Base Class: Wizard
School of Illusory Black Magic
Magician's Rod
Your Illusory spellbook creates a rod that can change appearance at your will. The rod is illusory in nature but takes a corporeal form that you must be holding with a free hand in order to gain the benefits.
While you are holding the rod, it grants you the following benefits:
- You can use the rod as a spellcasting focus for your wizard spells.
- The rod glows in the presence of illusory or hidden objects or danger. This hidden sense will only trigger a number of times a day up to your Wizard level.
- You can begin transcribing spells into your spellbook in the time it takes you to read them, you still need to wait for the required transcribing time for the spell to enter your spellbook but once you have begun the process, this can continue in the background as long as you are holding the rod. You can only transcribe one spell at a time this way.
You do not need to have a free hand if that hand is already holding a rod, in that case the illusion will not become corporeal and will instead change the appearance of your currrent rod.
Book of Secret Arts
You can use either of the following two spells:
Spellbinding Circle: (Illusion, 1 action, 60ft radius, 1 minute [C])
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Magical Dimension: (Illusion, 1 reaction)
When a creature within 5ft of you hits with a melee attack against you and is not flanked by you: you can make the creature roll 1d20. On a DC 11 save the attack is successful, on a failure: the attack misses and you appear behind the enemy creature. You may immediately attack as an attack of opportunity.
You may use Book of Secret Arts up to a number of times equal to your Wizard level per long rest.
Manifest Apprentice
You can conjure forth a perfect intangible illusion of yourself, while manifested, the illusion can hear and see, and it has darkvision with a range of 60 feet. The illusion can telepathically share with you what it sees and hears (no action required).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the illusion's space, instead of your own, using its senses. You can do a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The illusion stops manifesting if: it is ever more than 300ft away from you, someone casts dispel magic on it, you dismiss it as a bonus action or you die.
Once you conjure the illusion, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjusre it again.
Magical Formula
You can use either of the following two spells:
Upgraded Spellbinding Circle: (Illusion, 1 action, 90ft radius, 1 min [C])
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Magical Hats: (Illusion, 1 reaction)
When a creature within 5ft of you hits with an attack against you: that creature must roll 1d20. On a DC XX save the attack is successful, on a failure: the attack misses and you appear in an empty space next to the enemy creature (your choice, this can be your original position). You may immediately attack as an attack of opportunity.
XX = # of empty spaces adjacent to attacking creature:
0: XX = 1, 1: XX = 11, 2: XX = 14, 3+: XX = 16
You may use spells from Book of Secret Arts or Magical Formula up to a number of times equal to your Wizard level per long rest.
Mirror Force
When an enemy within 120ft hits you with an attack target, all enemies within 120ft must succeed on a DEX saving throw against your spellcasting DC. You take no damage from the enemy attack, on a failed save, enemies take full damage from the attack now as radiant damage, on a successful save, enemies take half damage of the original damage type(s).