Base Class: Wizard
A Wizard that has a contract with a powerful magical being, a Major Spirit.
Contract with a Major Spirit
Starting at 2nd level, you have forged a contract with a major spirit that is not only your faithful companion but also fuels your magic and helps you in combat. A major spirit is a timeless being that is native to the spirit realm. Spirits, however, regularly transition to the material world for various reasons. You happened to meet one, and that spirit made a contract with you. Your major spirit is a DM controlled NPC, however, you define it's backstory, personality traits, ideals, bonds, flaws and powers together with the DM. Work together to make a truly enriched character that contributes to the campaign. The spirit has a receptacle, which is usually some sort of jewel or talisman, though it can be pretty much anything (what it is is up to you when creating the spirit, but it cannot be larger than a hand). The receptacle represents your contract with the spirit, and it's the catalyst that binds you together. The spirit MUST necessarily retreat to it's receptacle to do long rests. Most spirits come out during the day and take long rests according to their caster's rests, but they are free to rest whenever they want. If a spirit stays materialized for more than 20 hours without retreating to their receptacle, their physical form will start to fade. They can remain materialized if they desire, however they will be vulnerable to all damage in this state. After a total of 24 hours materialized, the spirit has no choice other than retreat towards the receptacle, lest they fade away for good. If the latter happens, it takes 1d4 days for them to reform and be able to materialize themselves once more. If a spirit is called while clutching their receptacle, they may listen even during their rest and come out. If they do so, however, they can only maintain themselves for 10 minutes (1 minute if they're in combat), and they need to start their long rest again from zero. Some spirits may not be willing to come out during a rest, and some may gladly interrupt their rest to aid their caster. All depends on their personality. Spirits don't need food, drink or air to survive, but they are intrinsically magical beings. That means they can be detected through means like Detect Magic, and they are instantly petrified if they enter an Antimagic Field. That petrification reverts naturally 1 hour after the spirit leaves the Antimagic Field. Casting Dispel Magic on a spirit forces them to make a Constitution Saving Throw, dealing 4d10 force damage and petrifying them for 1 round on a failed save, and dealing half damage on a successful save. Spirits can choose their own form when they come to the material plane. Some choose to look like a member of some race, some choose to look like animals, and some choose to look like something else entirely. Nevertheless, your spirit can speak and understand all languages you know plus one exotic language relating to its alignment (Good and Neutral spirits know either Celestial, Sylvan, or Primordial and Evil spirits know either Infernal or Abyssal). All spirits also have a flying speed of 40 feet, in which they float, though their walking speed depends on their form. If a spirit's form grants them a flying speed greater than 40 feet, they may choose to use that one instead. If they do so, they can fly like the equivalent or their shape would (e.g beating wings, soaring, etc), and they can still float at a 40 feet speed. A spirit cannot carry anything that weights more than they do. Spirits can never assume a form whose size is greater than medium, and they do not gain powers inherent from the form they choose (for instance, a spirit that chose a draconic-like form would not gain a breath weapon). All spirits have darkvision within a 90-foot range. Spirits may be timeless, but they are not immortal. They cannot, however, be killed in the material world, only in the spirit realm. If a spirit is slain while in the material world, they will fade away in a blue glow, and return to the spirit realm. If this happens, your contract with the spirit is not broken, but you must find a way to reunite with them and restore your contract or find another major spirit to make a contract with. You can still communicate with them through your telepathic bond for 5 minutes each day. Until you reunite with them, you only have access to half your spell slots and you lose access to all subclass features until you reunite with them. The spirit also cannot be healed neither by medicine or by regular healing spells. The spirit can be healed, however, by executing a mana symbiosis, detailed later on it's own feature. Your spirit's stats are determined together with your DM when you create them, and the spirit's hp is determined through a d12 hit die. However, the spirit does not have actual hit dice, and cannot heal on a short rest because of that. You and your spirit share a telepathic bond, which allows you to communicate with each other mentally regardless of distance. In combat, the spirit rolls its own initiative and the highest number among yours and their initiative serves as the initiative for both of you. You always act at the same time, and may even alternate among your actions. Your spirit is independent, but will always fight in unison with you unless you take a decision it strongly disagrees with (again, all depends on their personality.). You can communicate with your spirit at will during combat thanks to your telepathic bond. You cannot communicate to your spirit to use a reaction immediately, but you can ask them to use a reaction in case some specific event happens. The span of a reaction is too fast for you to be able to communicate that with your spirit. In combat, your spirit can cast spells from their spell list, which is also to be defined when creating the spirit, however, your spirit cannot cast a leveled spell on the same round that you have cast a leveled spell. Usually spirits' spell lists will be focused on a specific aspect of magic, be it an element, a school or even a specific kind of effect that is produced. All spirits will have an element for which they have a higher affinity, seen as their magic is intrinsical. You choose that damage type when creating the spirit. Whenever one of you casts a spell that causes that type of damage, you ignore resistance to it. Your spirit may learn spells that originally deal other damage types, but when they cast it the spells will always deal their "favored" damage type. For instance, a spirit may have Fireball on their spell list, but if their favored damage type is cold, it will be an Iceball when they cast it. Both you and the spirit also have resistance to that damage type. When you cast a spell, you may choose to make it deal your spirit's favored damage instead of the spell's original damage type (you are not forced to do so like your spirit is). Spirits don't cast spells with spell slots. Instead, they use mana from their reserve. They can only cast spells of up to a level for which you have spell slots. When casting a spell, they consume mana equal to the spell's level multiplied by 10. The spirit always has all spells from their list prepared. Regardless of your level, spirits never have level 9 spells on their spell list. Your spirit uses Wisdom as their spellcasting ability, and for spellcasting purposes, their Wisdom always matches your Intelligence. In all other situations, their Wisdom counts as their own. A spirit uses themselves as spellcasting focus, for they're beings made of magic itself. They can ignore any material components that lack a gold cost like this. Whenever you finish a Long Rest, you choose a number of spell slots to convert into mana for your spirit. When you do so, each converted spell slot grants your spirit 10 mana per slot level. That way, you may choose the balance among your slots and your spirit's mana. Also, on a short rest, you may trade with them a number of slots that equals half your Wizard level (rounded down). That trade may go either way, either extracting mana from your spirit to grant you slots or vice-versa. This may only be done once, and you regain use of this feature on a Long Rest.
| Cantrips | 1st level | 2nd level | 3rd level | 4th level | 5th level | 6th level | 7th level | 8th level |
| 2 | 6 | 6 | 5 | 5 | 5 | 4 | 3 | 2 |
Spirit Magic
You have an increased affinity with the spells your spirit domains. Thanks to that, for every 2 levels you gain in this class, you learn a spell from your spirit's spell list. Additionally, besides learning spells from books, you may learn from other spirits you encounter in your journey. If they're willing, a spirit may dedicate 3 * spell level hours to teach you a spell they know (excluding the one you have a contract with). Additionally, your spirit gifts you a magical spellbook. You may always summon the spellbook as a bonus action, it always opens in the page you desire and floats in front of you when you cast a spell. If anything happens to it, your spirit may retrieve the book for you over the course of a long rest.
Mana Symbiosis
Starting at 2nd level, the spirit can sacrifice some of their mana to regenerate their health. The spirit activates the mana symbiosis with a bonus action. After activating the mana symbiosis, the spirit can only cast cantrips while it's active, and it cannot take a bonus action while it's active, unless it relinquishes their action. For every turn that it stays active, 10 points of mana are consumed and 6 + their Wisdom modifier hit points are healed. If the spirit takes more than 30 damage on a single round, the mana symbiosis is immediately interrupted. A spirit can enter the mana symbiosis twice, and regains the ability to do so after a long rest. If the spirit takes damage of their favored type while in a Mana Symbiosis, they take no damage, and instead gain temporary hit points equal to the damage dealt. Those last until the end of the Mana Symbiosis.
Overload
Starting at 6th level, you can use your spirit's mana to empower your spells, and vice versa. When you cast a spell, you can consume some of your spirit's mana to increase the level of the cast spell. Each increased level costs 10 mana. The same way, if your spirit casts a spell, they can draw from your power to get a spell slot from you and cast the spell at a higher level by drawing from their own mana. Whenever one of you tries to draw from the other's power, the other must allow it. This feature requires you to be within 90 feet of your spirit to be used. Overload allows you to cast a spell in a level for which you do not yet have spell slots, but the maximum level you can cast the spell is 2 levels above your highest level spell slot. Every time you use this feature, the mana cost per spell level increases by 5. The cost is reset to 10 mana per level whenever both you and your spirit take a long rest.
At 10th level, this feature is improved. It can now allow to cast spells in a level that is up to 5 levels above your highest level slot. It is now possible to cast a spell in a level above 9th with it. If you do so, however, levels above 9th cost an additional 5 mana.
Spiritual Mantle
When you reach 6th level, your major spirit gifts you with a magical mantle woven specially for you. The mantles are relics of the spirits, and receiving a mantle personally from one is a wondrous present indeed. The mantle has an AC of 14 + your Intelligence modifier, and it grants you a special ability based on your spirit's magic. The mantle cannot be physically damaged by anything short of a Disintegrate spell, and if you lose it, your spirit can spend 1d6 hours to locate it and bring it back to you. If anyone else besides you tries to use the mantle, they do not receive the magical properties of the mantle, instead receiving the effects of a mundane mantle. If the mantle is destroyed, your major spirit can spend 1d4 days working to weave a new mantle for you.
Scholar of the Spirit World
Starting at 10th level, your deep connection to spirits and the spirit world has granted you the ability to call out to minor spirits for help. When you do so, roll an Intelligence check. The DM determines the DC of the check based on the situation and what you want help for. If you succeed, you can get many sorts of help, such as getting a minor spirit to guide you somewhere, be granted some knowledge or even warned of some danger. The minor spirits will never be involved in combat with this feature, however, and they are not capable of performing physical tasks. Minor spirits appear as small motes of light, and can only communicate telepathically, and only with spirit users or other spirits. You can use this feature once, and regain the ability to do so on a long rest. Additionally, you now have advantage on Arcana and History checks related to spirits or the spirit world, and you may add your proficiency bonus twice to such checks if you are proficient with those skills.
Energy Well
Starting at 10th level, your spirit has access to an Energy Well that stores unused mana for later use. The Energy Well can be filled by absorbing magical energy from spells, magical items or even spellcasters. To absorb mana from spells, the spirit must as a Reaction make a Wisdom saving throw, contested by the caster's spellcasting ability saving throw. They can only absorb spells that have a visible effect once cast, such as a Fireball. You cannot absorb a spell that has no visible effect such as Scrying, unless you know it's being cast. If the spirit fails, the spell takes effect as normal, and they cannot try to absorb that spell's energy again. Additionally, they have disadvantage to try to absorb a spell from the same caster of a spell that they failed to absorb. This disadvantage goes away on a long rest. If the spirit succeeds, the spell fails and their well is filled with 5 mana multiplied by the level of the absorbed spell. Cantrips can be absorbed, but they do not fill the well with any mana. Instead, whenever a cantrip is absorbed, the spirit can cast a cantrip of their own with the energy from the absorbed cantrip as part of the same reaction used to absorb the cantrip. To absorb mana from spellcasters directly, the spirit must make a melee spell attack against them as an action. If they succeed on the attack, they absorb a number of spell slots from the caster. The maximum sum of spell slot levels that can be absorbed equals the spirit user's Wisdom modifier (min 1). (Example: A spirit tries to absorb mana from a Wizard, and they have a +2 to Wisdom. They can absorb either one 2nd level slot or 2 1st level slots.). Each absorbed spell slot grants energy to the well that equals 5 times their level. A caster that is willing to give the spirit their mana can allow a spirit to do it with no attack roll. To absorb mana from magical items, you must simply maintain physical contact with the item for 5 minutes straight. After that, you gain 10 mana to your well, and the item becomes temporarily nonmagical for 24 hours. If the same magical item is absorbed over 5 times by the same spirit, it becomes permanently nonmagical. Only items of Rare or lower rarity can be absorbed like this. Absorbing energy from a cursed item like this is not recommended, and may have disastrous results. The spirit can only absorb mana a number of times equal to their Wisdom modifier, and expended uses are regained when the spirit takes a long rest. To draw energy from the well, the spirit must meditate for 1 minute for every 10 mana drawn. They can draw as much mana as they need. This meditation must be uninterrupted, or the mana is lost. The spirit can only draw energy from their Energy Well once per long rest. If the well is full, the spirit cannot absorb mana, lest they cause their mana to overflow, as said on the "Restless Mana" feature below. Maximum capacity of the Energy Well:
| Spirit User level | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Maximum capacity | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 110 | 120 |
Restless Mana
Starting at 14th level, your spirit's mana starts to grow restless, longing to be liberated. Whenever your spirit goes over 2 hours without spending any mana, they can cast a 1st level spell that they know with no mana cost. They must expend mana if they desire to increase the level, as usual. If your spirit goes an entire day without spending mana, their mana is released into their Energy Well. If the well is not full, it receives 20 points of mana. If the well is full, however, it overflows, and is emptied. If this happens, your spirit's magic will manifestate furiously around them for 5 minutes. They do not have control over this manifestation, that happens at the DM's discretion.
Overflow
Starting at 14th level, your spirit can draw additional mana from the ambient when they consume their own. Whenever you use the Overload feature, the first level increased costs no mana. This feature only applies if you increase the spell's level by at least 2. If you increase only 1 level, that level is not free.
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