Wizard
Base Class: Wizard

For hundreds of years, wizards have studied the arcane in order to harness the magic of the world. Spellcrafters are those that are fascinated with the process of turning that magic into something finite: a spell.

Arcane Expertise

Your study of the arcane is incredibly focused, even compared to other wizards. You gain proficiency and expertise in Arcana. 

Experimental Scholar

Starting when you choose this school at 2nd level, you learn how to manipulate spells using Experiment Points. You have a number of Experiment Points equal to your level + your Intelligence modifier.

Spell Manipulation

You can spend a number of Experiment Points to manipulate certain aspects of spells.

The aspects you can change include:

  • Range: You can spend 1 Experiment Point to increase the range of a spell. You can spend 3 Experiment Points to change the range of a touch spell to 20 ft. 
  • Duration: You can spend 1 Experiment Point to increase the duration of a spell.
  • Damage type: You can spend 1 Experiment Point to change the damage type of a spell to another of your choosing.
  • Component: You can spend 1 Experiment Point to ignore verbal or somatic components of a spell.
  • Casting Time: You can spend a number of Experiment Points to cast a ritual spell in 1 minute, where the number of Experiment Points is equal to the spell's level. 
  • Targets: You can spend 1 Experiment Point to add an additional target to a spell. You may do this multiple times per spell.

Arcane Trials

Starting at 6th level, you have begun to experiment with making your own spells. As an action, you can create your own. These spells can be of any school and can do anything, so long as it is approved by the DM. The spell must be of a level you have spell slots for and cannot be above 6th level. You spend a number of Experiment Points equal to the spell level to create it.

Roll a d20. On a 1-10, it backfires (see the Mishap Table). On a 11-20, it works as intended. If the spell does damage, see the Damage Table. You can spend additional points for extra damage. 1 point is equal to 1 additional die.

If you don’t write the spell in your spellbook before a long rest, you cannot cast it again. During combat, you can use a bonus action to do so.

 

Damage Table

Spell level

damage

1st

2d6

2nd

3d6

3rd

3d8

4th

4d8

5th

4d10

6th

4d12

Mishap Table

D100

EFFECT

01–02

You roll 1 less damage die for your spell. 

03–04

You roll an additional 3 damage dice for your spell.

05–06

You take 2d8 force damage.

07–08

The spell does nothing.

09–10

You glow for 24 hours.

11–12

You become magically invisible for 1 hour.

13–14

You cast fireball at 3rd level.

15–16

You cast blink on yourself.

17–18

You cannot speak for 1 minute.

19–20

Your spell explodes, and everyone within 30 feet of you takes 4d8 thunder damage.

21–22

You are transformed into a regular cat for 10 minutes.

23–24

You are blinded for 1 minute. 

25–26

You instantly fall unconscious. 

27–28

You cast levitate on a random creature within 10 feet of you.

29–30

One random ally of yours takes 1d4 psychic damage. 

31–32

You are unable to cast spells until the end of your next turn.

33–34

You instantly teleport 10 feet in a random direction. 

35–36

You are affected by the confusion spell for 1 minute or until the end of your next turn.

37–38

You are stunned for 1 minute or until the end of your next turn. 

39–40

You regain 2d10 hit points.

41–42

You summon a ferret by your side.

43–44

You are knocked prone.

45–46

A random ally within 10 feet of you is knocked prone. 

47–48

For the next five minutes, you can only speak in Sylvan. 

49–50

You age 1d4 years. You can reverse this effect with a greater restoration spell. 

51–52

Your speed is halved for 1 minute.

53–54

You cannot take reactions until the end of your next turn.

55–56

You cast seeming on you and your allies. 

57–58

You cast enlarge/reduce on yourself. Roll a d4. On a 1 or 2, you Reduce yourself. On a 3 or 4, you Enlarge yourself. 

59–60

A random ally regains 2d6 hit points. 

61–62

For the next minute, you are frightened of the closest creature to you.

63–64

You are resistant to all damage types for 1 minute.

65–66

Your AC increases by +2 for 1 minute. 

67–68

Your Strength score is increased by 2 for 24 hours. 

69–70

Your spell does nothing. 

71–72

You regain two expended spell slots of 1d4 level. 

73–74

All animals are extremely friendly to you for 24 hours. 

75–76

You summon 1d4 Dust Mephit, controlled by the DM.

77–78

You summon an owlbear, controlled by you for 1 hour. It disappears afterwards.

79–80

Everyone, including you, within 30 feet of you gains 10 temporary hit points. 

81–82

The spell does nothing.

83–84

You take 3d6 psychic damage. 

85–86

You regain all expended Experiment Points.

87–88

You can take an additional action this turn.

89–90

You are transformed into a bear for 1 minute.

91–92

Your speed is doubled for 1 minute.

93–94

You cast banishment on a random creature that you can see. 

95–96

You cast barkskin on yourself.

97–98

You cast haste on an ally of your choosing.

99–00

You fall to 0 hit points. 

Versatile Spellcasting

Starting at 10th level, if your crafted spell backfires and you can still cast spells, you may cast another spell afterward. This spell must be a level that is lower than the one that backfired.

Improved Spellcraft

Starting at 14th level, you have mastered crafting spells. When you roll to see if your crafted spell backfires, you can add your Intelligence modifier to the roll. If you create a spell that does damage, the base amount of dice is increased by 1.

Additionally, you regain half of your Experience Points after a short rest.

Previous Versions

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