Base Class: Wizard
Some spellcasters study magic.
Others are chosen by it.
In a moment between thought and breath, the Weave reached out and touched their soul. There was no ritual, no thunder, no divine witness—only the quiet pull of arcane threads pressing like a kiss upon mind and blood.
Since that moment, magic no longer merely flows through them—it answers.
Spells take shape before words are spoken. Arcane currents whisper warnings, temptations, and truths no tome has ever recorded. The Weave recognizes them as part of its pattern: a living knot, an anomaly, a point of resonance.
Yet this kiss is no harmless blessing.
The deeper the bond, the harder it becomes to tell where the caster’s will ends and the Weave’s longing begins. Where does the spellcaster stop—and where does magic itself take hold?
Those kissed by the Weave walk a narrow path:
loved by magic, watched by it, and forever entwined.
Level 3: Book Learning
You have an arcane connection to all written works, from ancient tablets to modern tomes, allowing you to unravel their secrets.
If you touch an object containing a script for at least 1 minute, you gain a basic, working understanding of the script’s contents, provided that the information is not concealed by a code or cipher.
If the book or script is a magic item or other magical object, you learn its magical properties and how to use it, whether it requires attunement, and how many charges it has, if any. You also learn whether any spells are currently affecting the item and the nature of those spells. If the item was created by a spell, you learn the name of that spell.
Level 3: Edit Spell
Choose one spell in your spellbook of 1st level or higher. When you prepare that spell, you can apply one or more of the following benefits to it:
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The spell save DC of the spell increases by 1.
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If the spell deals damage, you can change its damage type to another type of your choice.
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If the spell requires a saving throw, you can change that saving throw to Intelligence.
You can prepare the chosen spell multiple times, applying different benefits to each preparation. Each modified version of the spell counts separately against the number of spells you can prepare.
When you apply these changes, you may alter the spell’s name to reflect its new nature. For example, burning hands modified to deal cold damage and require an Intelligence saving throw might be renamed mind freeze.
When you finish a long rest, you can choose a different spell to be affected by this feature. When you do so, all benefits applied to the previously chosen spell end, and any altered versions of that spell are no longer prepared.
Level 6: Spellfire Overload
Spellfire Overload
Wizard Feature (Level 6, Weave-Kissed)
Your body serves as a conduit for raw spellfire. While you can wield immense magical power, the Weave does not always flow safely through you.
Overload Points
You track a resource called Overload Points, representing unstable spellfire energy within you.
You gain 1 Overload Point when any of the following occur:
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You cast a spell using a 2nd-level spell slot or higher
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You reduce, absorb, convert, or negate magical damage or effects (such as counterspell or Arunsun’s Spellfire Conversion)
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You take force or radiant damage from a spell or magical effect
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You cast two leveled spells during the same round, including reactions
Cantrips do not generate Overload Points.
Overload Threshold
You can safely hold a number of Overload Points equal to your Intelligence modifier (minimum of 2).
When your Overload Points exceed this number, you must immediately make a Spellfire Control Check.
Spellfire Control Check
Intelligence saving throw
DC = 10 + your current number of Overload Points
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Success: The triggering spell resolves normally. Your Overload Points remain.
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Failure: You trigger a Spellfire Surge, then your Overload Points reset to 0.
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Natural 1: Roll twice on the Spellfire Surge table and apply both results.
Spellfire Surge Table
Roll 1d8.
| d8 | Surge Effect |
|---|---|
| 1 | Spellfire Backlash. You take 2d8 force damage per spell level of the triggering spell and are knocked prone. |
| 2 | Weave Burn. You have disadvantage on spell attack rolls and your spell save DC is reduced by 2 until the end of your next turn. |
| 3 | Uncontrolled Release. The nearest creature within 15 feet (chosen randomly if tied) takes 4d8 force damage (Dexterity save for half). |
| 4 | Arcane Static. You cannot cast spells of 2nd level or higher until the end of your next turn. |
| 5 | Spellfire Eruption. Each creature within 10 feet of you takes 3d10 radiant damage (Dexterity save for half). |
| 6 | Weave Echo. The triggering spell is immediately cast again, targeting creatures of your choice. You take 2d10 force damage. |
| 7 | Blackstaff’s Shadow. A spectral imprint of Khelben Arunsun stabilizes the Weave. The surge has no effect, but you gain 1 level of exhaustion. |
| 8 | Perfect Flow. You lose all Overload Points and gain advantage on spell attack rolls and saving throws until the end of your next turn. |
Bleeding Off Overload
You can reduce Overload Points in the following ways:
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Short Rest: Reduce your Overload Points by 1
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Long Rest: Reduce your Overload Points to 0
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Deliberate Venting (Action):
Make a DC 12 Intelligence (Arcana) check. On a success, reduce your Overload Points by 2. On a failure, you take 1d6 force damage.
High-Risk Spellfire: Forcing the Weave
Unlocked at Level 6
You can deliberately exceed safe limits, forcing spellfire into a spell at great personal risk.
Using This Feature
Before casting a spell of 1st–3rd level, you may declare that you are Forcing the Weave, provided you:
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Have at least 1 Overload Point
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Are not incapacitated
Choose one of the following benefits for the spell:
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Overcharge: The spell is treated as being cast using a slot 2 levels higher (maximum effective level of 5th).
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Absolute Control: Creatures have disadvantage on saving throws against the spell.
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Spellfire Infusion: The spell deals an additional 3d10 force damage to one target.
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Instant Weave: The spell’s casting time becomes 1 bonus action.
The Cost
After the spell resolves:
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You gain Overload Points equal to the spell’s original level
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You immediately make a Spellfire Control Check
DC = 12 + your total Overload Points
On a failure, you trigger a Catastrophic Spellfire Surge.
Catastrophic Spellfire Surge
Roll 1d6 (only when Forcing the Weave).
| d6 | Effect |
|---|---|
| 1 | Spellfire Detonation. You drop to 0 hit points. Creatures within 15 feet take 6d10 force damage (Dexterity save for half). |
| 2 | Weave Scorch. You gain 2 levels of exhaustion and lose your highest remaining spell slot. |
| 3 | Arcane Feedback Loop. You take 4d10 force damage and cannot cast spells for 1 minute. |
| 4 | Weave Tear. A 20-foot-radius wild magic zone appears for 1 minute. The DM rolls on the Wild Magic Surge table at the end of each round. |
| 5 | Blackstaff’s Intervention. The surge is suppressed. You are restrained by magic until the end of your next turn and gain 3 levels of exhaustion. |
| 6 | Spellfire Ascension (Unstable). The spell automatically succeeds at maximum effect. You gain a permanent Spellfire Scar. |
Spellfire Scars
A Spellfire Scar manifests as a visible distortion of magic when you cast spells. Each scar is permanent.
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Burning Veins: +1 damage to all spells; your maximum hit points are reduced by 1 per character level
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Weave Eyes: Advantage on Intelligence (Arcana) checks; disadvantage on Wisdom (Perception) checks
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Fractured Aura: Creatures have disadvantage on counterspell checks against you; Wild Magic Surges occur on a roll of 1 when you cast a leveled spell
Scars stack. Power always leaves a mark.
Spellfire Sacrifice
Absolute Last Resort
Once per character’s lifetime, you may cast a spell you know as if using a 6th-level spell slot. The spell automatically succeeds.
After the spell resolves:
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You drop to 0 hit points
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You gain 4 levels of exhaustion
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You lose access to all Spellfire features until completing a major story-driven quest, at the DM’s discretion
Level 10: Change the Weave
At 10th level, you learn how to subtly rewrite a spell’s structure by weaving a creature’s true presence into its verbal formula.
When you prepare a spell of 1st level or higher that has a Verbal component and requires Concentration, you can designate a specific, willing creature other than yourself as part of that spell’s casting.
When you cast the chosen spell, if the designated creature is the only target of the spell, you can cast it without requiring Concentration. The spell otherwise follows all normal rules for duration, targeting, and effects.
You can change the chosen spell and the designated creature whenever you finish a long rest.
Level 14: Master of Weave
At 14th level, your mastery of verbal spellcraft allows you to fuse multiple incantations into a single, perfectly synchronized casting.
When you prepare spells, choose two spells of 1st through 5th level to weave together into one linked spell. The chosen spells must each have a Verbal component and a casting time of one action.
The level of the linked spell equals the combined levels of the two chosen spells and cannot exceed 6th level.
As a Magic action, you can cast the linked spell. When you do so, the effects of both spells occur simultaneously, using the same targets, areas, and points of origin as appropriate.
You can change the spells used to create the linked spell whenever you finish a long rest.
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