Wizard
Base Class: Wizard

In times and places where there's no written knowledge, the world itself is an open book. Wizards who follow the School of the Wanderers are renowned travelers, adept socializers, and connoisseurs of arcane mysteries. As all the Nine Worlds are suffused for their magical might and as a font of arcane wisdom.

 

Spellbooks without Literature

As you can imagine, there is a noticeable level of discrepancy in using the Wizard class in a setting with no common writing (Journey to Ragnarok). How could you resolve that?

  • You could have some rudimentary knowledge of runes, not enough to channel power through them, but enough to combine them into strings of power that you record on slabs of bark, weave into a mantle, or carve into your staff, in the form of a bind rune
  • By reading runes, you gain a miniscule whiff of their power
  • You draw your spells, creating elaborate representations of the effect of the spell, and this helps you remember all the gestures and words you need to cast them.
  • You create fetishes. For every spell you know, you craft a little totem made by stones, feathers, blood (usually your own), and other significant components. Only you can properly understand these totems, and you carry them inside of a "sage satchel" for when you need them.

Through the Heart

Your experience in discovering the worlds extend to your fellow men. Within a few words, you are able to understand the needs of your interlocutors.

Starting at 2nd level, during a conversation lasting longer than 1 minute, you can attempt a Wisdom (Insight) check opposed by a Charisma (Deception or Persuasion) check, as chosen by the target. If you succeed, you know exactly what the target currently desires the most. This feature does not work on creatures immune to the Charmed condition.

Through the Earth

As you gradually uncover the secrets of magic and seidr, you learn to instill power into your surroundings.

If you cast a spell of 1st level or higher with a range of touch or expressed in ft., you can decide to channel it through your surroundings. Choose one point in a space that you can see within 15 ft. of you, and it becomes the origin point of the spell and you calculate the line of effect from that point instead of your actual position.

Once you use this feature, you cannot cast spells except cantrips until the end of your next turn.

Knowledge of the World

You have traveled far and accomplished many things, adaptability has become your ally.

Starting at 6th level, at the end of a long rest, you can recall the actions of countless people you have met before and learn from your memories.

Choose two specific skills, weapons, or sets of tools. You gain proficiency with them until the end of your next long rest.

For example, you can proficiency in Deception and the Longsword, or learn to use Alchemist's Tools and Carpenter's Tools.

World of Knowledge

Magic shapes worlds just as they shape magic. By tapping into raw seidr and arcane power, you discover new forms of incantations.

Starting at 6th level, as an action, you can forget one prepared spell of 2nd level or higher. if you do, the GM chooses two wizard spells whose level is one lower than the one you have forgotten and that you don't know. You pick one, and it becomes prepared for you for the following 8 hours. The spell is not memorized for you, and it does not appear in your spellbook; as such, you cannot transcribe it into your spellbook or create a spell scroll of it. you have just enough instinctual understanding of the spell to cast it. 

You can use this feature up to three times, but you must wait at least 1 minute between each use. Once you consumed your uses, you cannot use this feature until the end of your next long rest. 

Every time you use this feature, you cannot cast spells except cantrips until the end of your next turn.

First Impressions

Through your travels, you are able to leave strong impressions on those you meet for the first time.

Starting at 10th level, you have advantage on the first ability check made when socially interacting with someone you've never met before. This feature does not work on creatures immune to the Charmed condition.

Lingering Magic

You can manifest the residual energies around you into power.

Starting at 10th level, as a reaction made when one or more targets within 45 ft. of you receive 10 or more points of energy damage, you tap into residual energy. Until the end of your turn, any spell you cast that deals that damage or include that type of energy among its effects is considered cast using a slot 1 level higher than usual.

After casting a spell empowered this way, you cannot cast spells except cantrips until the end of your next turn.

Make Connections

Speaking to people has permitted you to learn methods of removing your face from their memories.

Starting at 14th level, when you converse for at least 10 minutes with a creature you can see, you can magically strengthen or remove the memory of yourself from its mind.

The creature makes a Charisma saving throw against your Spellcasting DC. On a failed save, you decide if the creature forgets you the moment they lose sight of you, or if they can perfectly recall your look, appearance, and what you have talked about. On a successful save, the creature is immune to this feature for a month. 

This feature does not work on creatures immune to the Charmed condition.

Shared Connections

You can sever the threads of magic from those who become susceptible to your power.

Starting at 14th level, if the target of one of your spells fails a saving throw against it, you can also sever their connection with magic. The target cannot cast spells, benefit from magic items, and any magical attack they have is considered nonmagical. These effects last until the end of their next turn. 

You can use this feature three times before a long rest. Once you use this feature, you cannot cast spells except cantrips until the end of your next turn.

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