Wizard
Base Class: Wizard

The flame province appeals to those who seek power or have an appetite for destruction; some flame mages are manipulative while others are violent. The flame province also appeals to those seeking purity and redemption. Flame spells tend to be destructive, a trait that appeals to most flame mages. Though not all flame mages are members of the Brotherhood of True Flame, those that are not must be careful if they wish to escape the Brotherhood’s notice.

The Brotherhood’s Watchful Gaze: Once a flame mage, magician with access to the flame province, or other spellcaster who uses fire spells can cast 3rd-level spells (generally at 5th level) they are likely to be noticed by agents of the Brotherhood of True Flame in Zakhara. The Brotherhood doesn’t give ultimatums initially, and many wizards simply pay lip service to the Brotherhood. By the time a spellcaster can cast 6th-level spells, (generally at 11th level) however, the Brotherhood tends to expect active participation by such powerful members. Out-side of Zakhara, the Brotherhood is much less powerful and rarely asks for more than lip service or a quid pro quo exchange of lore and spells in Faerûn.

Creating Zakharan Wizards: Unlike wizards in the Player’s Handbook, Zakharan wizards (and those in Faerûn tutored in the ways of Zakharan elemental wizardry) begin with access to the Zakharan wizard spell list and select one elemental province to add to that spell list at first level. Elemental mages will focus on that province for their entire careers, while magicians will gain a second province at2nd level. When a spell allows you to affect multiple elements (e.g. conjure elements), you can only use effects related to an elemental province you can access (e.g. a flame mage can only summon fire elementals with conjure elemental)

Created from Elemental Magic of Zakhara. Made by Thomas Schluter.

 

Flame Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the flame province into your spellbook is halved.

Flame Attunement

Starting at 2nd level, you add one extra first-level spell from the flame province to your spellbook and whenever you have at least two flame spells prepared you can prepare a bonus flame spell of a level you can cast. You cannot learn spells of the sand, sea, or wind provinces. In addition, you are proficient in the disguise kit and the Primordial (Ignan) language. You also add your proficiency bonus to attacks made with alchemist’s fire, torches, and other improvised weapons related to fire. Whenever you add your proficiency bonus to checks related to fire, fire creatures, or the elemental plane of fire, you can add double your proficiency bonus.

Empowered Element

Beginning when you select this tradition at second level, when you expend a spell slot to cast a flame spell and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher. Once you use this feature you cannot use it again until you finish a short or long rest

Flame Strength

At 6th level, your flame spells ignore fire resistance and deal half damage to creatures immune to fire. You gain resistance to fire damage and take no damage from fire when you would otherwise suffer only half damage due to a saving throw. You do not suffer from exhaustion due to sources of heat.

Wrathful Flames

At 10th level you deal additional damage equal to your Intelligence modifier when you damage a creature with a fire spell. A creature can only suffer this additional damage once per casting.

Ultimate Flame

At 14th level, you can use your empowered flame feature twice before a short or long rest.

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