Base Class: Wizard
In your arcane studies, one answer has always eluded you. Are we truly free, or as we programmed agents of Destiny? To this end, you set out to find the answer. This question ever on your mind, you have learned to draw power from it. You turn your spells into powerful agents of chaos, drawing power from the possibilities. Employing unique methods to ensure the necessary chaos, you cast your spells from Cards, following them wherever they draw you.
Spell Cards
When you select this school at 2nd level, you learn how to channel magic into a more chaotic form. In addition to your normal spellcasting feature, you gain the ability to craft Spell Cards for the spells in your spellbook. These Spell Cards function differently from your typical casting.
Casting using a Spell Card
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A spell may only be cast from a Spell Card by spending an ACTION to draw the card randomly from a Spell Deck. Casting a spell in this way does not consume a Spell Slot. You may take this action a number of times equal to your INT Modifier + half your wizard level, regaining all spent uses after a long rest.
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Each Spell Card has a number of charges equal to the number of Wizard Spell Slots of that level when you create the Spell Card.
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When the final charge of a card is used, it disintegrates, turning into dust.
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You may cast from Spell Cards at a level higher than the original level of the spell by spending one additional charge per spell level.
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Though the Cards do not expend your Spell Slots, you must have at least 1 slot of a given spell level in order to cast a spell at that level.
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If you draw a Spell Card you do not wish to cast, you may attempt to cancel the casting. Roll a d20. On a 10 or higher, you successfully cancel the spell. On a 9 or lower, you must cast the spell. You still have full control of the spell.
Spell Decks
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A Spell Deck is a collection of at least 4 spell cards. There is no maximum size for a Spell Deck and there is no limit to how many decks you may possess.
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A single Spell Deck may not contain more than two copies of a single spell.
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Cards that are not part of a spell deck cannot be used.
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At the end of a short or long rest, you may rearrange the composition of your Spell Decks.
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You may add up three cards to a deck as a reaction when another deck is reduced to less than 4 cards. The cards must be selected from the cards in the newly diminished deck. If those cards are not immediately added to another deck in this manner, they are not part of a spell deck the become unusable until you rearrange your decks at the end of a rest.
Another creature must decipher your Cards to use them, unless you teach them your notation. In order to decipher a card, a creature must make an Arcana check against a DC of your INT score+half your wizard level at the time you create the Card. Upon deciphering the Card, they may use the Card, treating it as if it were a spell scroll.
Chaotic Assistance
Starting at 2nd level, you can tap into the chaos of the world and alter reality slightly in your favor. Whenever you roll a d20 and the result on the die is less than 10, you may use your reaction to treat the result as if you rolled a 10. You can use this feature a number of times equal to your INT modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Gylphs of Power
Starting at 6th level, you learn of more ways to improve your spell cards. When you make a spell card, you may add a Glyph to the card. A Glyph is a powerful symbol of magic drawn to focus the power of the veil into various augmentations to your magic
Inscribing a Glyph onto a spell card is an extremely complex task, requiring more time and material than normal spell cards. Address the appropriate column in the Spell Card Cost Table at the end of the subclass description to find the augmented cost
The effects granted by these glyphs vary greatly. You may inscribe only a single glyph on a spell card, adding one of the effects listed below. Whenever that Spell Card is used to cast the spell on it, the effect of the Glyph applies. When a creature who has deciphered one of your Cards uses it, the Glyph inscribed on the Card takes effect as normal.
- Eagle
- When you make a spell attack roll for this spell, you do so with advantage
- Rose
- Anyone making a saving throw against this spell does so with disadvantage.
- Sun
- Add an additional die to the damage of this spell per charge spent.
- Tree
- Double the duration of the spell. (Duration must be at least 1 round)
- Serpent
- Double the range of the spell. (Touch range is considered 5 feet)
Expanded Glyph Options
Once you reach 10th level, whenever you make a Spell Card, you may choose from a greater selection of Glyphs. In addition to the Glyphs listed before, you gain access to:
- Cage
- Increase the area of the spell by 5 ft, specified below.
- Increase the radius of spheres by 5 ft
- Increase the size of cubes by 5 ft
- Increase the length of cones by 5 ft
- Increase the width of lines by 5 ft
- Increase the area of the spell by 5 ft, specified below.
- Waterfall
- Choose an additional Target for this spell. The spell must be single target when cast at its lowest level.
- Ram
- This card has one additional charge.
Power Source
At 10th level, your ability to make low-level Spell Cards has improved to the point they don't need you to power them. You no longer need to have a Spell Slot available to cast a spell at 5th level or lower from a Spell Card.
Rend the Veil
At 14th level, you have mastered the art of drawing power from the veil. Now you can draw enough power to turn your spells devastatingly powerful. When you create a Spell Card for a spell of 6th level or higher, you may select from a new list of Glyphs. Cards with these Glyphs are exceptionally powerful. Your new options are:
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Fairy
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Any rolls you make for this spell are made with advantage. Any rolls other creatures make against this spell are made with disadvantage.
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Dragon
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The range of this spell is tripled. The area of this spell increased by 10 ft. The number of possible targets increases by two(2).
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Spector
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If this spell deals damage, the damage type becomes force damage. If it does not, the duration of the effect is tripled.
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Death
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If this spell causes a creature's hit points to drop to 0, the creature dies instantly.
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You may only inscribe one of the above Glyphs if you do not already have a Card with that Glyph. If you attempt to inscribe the Glyph a second time, the first Card disintegrates as if it had 0 charges.
Spell Card Cost Table
Below is the Spell Card Cost Table, which details the time and gold cost to create Spell Cards. Please note that if the material components of a spell have a cost in gp, the components must be present at the time of creation. If the components are consumed, you must provide enough components for each charge of the Spell Card.
|
Spell Level |
Copy Spell into Book |
Spell Card Cost |
Spell Card Cost w/ Glyph |
Max # of Charges |
|
1st |
2 hrs, 50 gp |
2 hrs, 100 gp |
3 hrs, 150 gp |
4 |
|
2nd |
4 hrs, 100 gp |
4 hrs, 200 gp |
6 hrs, 225 gp |
3 |
|
3rd |
6 hrs, 150 gp |
6 hrs, 300 gp |
9 hrs, 350 gp |
3 |
|
4th |
8 hrs, 200 gp |
8 hrs, 400 gp |
12 hrs, 575 gp |
3 |
|
5th |
10 hrs, 250 gp |
10 hrs, 500 gp |
15 hrs, 800 gp |
3 |
|
6th |
12 hrs, 300 gp |
12 hrs, 600 gp |
18 hrs, 1200 gp |
2 |
|
7th |
14 hrs, 350 gp |
14 hrs, 700 gp |
21 hrs, 1800 gp |
2 |
|
8th |
16 hrs, 400 gp |
16 hrs, 800 gp |
24 hrs, 2700 gp |
1 |
|
9th |
18 hrs, 450 gp |
18 hrs, 900 gp |
30 hrs, 4000 gp |
1 |
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