Wizard
Base Class: Wizard

Students of magic schools having lost themselves in libraries telling of strange and mysterious worlds, the Mages of Fables have been manipulating magic since novels. Rewriting spells to give them the form of a story, these wizards live differently from others and are often seen as bards or storytellers, more than magicians.

Novel Spellbook

Beginning when you select this school at 2nd level, your spellbook turns into a Novel Book which contain your own story. You cast spell by expending a spell slot and telling a quick story that puts the spell in context. You can also try to hide the magic by telling a longer story. You can spend a number of turn equals to the spell level - your proficiency bonus (minimum of 1). The target of the spell must succeed a Wisdom saving throws 8 + your Charisma modifier + the wizard's proficiency bonus. On a fail, the target don't know you're the caster but can still make an Intelligence (Arcana) every turn for a long spell to detect you.

Storyweaver's Insight

At 2nd level, the Fable Mage gains proficiency in Persuasion and Performance checks, reflecting their ability to weave compelling stories and fables. You gain advantage in History to remember anything about your own story.

Nest of inspiration

Starting at 6th level, your sleep seems to alter the story of the book. During each long rest, your dream manifest as a specific spell that you can add to the Novel Book. The spell count as lvl 3 spell and are always prepared but doesn't count against the number of spell you can prepare. The spell disappear from the Novel Book at the next dawn and cannot be copied. You can use that spell a number of time equals to your proficiency bonus.

Roll Genre Spell

1

Horror

Nightmare Fog - Conjuration, 1 action, Self (30-foot radius), V, S, Concentration, up to 1 minute

"You conjure a thick fog that fills a 30-foot radius around you, obscuring vision and muffling sound. Any creature inside the fog has disadvantage on Wisdom (Perception) checks and any attack rolls made at a target outside the fog have disadvantage. Additionally, any creature that starts its turn inside the fog must make a Wisdom saving throw or become frightened for the duration of the spell. The fog is also filled with eerie whispers and moans, causing any creature inside the fog to take 1d6 psychic damage at the start of their turn."

2

Horror

Relentless Pursuit - Transmutation, 1 action, Self, V, S, Concentration, up to 1 minute

"You channel the relentless, unstoppable drive of a monstruous killer from your story. Your movement speed increases by 10 feet and you can move through difficult terrain as if it were normal terrain. As part of casting this spell, you conjure a small silver dagger in your hand. If you end your turn within 5 feet of a creature, you can immediately use your reaction to make a melee weapon attack with the dagger against that creature, as if you had teleported to their location. This attack does not provoke opportunity attacks. If the attack hits, it deals an additional 1d6 psychic damage as the victim experiences the terror of being attacked by an unstoppable killer. Finally, any creature that takes damage from your attacks while this spell is active must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn."

3

Romance

Arching Heart - Enchantment, 1 action, Self, V, S, Concentration, up to 1 minute

"This spell channels the intense emotional pain of heartbreak and sorrow, causing the caster to radiate a palpable aura of despair and misery. The caster's heart and soul ache with the pain of a broken romance, and the aura of sorrow spreads out to a 30-foot radius around the caster. While the spell is active, any creatures within the radius must make a Wisdom saving throw or become overcome with melancholy and heartbreak, taking 2d6 psychic damage and suffering disadvantage on all attack rolls, ability checks, and saving throws for the duration of the spell. Additionally, any creature with a heartbreak immediately fails the test and take additional 1d6 psychic damage. The caster of the Aching Heart spell also suffers a penalty, as they must succeed on a Wisdom saving throw each turn to maintain concentration on the spell. Failure results in the spell ending prematurely, and the caster taking 2d6 psychic damage from the intense emotional pain."

4

Romance

Happily Ever After - Abjuration, 1 action, Self, V, S, Concentration, up to 1 minute

"You touch a creature, filling them with the power of your true love and devotion. Until the end of your next turn, you are both protected by a shimmering aura of love that surrounds you and your touched ally. While the spell is active, you gain the following benefits:

Any creature that tries to attack you or your ally must make a Wisdom saving throw or be unable to bring themselves to harm you for the rest of their turn, as their heart is filled with feelings of love and compassion. Creatures that are immune to the charmed condition automatically succeed on the Wisdom saving throw.

Any creature that starts its turn within 5 feet of you must make a Strength saving throw or be pushed 10 feet away from you as they are repelled by the power of your love. Creatures that are immune to being moved or knocked prone automatically succeed on the Strength saving throw.

You can use your turn to maintain the aura (up to a total of one minute). The spell ends early if you stop touching the ally."

5

Comedy

Absurdity - Illusion, 1 action, 60 feet, V, S, Instantaneous

"This spell infuses the surrounding area with a sense of absurdity, causing everyone in a zone to act irrationally and illogically. When the spell is cast, all creatures within a 10-foot radius centered on an area you choose in range must make a Wisdom saving throw. On a failed save, the creature is affected by the spell and gains one of the following effects:

The creature becomes convinced that they are a chicken, and spends their turn clucking and flapping their arms instead of taking any actions.

The creature becomes completely enamored with the next creature they see, and spends their turn trying to impress or flirt with that creature, regardless of the situation or their own preferences.

The creature becomes convinced that they are the most powerful creature in the area, and spends their turn posturing and bragging about their imaginary strength and abilities.

The creature becomes overwhelmed by a sense of absurdity, and spends their turn laughing uncontrollably and taking no actions."

6

Comedy

Gag Weapon - Transmutation, 1 action, Self, V, S, Instantaneous

"Upon casting this spell, the wizard's weapon or wand transforms into an absurd and comical weapon or item, such as a giant pencil, rubber hammer, or explosive banana. The weapon retains its original statistics and functions, but its appearance and effects are altered to fit the absurd theme. For the duration of the spell, the wizard can use their absurd weapon to cast one of the following effects as an action:

Banana Bombardment: The wizard hurls the explosive banana at a target within 60 feet. The target must make a Dexterity saving throw or take 3d6 fire damage. On a successful save, the target takes half damage.

Rubber Hammer Smackdown: The wizard strikes a target within 5 feet with the rubber hammer, dealing 2d8 bludgeoning damage and knocking the target prone on a failed Strength saving throw.

Giant Pencil Poke: The wizard pokes a target within 10 feet with the giant pencil, dealing 2d6 piercing damage and forcing the target to make a Constitution saving throw or be temporarily blinded by the pencil lead.

You can use you Charisma modifier for attack and damage roll with these weapons. Additionally, while under the effects of this spell, the wizard gains advantage on all Charisma checks made to entertain or impress others, as their absurd and comical nature proves to be a source of entertainment. However, the absurdity of the spell comes with a drawback. While the spell is active, the wizard has disadvantage on all Wisdom-based ability checks and saving throws, as their focus and concentration is disrupted by the ridiculousness of their weapons and powers."

7

Cosmic Oddities

Singularity Rift - Conjuration, 1 action, 60 feet, V, S, Instantaneous

"You open a small rift in space-time that releases a burst of gravitational energy, dealing 4d10 force damage to all creatures within a 10-foot radius sphere centered on a point you choose within range.

Any creature that takes damage from this spell must make a Constitution saving throw. On a failed save, the creature is pulled towards the center of the sphere, as if caught in a miniature black hole, and is restrained until the end of its next turn. While restrained, the creature's speed is reduced to 0 and it cannot take reactions."

8

Cosmic Oddities

Eye of the Void Madness - Enchantment, 1 action, Self, V, S, Concentration, up to 1 minute

"You summon the Eye of the Void, a giant space eye that appears in the sky above you, surveying the area with its all-seeing gaze. Creatures within a 60-foot cone must make a Wisdom saving throw or become affected by the cosmic madness. While affected, they begin to see strange and otherworldly things that are not really there, causing them to behave erratically and unpredictably. A creature that succeeds on the saving throw is immune to the Eye's gaze for 24 hours. While the spell is active, you gain the following benefits:

You can see through the eyes of the cosmic gaze with darkvision, allowing you to observe any creatures or objects within the cone of its gaze (darkvision 120 feet). You can also detect any illusions within the same area.

If you end the spell before its full duration, you can choose to leave a residual effect that causes creatures within the cone of its gaze to become disoriented and confused for 1d4 rounds. During this time, affected creatures see strange and bizarre images that cause them to act unpredictably."

9

Mystery

Shorleck's Secret - Conjuration, 1 action, Self, V, S, Concentration, up to 1 hour

"When you cast this spell, you conjure a magical magnifying glass that appears in your hand. As you hold the magnifying glass, you feel your mind sharpen and your senses heighten, as if you have become a true detective like Shorleck Helmos.

For the duration of the spell, you gain proficiency in Intelligence (Investigation) and Wisdom (Insight) checks. Additionally, once per day, you can use a bonus action to ask the DM a yes-or-no question related to the current mystery or investigation you are working on, and the DM must give an honest answer. The answer must be related to information that you could reasonably uncover through investigation, deduction, or logical reasoning."

10

Mystery

Your True Friend - Abjuration, 1 action, Self, V, S, Concentration, up to 1 minute

"When casting this spell, the caster creates an illusionary image of themselves in the mind of their attacker, causing them to see a different face than the true one. The illusion is so convincing that the attacker will believe it to be the true face of the caster until the spell ends.

To cast the spell, the caster must make a Wisdom check against the target's Wisdom save DC. If successful, the target will see a different face on the caster, hiding their true identity. If the target fails the save, they are charmed by the illusionary image and will believe it to be the true face of the caster until the spell ends. The spell lasts for up to 1 minute, during which time the caster can maintain concentration to keep the illusion active."

A Whole New Story

Beginning at 10th level, you learn to mix the stories. Once per long rest, you can create a new story that contains 2 spell at once. You must spend a number of turns as if you were casting the spell and hidding it with a spell level equal to the total of the two spells and spending the two associated slots. If both spells require concentration, you only need to concentrate once to maintain the new spell, but both spells keep their maximum duration.

Long Story Short

Starting at 14th level, your mastery of storytelling has become so advanced that they can weave enchantments into their tales, causing their spells to have a more potent effect. Whenever the you cast a spell by telling a story, the spell is cast as if it was a level higher (to a maximum of 9). You can use this features a number of time equals to your proficiency bonus.

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