Wizard
Base Class: Wizard

The greatest goal of a wizard is to master their branch of the arcane. Many great wizards have achieved this feat throughout the years, while many have not. There is, however, a title only very few wizards have achieved. Some choose not to focus on a single branch of magic, but to instead learn all equally. These mages, at their peak, are referred to as Archmagi. They are among the most fear wizards to grace the planes. Word from the wise: do not cross an Archmagus.

Arcane Scholar

 

Beginning at 2rd level when you select this school, your taught to learn and wield your magic differently than your fellow wizards.

Spellcasting

Your spellcasting feature changes in the following ways.

  • You no longer use spell slots to cast your spells, instead you use spell points. Each level of spell costs a different amount of points.
  • You have a spell level maximum and a specific number of spell points you have available at each level detailed in the following chart.
  • Your spell casting Save DC, Attack Bonus, Modifier, and Spells Known remains the same

Spell Points by Level

Class Level Spell Points Max Spell Level
1st 4 1st
2nd 6 1st
3rd 14 2nd
4th 17 2nd
5th 27 3rd
6th 32 3rd
7th 38 4th
8th 44 4th
9th 57 5th
10th 64 5th
11th 73 6th
12th 73 6th
13th 83 7th
14th 83 7th
15th 94 8th
16th 94 8th
17th 107 9th
18th 114 9th
19th 123 9th
20th 133 9th

 

Spell Point Costs

Spell Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Semper Paratus

Starting when you take this tradition at 2nd level, you have adapted and trained your mind to perform at a higher rate than others. You no longer need to prepare your spells.

 

Spell Manipulation

Spell Manipulation

Starting at 10th level you can use your knowledge to enhance your spells. Now when you expend spell points to cast a spell you can expend additional spell points equal to half the spells cost (rounded up)and 1pt for cantrips, to further change the aspects of the spell. You have the following options and cannot use more than one at a time.

  • Increase your spell attack bonus by 1 per point spent up to twice your spell attack bonus.
  • Increase your spell save DC by 1 per point up to twice your spell save DC.
  • Double a spells duration (must be at least a minute) up to and not exceeding 24hrs.
  • Add an additional damage die per point up to twice the damage die.
  • Change the type of damage the spell causes.

Arcane Identification

Starting at 14th level, your understanding of spells allows you to learn them as others cast them. Whenever you see a creature within 30ft cast a spell of arcane nature (Contained in the Wizard, Bard, or Sorcerer spell lists), you can make an Intelligence check with a DC equal to 10 + the spells level to learn the spell. If you succeed on the check you can then take double the normal cost and time to inscribe the spell into your spell book within 24hrs of the check, otherwise you cant recall the spell well enough to do so.

After using this feature you must complete a long rest before you can do so again.

Schematic Concentration

Beginning at 2nd level, your mind is able to achieve incredible feats of multitasking, allowing you to concentrate on up to two different spells requiring concentration at the same time. When you cast the second spell, and each time that you spend an action to concentrate while both spells remain in effect, you must succeed on an Intelligence check (DC 8 + the spell level of the first spell + the spell level of the second spell) or you lose your concentration and both spells immediately end. If you fail this check by 5 or more, the spell fails catastrophically, dealing 1d4 points of damage to you per spell level of both spells combined (for example, if you were concentrating on a 1st-level spell and a 2nd-level spell, you would suffer 3d4 points of damage). A successful Dexterity saving throw (DC 8 + the spell level of the first spell + the spell level of the second spell) halves this damage.

Sage's Wisdom

Starting at 6th level, you've begun to truly understand the innerworkings of the Weave. When casting a spell, you may choose to attempt to apply one of the following effects, choosing the effect before knowing whether or not it succeeds in its task. Each effect is resisted by a Wisdom saving throw contested by your spellcasting save.

  • A creature affected by the spell has disadvantage on the save
  • A creature affected by the spell has their AC lowered by -1; this does not affect creatures which are immune to Charm effects. This effect lasts until the end of your next turn.
  • The spell deals an extra die of damage that is maxed
  • You may spend an extra spell slot of the same level or higher; doing so allows you to roll on the wild magic table, even if the original spell effects do not take effect

You may use the effects an amount equal to your Intelligence modifier per long rest.

Arcane Master

Starting at 10th level your mastery of the arcane is enough to keep certain spells constantly active. Arcanist Magic Aura and Legend Lore are always active and cannot be turned off. The spells Arcane Hand, Arcane Eye, Haste, and Fly can be cast at will. The spells use your save DC and Spell attack bonus

Lord of Magic

Your mastery over the weave is finally complete. You have mastered every spell possible, learned to manipulate them is was thought impossible. Your spells bend to your every whim, and you control them masterfully to overcome your opponents armor. Now your sights have been set on a new goal. Your opponents magic.

  • Learn Counterspell and be able to cast it at any level at will
  • Spend one point to give yourself an immunity to caused by a spell
  • Spend one point to reverse a spell to your opponent
  • Spend one point to double the effects of a spell you cast
  • Spend one point to change an opponents immunities, resistances, and armor.
  • Spend one point to nullify the special effect of one piece of equipment