Wizard
Base Class: Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers, thats what should happen anyway. instead she watches in horror as a Fiend is summoned and rips them limb from limb.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond, then everything in a 60 foot radius gets sucked through the gateway and is lost.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left, watching in horror as his party falls to their death through the illusion he misidentified.

Wizards are mighty spell casters, but every now and again someone comes along that no matter how well they research and train, no matter how much they are taught they just.... get it all wrong.

Spell Acquisition

Beginning when you select this school at 2nd level, the time you must spend to copy any spell into your spellbook is Doubled.

Spell Instability

Beginning at 2nd level when you cast a spell roll a D20 on a natural 1 the spell fails consuming a spell slot. 2-10 the spell fails without consuming a spell slot. 10-19 you cast a spell from the level below the level of the spell you are casting. On a natural 20 the spell completes as intended.

Cantrips will fail on a roll of 1-9. 10-20 and the spell succeeds.

Cantrip Adept

At long last all your training and studing has paid off and you may now cast cantrips at will without worrying that they will go wrong.

If at first you don't succeed

At 10th level you have gotten more of a grasp of this magic malarkey. You may now roll 2D20 to see if the spell succeeds and take the higher roll.

Magical Talent

At 14th level you have finally grasped the basics of spell casting. You can now cast all spells from cantrip to 3rd level without having to roll to see if you succeed.

Aditionally Cantrips now deal maximum damage when successfully used.

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