Wizard
Base Class: Wizard

studied the arts of magic at some famous magic school.

Only problem is... you can't read....

You have no idea what the spells you have in the spellbook really does since you cannot read them and as such the effects of said spells tend do be rather strange.

This makes you really unpredictable and people all over belive you are a genius who have invented new spells, little do they know your little underdtanding of the weave makes your magic higly unstable and can be of aid or disaster.

Your spells does not scale on Intelligence like normal Wizard it scales on constitution like the special sorcerers.

Level 3: Hey wait i know this?

Choose two spells, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Isnt this how it is supposed to work?

When you cast a spell it can't do the original effect, it will do the effect you belive the spell name should do, The DM will determin how strong of an effect it creates based on the level you cast it at.

Example of this feature:

fireball: could be a literal ball made of fire that you can kick against a singe target.

Mind spike: could create a magical spear of psychic magic only able to be wielded for a certain time.

Chill Touch: could be a melee attack where you touch an enemy and deal cold damage instead.

The creativity is endless, just ask you DM if you can use it the way you are thinking.

Level 6: Cant everyone do this?

You can create new spells as long as you can give it a name, roll an Arcana check to see if the spell will do what you say or the complete opposite.

Say what you want to do and the DM will determin what spell slot you will need to use to cast it. Then you will need to roll an Arcana check above:

Cantrip: roll above 10, minor effect

1st level: roll above 11, little effect

2nd level: roll above 12, smal effect

3rd level: roll above 13, medium effect

 

When you reach level 7:

4th level: roll above 14, good effect

 

When you reach level 9:

5th level: roll above 15, great effect

 

When you reach level 11:

6th level: roll above 16, greater effect

 

When you reach level 13:

7th level: roll above 17, amazing effect

 

When you reach level 15:

8th level: roll above 18, supreme effect

 

When you reach level 17:

9th level: roll above 19, special unique effect

Level 10: Time to go all out

You can cast a cantrip as a bonus action up to your Intelligence modifier amount of times per long rest.

Level 14: Yea i dont know, but here we go

You can cast a random spell from your spell list, when doing so you gain bonuses.

If it's a random spell: (roll 1d20 and choose the nearest spell to that number) When using a spell like this you have advantage on spell attacks and enemies have disadvantage on saving throws.

If it is a random level (roll 1d10 and choose the nearest number) you don't roll any dice, instead it hits and you deal whatever is the highest number you can get. (same goes for healing)

 

You can use this feature 3 times per long rest.

Previous Versions

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8/15/2025 5:00:41 PM
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