Five Wizard Schools

And some spells to match.









































"Mage Battle" by sandara





































School of Darkness

As a member of the school of darkness you are adept at calling the night to wreath the battlefield around you. These shadow mages slip between their pockets of cover, launching unseen attacks from every angle.

Obscured Escape

Starting at 2nd level when you choose this school, as an action you can create a sphere of darkness filling your space and become invisible for one minute. The area of darkness remains until the invisibility ends. If you attack, take damage, or cast a spell the invisibility immediately ends. Once you have used this ability you cannot do so again until you have finished a short or long rest.

Umbral Dash

Beginning when you select this school at 2nd level, while you are invisible, your speed increases by 10 feet and creatures suffer disadvantage on perception checks made to hear or otherwise detect you.
































"Davriel, Rouge Shadowmage" by Daarken, Wizard of the Coast




Arcane Cloak

Starting at 6th level, on your turn when you move out of an area of magical darkness that you have created, you become invisible until the end of your turn.

Unfading Darkness

Starting at 10th level, when you cast a spell that creates magical darkness you can choose not to concentrate on it, and instead cause it to last for the full duration. If you have a spell anchored outside you in this way, you cannot use this feature again until the first spell ends. You can ignore concentration in this way a number of times equal to your proficiency bonus, and regain your uses of this ability when you finish a long rest.

Shadow Leap

Beginning at 14th level, you gain the ability to freely jump between the areas of your shadow spells. While in an area of magical darkness you have created, you can teleport as a bonus action to any other unoccupied space within an area of magical darkness you have created.

School of

Interference

Interference mages may not be the most apt at throwing offensive magic into the fray or holding their own in direct conflict but the ways in which they shape a fight are not to
be underestimated.

Reinforce the Weave

When you select this school at 2nd level, spells you cast count as the highest level spell slot you know for the purposes of determining the DC for counterspell or dispel magic when either is cast against you.

Expanding Influence

Starting at 6th level, when you cast a wizard spell that affects an area and requires concentration but does not require you to roll damage dice, such as entangle or fog cloud, you can choose to increase the area of the spell by 5 feet on all sides every subsequent turn you maintain concentration as a free action. The area cannot increase to over double its initial size in any dimension, but other dimensions will continue to increase to their maximum if one side reaches double sooner.

Enhance Defenses

Beginning at 10th level, whenever you target a willing creature friendly to you with a wizard spell of 1st level or higher you can choose to give them temporary hitpoints equal to your intelligence modifier.

Store Potentiality

At 14th level, you gain the ability to place your magic
within your allies and tether it down to them, as
opposed to your own mind. When you cast a
concentration spell targeting a single friendly creature,
you can choose to not concentrate on it and have the target of the spell concentrate instead.























"wushi-2" by sun kai

School of Madness

Even the tallest tales of mad mages can very well be founded in truth. Power corrupts, and mages can be the worst example of that concept. Sometimes this insanity goes far enough to twist the wizard's magic as well.

Corrupt the Mind

At 2nd level, you can imbue madness into the victims of your magic. When you hit a creature with a spell attack roll
you can choose to befuddle their mind. The target must succeed on a Wisdom saving throw against your Spell save DC. On a failed save, the creature suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws, and concentration checks for one minute. During this time voices echo into the target's mind, and they gain vulnerability to psychic damage.

The target can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Once you have used this feature you cannot do so again until you have finished a short or long rest.

Seed of Madness

Beginning at 6th level, your magic stays on the
mind like an arrow in a wound. When a creature rolls a natural one on a saving throw to resist one of your spells or when you roll a natural twenty on a spell attack roll the target's next turn is dictated as if they are under the effects of the confusion spell. Scoring a critical hit by means other than a natural twenty, such as on an unconscious creature, does not trigger this ability.

Creeping Paranoia

Starting at 10th level, you have learned to cause confusion to surge in the minds of anyone who threatens you. When a creature makes a melee attack against you, you can use your reaction to force them to make a wisdom saving throw against your Spell save DC. On a failed save, the creature must instead make the attack against another creature of your choice within their reach.

Once you have used this reaction you cannot do so again until you have finished a short or long rest.

Blossoming Insanity

At 14th level, you can pull the mind of a creature into your own consciousness to assume full control over them. As an action you can force a creature you can see within 30 feet of you to make a charisma saving throw. On a failure, you assume full control of the creature's turns for up to one minute. The creature cannot speak or cast spells while you control it in this way, and both you and the creature gain the benefit of the other's senses as your minds pull together.

During this time any damage either yourself or the creature suffer is dealt to the other creature as well in the form of psychic damage. Additionally, you suffer psychic damage equal to a roll of your highest hit die every consecutive turn that you control the creature. If you do not issue commands you do not suffer damage, and the creature does not act.

The creature can attempt to break free of the effect on it's turn by repeating the saving throw. On a success, the effect ends and you suffer psychic damage equal to your highest hit die. On a failure, the creature suffers psychic damage equal to their highest hit dice, which does not transfer to you. Psychic damage dealt to either creature with this ability cannot be resisted or reduced.

Once you have used this ability you cannot do so again until you have finished a short or long rest.





















































       "The Mad Preacher" by Bogdan-MRK

School of Manipulation

Mages within the arcane practice of manipulation have trained to shift and redesign spells as they explode into being. These wizards are well-trained in various means of adjusting arcane effects upon the battlefield.

Spell Amplification

Starting at 2nd level when you select this school, when a willing creature within 30 feet of you casts a spell of 8th level or lower you can use your reaction to expend a spell slot and increase the effect of the spell as if it was cast with a spell slot of one level higher.

Negating Pulse

Starting at 6th level, you gain the ability to dampen hostile magic with your own incantations. As a reaction when you or an ally you can see within 30 feet of you is subjected to a saving throw against a spell or other magical effect you can choose to expend a spell slot. If you do so, you can select a number of creatures subjected to the same saving throw you can see within 30 feet of you up to a maximum of your intelligence modifier. The targets gain advantage on their saving throw.






































Magic Sundering

Beginning at 10th level, you can add your proficiency bonus to any intelligence check you make in order to successfully cast Counterspell or Dispel Magic.

Arcane Duplication

Starting at 14th level, as a reaction when you see a spell, of a level no more than one higher than the highest spell slot you possess and being cast within 30 feet of you, you can attempt to copy it to use for yourself. If the creature casting the spell is unwilling, make an ability check with your spellcasting attack modifier against the Spell save DC of the creature who's spell you are attempting to duplicate. On a success, or automatically if the creature was willing, you can immediately cast the replicated spell at the same level as if you yourself had cast it. Once you have used this ability, you cannot do so again until you finish a long rest.











"Seperatist Voidmage", by Jason Rainville, Wizards of the Coast





















"Summoner" by Piotr Dura





School of Summons

Mages within the school of summons are experts of calling outerplanar forces to their presence. As a summoner you are more adept at controlling such entities, because why fight when you can force other creatures to do so in your place?

Find Mount

Beginning when you choose this school at 2nd level you gain the ability to pull a steed of your choosing into creation. Over the course of a 10 minute ritual you can cast the spell Find Steed without expending a spell slot. Once you have cats it in this way you cannot do so again until you have finished a long rest.

At Beck and Call

Starting at 6th level, the connections you establish with those you manipulate have ascended beyond that many other mages might forge. When you issue commands to creatures you control that need to be verbal you can instead do so telepathically, the target hears and understands you clearly so long as you are on the same plane of existence.




























Malleable Summons

Beginning at 10th level, you can reshape your summons by pulling different energies in from their plane of origin. While you are under the effects of a spell that gives you control over an Aberrant, Bestial, Celestial, Construct, Elemental, Fey, Fiendish, Shadow, or Undead Spirit, you can undergo a ritual over the course of one minute that allows you to transform the spirit into another version of the stat block available when you first cast the spell.

This change adjusts all of the creature's stats. If the change would adjust the creature's hitpoint maximum its current hit points remain the same unless it would be greater than the new maximum, in which case it is lowered to the new maximum.

Any summoned creature can only be retuned once.

Death Comes in Pairs

Starting at 14th level, the tears you carve in the multiverse widen enough for you to summon more than one being to your command. When you cast a spell subject to the effects of Malleable Summons, you can choose to summon two creatures instead of one. The creatures do not need to be of the same variety and appear in two seperate places of your choice within range. The creatures act in an order of your choosing. Once you have used this feature you cannot do so again until you have finished a short or long rest.

Spells


Dampen

1st-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell at a higher level than base level
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You attempt to reduce the effect of an overcharged spell to its original pattern. If the target is upcasting the spell by one level it is instead cast at its lowest level. If the target is upcasting the spell by two levels or more you must make an ability check with your spellcasting ability. The DC equals 10 + the levels by which the spell is upcast. On a success, the spell is cast at its lowest level and on a failure the level is reduced by one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can automatically downcast a spell if it is upcast by a number of levels no more than the level of the spell slot you used to cast this spell without making a check.

Enrage

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M, S (a piece of a walrus tusk engraved with runes of strength)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You put a spark of fury into one creature of your choice within rage. The target can, as a bonus action, move up to their speed towards a hostile creature they can see. They must end this movement closer to the target than where they started.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.





















Pitfall

2th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Ranger, Sorcerer, Wizard

You sink a 10-foot radius circle of ground 20 feet downwards. The rock below the area slowly disappears, and any underground structures that this spell overlaps have their walls temporarily removed. A creature standing in the area of the pit when it sinks takes no fall damage, unless they pass into an open underground area and freefall, and descends with it, but must make a dexterity saving throw against your Spell save DC. On a failed save, a creature loses their footing and falls prone. When this spell ends the ground raises once again and any destroyed ground is reformed.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the depth of the pit increases by 10 feet for each slot level above 2nd.

Unravel

1st-level abjuration


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you makes a concentration check
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

By using the opportune gap in your enemy's defenses to tear at the weave of their magic, you impose disadvantage on the concentration check made by the target.

Shadow Pockets

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (Two bat fangs and coal dust)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

Areas of magical darkness filling 5 foot by 5 foot spaces spring up at up to ten spaces of your choice within range. Adjacent pockets merge into one area. Creatures with darkvision cannot see through this darkness and non magical light can not illuminate it.

If the areas of this spell overlap with an area of light created by a spell of 1st level or lower the spell that created that light is dispelled.

Wall of Darkness

4th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A bat's eye and a vial of pitch)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

You conjure a wall of shadow on a solid surface within range. You can make the wall up to 60 feet long and 20 feet thick, or a ringed wall up to 20 feet in diameter and 20 feet tall. In any form the wall is an inch thick. If the wall cuts through a creature's space when it appears the creature is shoved to one side of the wall (your choice which side).

The wall is completely opaque, even to creatures with darkvision, and non magical light cannot illuminate it's area. If the area of this spell overlaps with an area of light created by a spell of 3rd level or lower the spell that created that light is dispelled.

From a side that you choose when the wall appears, nothing can physically pass through. The wall is immune to all damage. From the other side anything can move through the wall, but not back. A creature that ends its turn partially in the wall is pushed all the way through.

Ruler of Madness

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

Choose a point within range. Every creature of your choice within a 10-foot radius sphere centered on that point must make a wisdom saving throw against your Spell save DC. On a failed save, a creature becomes charmed by you for the duration. While charmed in this way, a twisted crown of jagged iron appears on the creature's heads, and a madness glows in their eyes.

The charmed targets must use their actions before moving on each of their turns to make a melee attack against a creature other than themselves that you mentally choose. The targets can attack the same or different targets. A target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the targets, or the spell ends. A target can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.