Base Class: Wizard
While most wizards derive their magical prowess through the study of the arcane arts, some seek to expand their knowledge further. Not content to hold just one perspective on magic, those that follow the tradition of the mystic theurge search for magical secrets in any and all forms. Whether it be from arcane, divine, or even more primal sources, they’ll eagerly scribe any available spell into their personal tome, adding to their vast and varied collection.
Versatile Magic
Beginning when you select this arcane tradition at 2nd level, your start to broaden your perspective on magic. The two spells added to your spellbook from gaining this level need not be wizard spells; they can be from any class (or two different classes).
You may also add spells from any class to your spellbook, when found on scrolls (or via other transcription methods, at the DM’s discretion). These spells must still be of a level you can cast, and they count as wizard spells for you.
At every other level where you gain an arcane tradition feature (6th, 10th, and 14th), the two spells added to your spellbook from gaining that level can also be from any class.
10 Level Spell Choices
Choose two spells from any class, when learning 2 wizard spells for this level.
14th Level Spell Choices
Choose two spells from any class, when learning 2 wizard spells for this level.
6th Level Spell Choices
Choose two spells from any class, when learning 2 wizard spells for this level.
Magical Intuition
Also at 2nd level, you develop an innate understanding of all sorts magical effects. You gain proficiency in the Arcana skill if you don’t already have it, and further, your proficiency bonus is doubled for any Intelligence (Arcana) check you make that involves recognizing a certain spell, or its effects.
Additionally, you learn the Identify spell, if not already in your spellbook. However unlike your other wizard spells, this one remains fixed in your mind; you always have it prepared- even without your spellbook- and it doesn't count against the number of spells you can prepare each day.
You can also cast this spell without the material components normally required. You have learned to more easily intuit the flow of magic through creatures and objects.
Collected Arcanium
Once you reach 6th level, you gain the ability to learn new spells in the heat of combat, through careful observation and manipulation of the weave.
You learn the Counterspell spell if not already in your spellbook. Unlike your other wizard spells, this one remains fixed in your mind; you always have it prepared- even without your spellbook- and it doesn't count against the number of spells you can prepare each day.
Moreover, you can now attempt to instantly learn a spell that you successfully disrupt with Counterspell. Make an Intelligence (Arcana) check with a DC equal to 10 + the target spell's level as part of your reaction. If you fail, your counter attempt works as normal. Success, however, will reveal to you which spell is being cast (though not at which level).
If the spell is already contained within your spellbook, you have advantage on the ability check to disrupt the casting. If the spell isn’t in your spellbook, and your attempt to disrupt the spell is also successful, you are able to quickly gather and memorize the nuances of casting it. The next time you finish a long rest, you may add that spell to your spellbook, and from then on you can prepare and cast it like your other spells.
You can only memorize one spell at a time like this, before writing down the specifics into your spellbook. You can add a number of spells to your book this way equal to your proficiency bonus, however at any time you may learn a new spell with this feature, replacing one already gained from it. If you later add a spell to your book through normal means (gaining a level, or copying a spell from another book into yours), that was already added through the use of this feature, that spell is no longer counted against this number.
These spells must be of a level that you are able to cast, but they can be from any class (though they are all treated as wizard spells for you).
The Weave Revealed
Starting at 10th level, you have become so attuned to the various forms that magic takes, you can see it as it flows all around you.
You are now permanently under the effect of the Detect Magic spell, without requiring any concentration from you. You can also use a bonus action to see a faint aura around any visible creature or object in the area that bears magic, instead of the normal action required.
Additionally, you may now cast the Identify spell without expending a spell slot, when utilizing your Magical Intuition feature. Discerning the specifics of different forms of magic has become an almost natural reflex for you.
Perfected Theurgy
Upon reaching 14th level, your deep understanding of magic allows you to bend the weave to your will, generating a variety of wondrous effects without having to expend your own arcane energy.
You can cast any spell contained within your spellbook as a ritual- even if it doesn’t have the ritual tag- as long as it’s a spell of 5th level or lower. It also takes you only 1 extra minute of casting time to cast a spell as a ritual, instead of the normal 10 minutes required. All normal rules for ritual casting must otherwise be followed, and the spell’s normal parameters will also apply (including components, duration, and concentration, if applicable).
You can use this feature to cast a normally non-ritual spell a number of times equal to your Intelligence modifier, and all expended uses are regained when you finish a long rest.
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