Wizard
Base Class: Wizard

For a Prestidigitator, magic is not merely a tool, but a performance. Spells become spectacular acts through hand movements, misdirection, and perfect timing.

These Wizards learn to seal their magic into cards and use them as a magician uses a deck. A well-hidden card can become a dangerous trap, while a simple cantrip can take the form of an elegant Flourish Card. For a Prestidigitator, the audience’s attention is just as important as the magic itself—for the best trick is the one no one knows how it was done.

 

Sleight of Magic

You have learned how to seal your spells into cards.

 

Prestidigitator Training

You gain proficiency in Sleight of Hand and Performance.

 

Trick Card

You can create the number of Trick Cards shown in the table below. You can create a Trick Card from any Wizard spell of 5th level or lower that you know.

 

Creating a Trick Card takes 1 minute. Creating or activating a Trick Card doesn’t expend a spell slot.

Wizard Level

Trick Cards

3rd

1

6th

2

10th

3

14th

4

 

When you create a Trick Card, the spell is magically bound to the card. If the spell has a Material component, that component is magically bound to the Trick Card.

If the spell’s Material component is consumed when the spell is cast, the component is consumed when the Trick Card is activated.

The Trick Card replaces the spell’s Verbal component. You must still provide the spell’s Somatic component when activating the card.

A Trick Card otherwise doesn’t modify the spell’s effect, targeting rules, range, duration, or other rules.

 

Activating a Trick Card

You can activate a Trick Card as a Bonus Action.

When activated, the card casts the spell stored within it. Resolve the spell using its normal rules, including its targeting requirements.

If the spell requires a Spell Attack Roll, make the attack roll as if you had cast the spell normally.

If the spell requires a saving throw, use your normal Spell Save DC.

If the spell requires Concentration, you must Concentrate on it normally after activating the card.

After activation, the Trick Card is expended.

Recharging and Changing Cards

Your Trick Cards become available again when you finish a Long Rest.

When you finish a Short Rest or Long Rest, you can replace the spell stored in any Trick Card that is currently available.

An expended Trick Card can’t be restored or recharged during a Short Rest. It becomes available again only when you finish a Long Rest.

Vanish Card

Vanish Card

You can turn an available Trick Card into a hidden magical trap.

Hiding the Card

When placing the Trick Card, you can make a Sleight of Hand check. The result of the check becomes the card’s Stealth score, with a minimum of 10.

Activation

You can activate the card as a Bonus Action if you are within 240 feet of it.

In this way, only you can activate the card remotely. Another creature can hide the card, but can’t activate it.

When activated, the card casts the spell stored within it. Resolve the spell’s effects as if you had cast it yourself, taking into account the normal targeting requirements, Spell Attack Roll, saving throw, and Concentration rules.

The spell’s range is measured from the Vanish Card’s position.

After activation, the Trick Card is expended.

Flourish Card

Flourish

Every prepared Wizard cantrip can be represented as a “Flourish Card.”

Activating a Flourish Card

A Flourish Card can be activated as an Action. When activated, the card creates the cantrip it represents.

The Flourish Card replaces the cantrip’s Verbal component; this is not required to activate the card.

The cantrip otherwise functions according to its normal rules, including Material components, targeting requirements, range, duration, Spell Attack Rolls, and saving throws.

A Flourish Card is not expended when activated, allowing it to be used multiple times.

A Flourish Card cannot be used as a Vanish Card.

 

Great Teick

Great Trick

At the end of a Long Rest, you can prepare one Great Trick Card. When preparing the card, choose one of the following options:

  • Two different Wizard spells you know, each of 5th level or lower. The two spells must belong to different Schools of Magic, and no more than one of them can require Concentration.
  • One Wizard spell you know that is 6th level or higher.

If you choose two spells, you must also determine the order in which they will be activated when you prepare the card.

The two spells are stored on the same card. When the Great Trick Card is activated, the stored spell or spells are cast according to their normal rules. Each spell uses your normal Spell Attack Roll or Spell Save DC, as appropriate, and spells that require Concentration follow the normal Concentration rules. If the card contains two spells, they activate in the order determined when the card was prepared. The Great Trick Card replaces the Verbal component of the stored spell or spells; this is not required when activating the card.

Material components are handled normally. If a spell requires a Material component, you must provide the full required amount when preparing the card. If the spell consumes the component, it is consumed when the card is activated.

The Great Trick Card otherwise doesn’t modify the spell’s effect, targeting, range, duration, or other rules. After activation, the Great Trick Card is expended.

You regain the ability to prepare a Great Trick Card at the end of a Long Rest.

The Great Trick Card can be used as a Vanish Card. When used this way, the Great Trick Card follows the rules of a Vanish Card.

 

Previous Versions

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9/10/2026 9:33:30 AM
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