Base Class: Wizard
This new option— as of version 2.0 of The Wizard of Legend from The Fourth Place— allows you to play a Wizard of Legend using the wizard class.
The Wizard of Legend Arcane Tradition parallels the Sorcerous Origin in the sourcebook, but is designed for play within a different class and its features and play style. This allows more spell options overall, with the trade-off of needing to prepare spells.
This Arcane tradition is for play with the Wizard race and Wizard of Legend background in this supplement only. It has not been balanced or designed to be played with others.
Affinity
Manually select the same Affinity you selected as your subrace from the Wizard class
Fey Affinity
Manually select the same affinity you selected with your Race
Weapon Proficiency
At 2nd level, gain proficiency in your choice of Mace, Sickle, Longsword, Rapier, Scimitar, Shortsword, or Warhammer.
Longsword
Longsword proficiency
Mace
Mace proficiency
Rapier
Rapier proficiency
Scimitar
Scimitar proficiency
Shortsword
Shortsword proficiency
Sickle
Sickle proficiency
Warhammer
Warhammer proficiency
Spell-crafting
Spell-crafting (2nd level)
This sort of Wizard of Legend doesn't stoop to casting spells created by other wizards, especially not ones with someone else's name on them.
This system uses modification of existing spells as a base to represent your character's ability to craft entirely new spells, within the limiations imposed by a life of adventuring. You can assume that if your character had years available to work in a well-stocked magical laboratory, they could be much more specific in the spells they could create, but that doing so won't be possible in the course a typical adventure.
When you learn spells from gaining a wizard level, you may not learn existing spells that deal damage. You still learn two spells per level, but you may choose between spells that do not deal damage, and spells crafted yourself through research. You may still learn spells that you find in the course of your adventures.
At second Level, you gain this trait. Choose three favored Damage Types and two favored Schools of Magic. (These will be easier for you to work with.) At that time, you lose any spells that you know that deal damage, replacing them with new versions from this system that mofidy the same spell. The total number of spells you know per level does not change.
When you would learn new spells of 1st level or higher from gaining a wizard level, you may choose to create a new spell of any level you can cast in place of either or both of them. Likewise, when your number of Cantrips Known increases you may create a new one.
When crafting a spell, choose any existing spell that deals damage. The spell must be in your class list (wizard), one you have access to due to another feature (such as your Affinity), deal one of your favored damage types, and/or be of one of your favored schools.
You may choose up to four of the following options: Change Damage Type, Change Area Type, Damage/Range Conversion, Effect Conversion, Effect/Range Conversion, or Damage to Effect Conversion. You may only use each option once per spell created. You may not create two spells based on the same spell at the same time. Your Game Master may also allow you to propose a custom spell instead of using four of these options.
Change Damage Type:
You may change any damage types in a spell to any of your Favored damage types, except for Psychic. You may not change the damage type of a spell if you only had access to create a spell based on it due to it dealing one of your preferred damage types.
Change Area Type:
If the spell has an area of effect, you may change the area type and find the new area size using the table below. For the original area type, find the size closest to the area size without going over, then use the size in the same column for the new area type. (You may not convert spells that originally have a single target using this method.)
| Area Type | A | B | C | D | E |
|---|---|---|---|---|---|
| Cube (width) | 5' | 10' | 15' | 20' | 25' |
| Sphere (radius) | 5' | 10' | 10' | 15' | 20' |
| Line (length) | 25' | 60' | 80' | 100' | 120' |
| Targets | n/a | 2 | 3 | 4 | 5 |
| Cone | 10' | 15' | 20' | 25' | 30' |
| 10' wide Line | 15' | 30' | 40' | 50' | 60' |
| Cylinder (width) | 15' | 25' | n/a | n/a | n/a |
Damage/Range Conversion:
If you choose a spell that has a range, you may choose to increase the range by one tier, and decrease the damage by one tier, or vice versa.
You may only do so once per spell created. You may not use this to add range to any spell with melee, touch, weapon attack, cone, line, or cylinder attacks unless the spell also has a range of greater than 10 feet listed as the origin of the attack.
Find the closest Range tier on the Range table that does not go over the range of the original spell, and change the range to equal the tier above or the tier below. (This should be the effective range between your character and a target that the spell can reach.)
Then find all damage dice delt by the spell in the Damage Dice table. If you increased the range, decrease them all by one type. If you decreased the samage, increase them all by one type. If a spell has more than one type of damage roll, all are changed.
| Tier | Range |
|---|---|
| 1 | 10' |
| 2 | 15' |
| 3 | 30' |
| 4 | 60' |
| 5 | 120' |
| 7 | 200' |
| Tier | Damage Dice (Avg.) |
|---|---|
| 0 | (1.5) |
| 1 | d4 (2.5) |
| 2 | d6 (3.5) |
| 3 | d8 (4.5) |
| 4 | d10 (5.5) |
| 5 | d12 (6.5) |
| 6 | (7.5) |
At the discretion of your Game Master, you may use a different number and type of damage dice, as long as the average damage rolled (average per die as shown, multiplied by the number of dice) would be less than or equal to the new converted amount.
| Spell Effects |
|---|
| Only requires a Somatic Component (Randomly choose a favored damage type when creating) |
| Only requires a Verbal Component (Randomly choose a favored damage type when creating) |
| Only cast as a Reaction to damage (Randomly choose a favored damage type, either when creating or when casting) |
| Reduces target speed by 10 feet for one turn (Damage becomes necrotic or cold) |
| Increases your speed by 10 feet for one turn |
| Target doesn't receive the benefit of cover for this spell |
| Advantage versus targets with metal armor (Damage becomes fire or lightning) |
| Target cannot take a reaction for one turn |
| Deals psychic damage |
| Target can't regain hit points for one turn |
| For one creature type, target has disadvantage on attacks for one turn |
Effect Conversion:
If a spell has any of the effects listed on the Effects table above, you may convert that effect to any other on the table below. If there is an effect in parenthesis it also applies when you choose to add this effect.
Effect/Range Conversion:
Choose one of the following:
If a spell has an effect on the Effect Conversion table, you may remove that effect, and increase the range by one tier per the Range table above.
You may remove all non-damage effects from a spell, and increase the range by one tier per the Range table above.
You may reduce the range of a spell by one tier per the Range table above, and add one effect from the Effects table above.
Damage to Effect Conversion:
You may decrease the damage of any spell by one tier on the Damage Dice table above, and add any effect on the Effect Conversion table above. (You may not do the inverse, removing an effect and adding damage.)
Customization:
Once per level gained, you may propose a more customized spell. In this case, you only use this option, not two of the ones above.
Explain in general terms the effect that you want a spell to gain to your Game Master, and they may agree to provide a specific mechanic for that effect, and reduce the other effects of the spell accordingly.
You may only attempt this once per level. If you accept the spell as first proposed, you learn the spell. If you do not accept it as first proposed, you may learn a spell in another way but not as part of this level. (This represents your more specific research failing for now.)
Finalizing Your Spell:
Once you have determined the effects of the spell through these customization options, determine the narrative flavor and description of the spell, based on the details you have generated.
Then, determine the appropriate school of magic based on the narrative flavor and functional impact of the spell. You may not change the school of a spell if you only had access to create a spell based on it due to it being in one of your preferred schools.
Then, determine the appropriate material components for the spell.
Finally, name the spell, and record it in your spellbook. You may now prepare this spell as normal. If you pass knowledge of the spell to others, when they learn it the spell name will include your name.
Advanced Spell-crafting
Watch out for a more advanced and complex system for spell-casting in a future supplement from The Fourth Place. When that is released, you may choose to use this simpler system, or fully replace this with the new more detailed system.
Speak the Real
Starting at 6th level, you can convince the universe, or at least small parts of it, to listen to you. This allows you to attempt open-ended magic.
As a ritual taking one hour, you may speak to the target— any object, place, or even abstract concept, but not an intelligent creature— that is present, and try to convince it to do something it could not normally do without the presence of magic.
Explain to your Game Master what you are trying to accomplish, and they will set the DC to achieve all of what you intend, based both on the amount of convincing the target will take, and the power of the effect you seek. Your Game Master should not tell you this difficulty, which may be higher than your possible result at the time. (Something that goes against the nature of the object will have a higher DC, as will something of greater direct impact on the world or story.)
Your Game Master will then explain what level spell slot, and how many exhaustion levels (up to two) it will require to attempt this effect.
| Spent | Add to check |
|---|---|
| 1 exhaustion level | +2 |
| 2 exhaustion levels | +3 |
| 1st level spell slot | +1 |
| 2nd level spell slow | +2 |
| 3rd level spell slot | +3 |
| 4th level spell slot or higher | +4 |
Then make a Charisma (Persuasion) or Charisma (Intimidation) check modified by the cost explained per the table above, against the DC secretly set by your Game Master. Roleplay making your request to the target, out loud, in a language you know.
Persuasion Check = Charisma + Persuasion Modifier + (See Table)
On a complete success, the object (and your magic) will fulfill the request, as you intended it.
On a failure, your Game Master may have a different effect occur based on how the object understood your request, and/or a lesser effect based on what is possible with the power you have available. If there is no effect, your Game Master will determine whether you gain one Exhaustion level, or lose one spell slot, and of which level. You do not lose both, and may lose a spell slot of a lower level than originally required.
This ability should never be more powerful than spells one level higher than highest level spells you can cast— 5th level spell when you gain this feature at 6th level— it is intended to add flexibility and a storybook quality to your magic. It will scale over time as your skills and abilities grow, as you gain spell slots, and eventually for some targets based on the Inhuman Affinity feature.
Your Game Master may choose to trigger this ability at moments when your character speaks in a situation charged with magical power. In such cases, nothing happens on a failure, only on a complete success, in which case you gain exhaustion levels and/or spend spell slots as determined by your Game Mster.
Arcane Resistance
Starting at 10th level, your relationship with magic is such that you have greater ability to resist the magic of others.
If you exceed the DC of any saving throw versus a spell or magical effect by 7 or more, you may choose to ignore all effects of the spell, even those effects of the spell that usually take effect on a successful save.
If you would be affected by a spell or magic effect that does not normally allow a saving throw, and you know exactly what spell or effect is being used (see Spell Awareness, page 2) then you may spend a 1st level spell slot to use your reaction to try to resist the spell. When you do, make an Intelligence saving throw versus the spellcaster's spell save DC. On a success, you may choose either to take half damage from the spell, or ignore all non-damage effects of the spell.
The effects of this feature may be combined, allowing a saving throw versus a spell that does not usually have one, granting proficiency if you wouldn't normally have it, and allowing you to ignore all effects of the spell if that save beats the DC by 7 or more.
(See also the racial features Magical Sight and Improved Magical Sight, on page 3, which interact with this feature.)
Greater Affinity
This feature depends on the expectation that the Wizard race, Wizard of Legend subclasses, and Wizard of Legend background from Destiny & Demigods Vol 1.: The Wizard of Legend, from The Fourth Place, are all used together. Only one affinity options is available here.
Greater Affinity (14th)
Starting at 14th level, the depth and scope of your Affinity increases significantly.
At this time you may replace any number of spells that you have learned, excluding specific spells granted by race or class features.
When you gain this feature, your appearance will begin to become significantly less human, and more evocative of your affinity. The nature of the changes is up to you (the player, not necessarily the character). This can happen over any period of time you choose, from minutes to decades.
The remaining details of this feature depend on your original Affinity.
Fey Affinity
Fey Affinity:
Wizards with Affinity with the fey gain the following traits:
Learning Spells. You may learn any druid spells as wizard spells.
Skill Advantage. You gain advantage on Wisdom, Intelligence, and Charisma skill checks versus elves, half-elves, and fey creatures, and about knowledge of elves, the fey, or the Feywild.
Dreamspeech. Use your Wisdom for Persuasion or Intimidation skill checks versus concepts and objects that originate in the Feywilds, items crafted by fey or elves, and dreams or wholly imaginary things (not creatures). Used with Speak the Real.
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