Base Class: Wizard
"Key of Clow, power of magic, power of light, surrender the wand, the force ignite!"
Wizards of the Cardcaptor tradition are not just spellcasters — they are collectors, guardians, and wielders of magical spirits and phenomena known as Arcana Cards. Each card represents a captured essence — a wind spirit, a conjured blade, a frozen storm — bound to their will through ritual magic. Cardcaptors blend arcane study with a unique focus on sealing dangerous magic and turning it into a weapon against their foes.
Arcana Deck
You create a mystical deck of cards through which you prepare and channel your spells.
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When you prepare your wizard spells, you can designate a number of them equal to your Intelligence modifier + your proficiency bonus as Arcana Cards.
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These spells are flavored as unique cards that you summon, toss, or activate. You can cast them as long as your Key of Sealing is within 30 feet, even if you are not holding it.
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You also gain access to the Arcana Card Spell List, which contains special spells only you can prepare this way.
This deck is partly physical and partly arcane — it cannot be stolen or permanently destroyed unless you are killed.
Capture Spell
You can magically seize stray magic and bind it into a card.
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Trigger: When a creature you can see within 30 feet casts a spell or uses a magical ability, you can use your reaction and expend a spell slot of equal or higher level.
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Save: The creature must succeed on a Charisma saving throw against your wizard spell save DC or have its spell/ability negated.
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Effect: You capture the effect into a temporary Arcana Card, which you can cast once within the next minute without expending a spell slot or material components.
You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a long rest.
Quick Draw
You have learned to summon your cards and channel their power with effortless grace.
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You can draw or summon your Key of Sealing or an Arcana Card as a free object interaction on your turn.
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The first time you cast a spell from your Arcana Deck on each of your turns, you may choose one of the following magical flourishes:
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Empower: Gain temporary hit points equal to the spell’s level + your Intelligence modifier.
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Shift: Push or pull one creature within 10 feet of the spell’s target up to 10 feet.
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Flourish: Cause a harmless but dramatic effect — gusts of wind, glowing symbols, sparks — emphasizing your magic’s visual flair.
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Greater Capture
Your sealing magic has grown more powerful, letting you bind even persistent magic.
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You can now use Capture Spell to attempt to suppress magical effects, ongoing spells, or curses within 30 feet by using your action and expending a spell slot of equal or higher level.
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If successful, the effect is suppressed and stored in an Arcana Card for up to 1 hour (instead of 1 minute).
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If the effect was a summoned creature, the creature is banished to the card for the duration.
When the hour ends, the effect fades harmlessly unless you release it sooner as an action.
Master of the Deck
You have perfected your bond with your Arcana Deck.
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You can now prepare twice as many Arcana Cards (2 × your Intelligence modifier + your proficiency bonus).
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Once per long rest, when you roll initiative, you can immediately draw a Wild Card: choose any wizard spell of a level you can cast and treat it as if it were in your Arcana Deck. You can cast it once without expending a spell slot.
This ability represents your absolute mastery over captured magic — you always have the right card at the right moment.







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