Base Class: Wizard
Among every clan there might be wizards of both persuasions, though dreamers often hide their true nature. Not that it matters, for most raiders dislike any and all wizards, due to their association with the magic of Mirgal. Owing to this, most raider wizards are isolated and surly. Outside of the training of their apprentices, wizards only meet their peers at the octennial gathering of the clans. Otherwise, they seldom interact, except to battle one another. These wizards aggressively hunt for new magic and arcane advantage, the way other raiders raid for treasure.
Primal Ink
Writing is an uncommon practice for raiders and they often rely on oral traditions to pass knowledge from one generation to another. Wizards are among the few groups that use writing daily but given the limited access to writing material, primal wizards chose to ink their magic onto their very flesh. Beginning when you select this school at 2nd level, you are considered proficient with the art of tattooing. Primarily you use this ability to scribe your spells into your flesh. To copy a new spell as a tattoo requires twice the time of copying a spell into a standard spellbook but half the cost. During a long rest, your known spells swim across your skin, like auroras, allowing you to select which should be prepared. Once you have made your choices, the tattoos settle into runes of any color you prefer, and any spells not chosen for preparation withdraw deep into your flesh. The magical nature of the tattoos prevents them from being harmed, no matter the danger that befalls you. However, you must have an arcane focus available to prepare your spells.
Foresaying
Those that study the primal have a way of seeing the connections between the past and the future, or between individuals. These connections are imagined as knotted cords and with experience, a primal wizard can see and understand many such connections and use this knowledge to further their own actions. At 6th level, you become able to influence the future, based on your understanding of the past.
Dreamer. Having some awareness of the future, you ensure you are always well prepared. If you spend 1 minute, you may cast any spell that targets only yourself, but save its activation for later. After having used this Foresaying ability, you may activate that spell at any time, as a bonus action. You may only have one
Foresaying spell active at a time and may only use your Foresaying ability a number of times equal to your Intelligence modifier. After that you must finish a long rest to use this feature again. If you have not cast your Foresaying spell when you take a long rest, it is lost.
Seeker. You remove an enemy’s power in the present by having them forget something important from their past. After hitting an opponent with a ranged or melee attack, you may use your bonus action to try to disrupt their spellcasting. If the target fails an Intelligence saving throw (with the DC equal to your spell save DC) they lose a prepared spell from their list. If they have cast a particular spell on a previous turn, you may pick that spell to be removed.
Otherwise, the spell removed is selected at random:
• Lower-level spells are removed before higher level spells.
• Innate spellcasting is also affected. Lower power spells (such as 3/day) are removed before more powerful spells (such as 1/day).
Dreamer
Dreamer. Having some awareness of the future, you ensure you are always well prepared. If you spend 1 minute, you may cast any spell that targets only yourself, but save its activation for later. After having used this Foresaying ability, you may activate that spell at any time, as a bonus action. You may only have one
Foresaying spell active at a time and may only use your Foresaying ability a number of times equal to your Intelligence modifier. After that you must finish a long rest to use this feature again. If you have not cast your Foresaying spell when you take a long rest, it is lost.
Seeker
Seeker. You remove an enemy’s power in the present by having them forget something important from their past. After hitting an opponent with a ranged or melee attack, you may use your bonus action to try to disrupt their spellcasting. If the target fails an Intelligence saving throw (with the DC equal to your spell save DC) they lose a prepared spell from their list. If they have cast a particular spell on a previous turn, you may pick that spell to be removed.
Otherwise, the spell removed is selected at random:
• Lower-level spells are removed before higher level spells.
• Innate spellcasting is also affected. Lower power spells (such as 3/day) are removed before more powerful spells (such as 1/day).
Turn of Fate
At 10th level, your knowledge of the knotted cords has increased, better preparing you to weather the hazards of Grimnir.
Dreamer. When you cast your Foresaying spell, roll a d4. A result of 4 means that the Foresaying spell is not expended and can be triggered again later.
Seeker. You may elect to neutralize a spell. When you or an ally within 10 feet of you are hit by a single target spell you may use a reaction and spend a spell slot of equal (or higher level) to the hostile spell. Doing so causes the spell to fail and have no effect. You must make the decision to use this ability after any saving throws are rolled but before damage is rolled—or the results of the saving throw rolls are revealed.
Dreamer
Dreamer. When you cast your Foresaying spell, roll a d4. A result of 4 means that the Foresaying spell is not expended and can be triggered again later.
Seeker
Seeker. You may elect to neutralize a spell. When you or an ally within 10 feet of you are hit by a single target spell you may use a reaction and spend a spell slot of equal (or higher level) to the hostile spell. Doing so causes the spell to fail and have no effect. You must make the decision to use this ability after any saving throws are rolled but before damage is rolled—or the results of the saving throw rolls are revealed.
Cord and Curse
By 14th level, both dreamers and seekers have gained tremendous expertise that serves them well, especially in trials of arcane combat.
Dreamer. You have become very proficient at working your way through the fate cords affecting you. When you fail a concentration check you may use your reaction to immediately cast another spell that requires concentration. You must have a valid spell available to cast and its normal casting time must be no longer than one action. If these conditions are met, you automatically succeed with the concentration check and are now maintaining both spells. Subsequent concentration checks are made with disadvantage while you are concentrating on both spells. Once you use this feature, you can't do so again until you finish a short or long rest.
Seeker. You have refined your ability to prevent rival spellcasters from unleashing deadly magic on the battle-field. When you damage a target with a spell, you can use a bonus action to afflict the target with a spellcurse. While afflicted with the curse, the target is not aware of it and the first time they attempt to cast any spell (including innate spellcasting) they must make a Wisdom save against your spell save DC. If they fail the check, the spell fails, and they lose the ability to cast that particular spell for the remainder of the day. You may use this feature a number of times equal to your Intelligence modifier and you regain expended uses after a long rest.
Dreamer
Dreamer. You have become very proficient at working your way through the fate cords affecting you. When you fail a concentration check you may use your reaction to immediately cast another spell that requires concentration. You must have a valid spell available to cast and its normal casting time must be no longer than one action. If these conditions are met, you automatically succeed with the concentration check and are now maintaining both spells. Subsequent concentration checks are made with disadvantage while you are concentrating on both spells. Once you use this feature, you can't do so again until you finish a short or long rest.
Seeker
Seeker. You have refined your ability to prevent rival spellcasters from unleashing deadly magic on the battle-field. When you damage a target with a spell, you can use a bonus action to afflict the target with a spellcurse. While afflicted with the curse, the target is not aware of it and the first time they attempt to cast any spell (including innate spellcasting) they must make a Wisdom save against your spell save DC. If they fail the check, the spell fails, and they lose the ability to cast that particular spell for the remainder of the day. You may use this feature a number of times equal to your Intelligence modifier and you regain expended uses after a long rest.
Arcane Intentions
You must decide why you wield arcane magic. You may be a dreamer trying to connect with the secret arcane mysteries of the world. These individuals seek to unravel all the primal mysteries of Grimnir, following in the path set by Mirgal but avoiding his mistakes. Dreamers read everything they find and will go to great lengths—and risk—to uncover any ruins or artifacts from the long ago. You may decide instead to oppose the dreamers and stop them from unleashing the magic you fear may consume Grimnir as it did the Lost Lands. Your
training with the arcane is devoted to seeking out and over-whelming other wizards. At 3nd level, you select an intention to follow. At levels 6, 10, and 14, you may change and follow a different intention, losing access to your old powers.
Both dreamers and seekers gain proficiency with light armor. Seekers also gain proficiency with two melee weapons of their choice (if they ever become dreamers, they lose this proficiency until they become seekers again). In addition, each intention starts with a special ability.
Dreamer
Your connection with the primal allows you to anticipate what may unfold for you on any given day, affording you more flexibility than other wizards. As a bonus action you may swap a prepared spell for any other spell of the same level or lower in your spell-book. You may do this a number of times equal to your Intelligence modifier. You must then finish a long rest to
use this feature again.
Seeker
You are skilled with tracking down opponents and deciphering the secrets of their lairs. You gain proficiency with the Investigation skill and your proficiency bonus is doubled for any ability checks you make with the Investigation skill. You may also use an action (and expend a spell slot) to sense every arcane wielder of magic within 1 mile of you and you know their relative direction in relation to where you currently are. This effect lasts for 2 hours, allowing you to track down all but the most elusive of enemies.
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