creature again until the next day.

Instinctive Charm

6th-level wizard feature

When a creature you can see attacks you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must make a succeed on a magial resistance roll or it must target another creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. If resisted, you can’t use this feature on the attacker again until the next day.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

Split Enchantment

10th-level wizard feature

When you cast Hypnotic Gaze or a spell from your spell book that targets or affects only one creature, you can have it target or affect a second creature.

Alter Memories

14th-level wizard feature

You gain the ability to make a creature unaware of your magical influence on it. When you cast a spell on one or more creatures, you can alter one creature’s understanding so that it remains unaware of what you did to it.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the recent moments. The creature must succeed on a magical resistance roll or lose up to 6 hours of its memories for a scene.

School of Evocation

Sculpt Spells

2nd-level wizard feature

When you cast a spell from your spellbook you can choose to have it or the effect it creates not harm any number of target creatures you can see.

Potent Cantrip

6th-level wizard feature

Whenever you cast a spell any magical resistance roll of a 6 counts as a 5.

Emporwered Evocation

10th-level wizard feature

Any spell you cast from your spell book does an additional strike of damage.

Overchannel

14th-level wizard feature

Whenever you take spellburn add 2 strikes to the spells effect.

 

 

School of Illusion

*Illusion circle of magic required.

Improved Minor Illusion

2nd-level wizard feature

As an action, you can cast a minor illusion that always works. No magic resistance roll needed.

You create a sound or an image of an object near to you that lasts for a scene. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

Malleable Illusions

6th-level wizard feature

As an action you can change the look or sound of an illusion spell that you have already cast.

Illusory Self

10th-level wizard feature

Once per scene, when you are hit with an attack you can immediately interpose an illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Illusory Reality

14th-level wizard feature

When you cast an illusion spell you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a free action while the spell is ongoing. The object remains as long as the spell is anchored. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

School of Necromany

*Necromany circle of magic required.

Grim Harvest

2nd-level wizard feature

Once per turn when you kill one or more creatures with a spell you regain one strike. You don’t gain this benefit for killing constructs or undead.

Undead Thralls

6th-level wizard feature

When you cast a necromany spell to raise the dead, it automatically succeeds if you only target only one corpse or pile of bones, creating a zombie or animated skeleton, as appropriate.

The undead you create with this feature has the following benefits:

• It has one additional strike of health.

• It does not need to be anchored.

This effect ends if you use it again, you use another spell to raise the dead, or you die.

Inured to Undeath

10th-level wizard feature

You add a boon to any tests, armor saves, or miraculous saves against necromany magic or attacks from undead.

Command Undead

14th-level wizard feature

As an action, you can choose one undead that you can see within a far (60ft) range. No resistance roll required if it is an animated skeleton or a zombie. It becomes friendly to you and obeys your commands until you use this feature again.

More powerful undead are harder to control in this way. If the target is not an animated skeleton or a zombie it must make a magical resistance roll. If it fails it becomes friendly to you and obeys your commands until you use this feature again or it succeeds on a miraculous save, which it makes at the start of each of it’s turns.

School of Transmutation

Minor Alchemy

2nd-level wizard feature

You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose the anchor, the material reverts to its original substance.

Transmuter’s Stone

6th-level wizard feature

Once per day you can create a transmuter’s stone. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

  • Darkvision: You can see twice as far in dim light.
  • You can move twice during your turn.
  • Proficiency in Constitution saving throws

 

 

  • You gain a boon to any armor or mirculous save against elemental effects.

Each time you cast a spell you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

Shapechanger

10th-level wizard feature

Once per scene you can cast a spell from the Shapeshifter circle of magic. If you target yourself, no magical resistance roll is required.

Master Transmutation

14th-level wizard feature

Once per day you can use your action to destroy your transmuter’s stone and create one of the following effects:

Major Transformation: You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value.

Panacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its health.

Restore Life: You return a dead creature you touch with the transmuter’s stone to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 strike of health.

This effect also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, restore missing body parts or remove magical diseases, curses, or similar effects

Restore Youth: You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 4d6 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

War Magic

Arcane Deflection

2nd-level wizard feature

When you fail a magic resistance roll you can expend your Mystic Barrier to negate the effect.

Tactical Wit

2nd-level wizard feature

If you go first in combat, any magical resistance rolls against any spell you cast have a bane.

Power Surge

6th-level wizard feature

Whenever you successfully negate a spell with your Mystic Barrier you gain one power surge, as you steal magic from the spell you foiled. You can only have one power surge at a time.

Once per turn when you deal damage with a spell, you can spend one power surge to deal an additional strike.

Durable Magic

10th-level wizard feature

While you are anchoring a spell you have add a boon to any armor or miraculous saves.

Deflecting Shroud

14th-level wizard feature

When you use your Mystic Barrier to negate a strike or magical effect, up to three creatures of your choice that you can see within a far (60ft) distance each take a strike.

Bladesinging

Training in War and Song

2nd-level wizard feature

You gain a boon to melee and performance tasks.

Bladesong

2nd-level wizard feature

Once per scene, as a free action, you can start the Bladesong. It ends if you are incapacitated, if you don medium or heavy armor or a shield, or you choose for it to end. While it is active, you gain the following benefits:

  • Your to hit number increases by 1.
  • You can move twice each turn.
  • You gain a boon to acrobatics tasks.
  • While anchoring a spell you gain a boon to armor saves, miraculous saves, and magical resistance rolls.

Extra Attack

6th-level wizard feature

When you use your action to attack and you miss, you can make another attack. Do not take a Karma if you hit with the second attack. Each turn, one of these attacks can be replaced with the casting of a spell.

Song of Defense

10th-level wizard feature

You can cast your Mystic Barrier as a free action.

Song of Victory

14th-level wizard feature

When confirming a crit roll twice dice instead of one.

Order of Scribes

Wizardly Quill

2nd-level wizard feature

You can magically create a Tiny quill in your free hand. The magic quill has the following properties:

 

 

  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • During a 10 minute period, you can transcribe a scroll into your spellbook without casting it.
  • You can erase anything you write with the quill if you wave the feather over the text.

This quill disappears if you create another one or if you die.

Awakened Spellbook

2nd-level wizard feature

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

  • When you cast a spell, you can temporarily replace its damage type with a type that appears in any spell in your spellbook.
  • Each spell in your spellbook can now be cast twice per day.

If necessary, you can replace the book while resting by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. The old spellbook is destroyed if it still exists.

Manifest Mind

6th-level wizard feature

You can conjure forth the mind of your Awakened Spellbook. As a free action while the book is on your person, you can cause the mind to manifest as a tiny spectral object, hovering in an unoccupied space of your choice within a far (60ft) distance. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see (including 60ft in the dark.) The mind can telepathically share with you what it sees and hears.

Whenever you cast a spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses.

The spectral mind takes it turn during your turn. It can only move and telepathically speak. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if the Awakened Spellbook is destroyed, if you die, or if you dismiss it.

Once you conjure the mind, you can’t do so again until the next day, unless you take spellburn to conjure it again.

Master Scrivener

10th-level wizard feature

At the start of each day, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

One with the Word

14th-level wizard feature

While the the Awakened Spellbook is on your person, you gain a boon to magical mystery tasks.

Once per day, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by dismissing the spectral mind, using its magic to save yourself. Then roll 2d6. The spellbook loses a number of spells (your choice) equal to that roll, until the next day.