Wizard
Base Class: Wizard

While devoting one's time and talents to mastering one of the eight schools of magic and thus becoming savants of their chosen field is a fine thing. One should recognize the value of the forces knit throughout the Weave. How complex and volatile the strands of power can truly be. Any singular school as much to offer a young wizard and yet. Wizardry is as much an art as a craft. As a Omnimancer discovering not just how magic works but the why falls to you. Drawn by the challenge of understanding the mechanism at play and crafting new theories. This often leads Omnimander to set down long term projects and research involving dusty tomes aside in favor of adventure. Rather than settle for the study of a single school of magic you seek out to truly master its source. 

 

Arcane Prodigy

Beginning when you select this school at 2nd level, You gain 2 new tool profiencys to aid in the studdy the arcane and creation of magical Items.

Reckless Casting

Starting at 2nd level, you can attempt to cast a spell you don’t have prepared. When you use this ability, you use your action and choose one of the following options:

  • Roll on the Reckless Casting table for cantrips and cast the resulting spell as part of this action.
  • Expend a spell slot and roll twice on the Reckless Casting table for its level, or the 5th-level table if the slot is 6th level or higher. Pick which of the two results you want to use and cast the resulting spell as part of this action.

If the spell you cast isn’t a wizard spell, it is nonetheless a wizard spell for you when you cast it with this feature.

Reckless Casting

d10

Cantrip

1

acid splash

2

chill touch

3

fire bolt

4

light

5

poison spray

6

ray of frost

7

shocking grasp

8

sacred flame

9

thorn whip

10

Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action.

d10

1st-Level Spell

1

burning hands

2

chromatic orb

3

color spray

4

faerie fire

5

false life

6

fog cloud

7

jump

8

magic missile

9

thunderwave

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

2nd-Level Spell

1

blur

2

darkness

3

enlarge/reduce

4

gust of wind

5

invisibility

6

levitate

7

Melf’s acid arrow

8

scorching ray

9

shatter

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

3rd-Level Spell

1

blink

2

fear

3

feign death

4

fireball

5

fly

6

gaseous form

7

lightning bolt

8

sleet storm

9

stinking cloud

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

4th-Level Spell

1

blight

2

confusion

3

Evard’s black tentacles

4

fire shield

5

greater invisibility

6

ice storm

7

phantasmal killer

8

stoneskin

9

wall of fire

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

d10

5th-Level Spell

1

cloudkill

2

cone of cold

3

destructive wave

4

flame strike

5

hold monster

6

insect plague

7

mass cure wounds

8

wall of force

9

wall of stone

10

Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot.

 

Arcane wit

At 6th level, you learn to channel magic to augment spells in a variety of ways. When you cast a spell, you can expend one additional spell slot of 1st or 2nd level to alter the spell. The effect depends on the spell slot you expend.
A 1st-level slot allows you to manipulate the spell’s energy. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list.
A 2nd-level slot increases the spell’s raw force. If you roll damage for the spell when you cast it, increase that damage by 2d10 force damage against one of the spell’s targets (your choice) this turn.

Magicians Inspiration

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.

Chaos Mastery

At 14th level, your ability to improvise magic grows stronger. Whenever you roll on a Reckless Casting table for a spell other than a cantrip, you can roll on the table that is one level higher than the expended spell slot.

Previous Versions

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