Wizard

Description


  Magic is the crux of the world as most people know it. There, lying on the brave frontiers of magic and cosmology, are the most common known venturers; wizards. Wizards are men and women who learn how to control the Weave, channeling its ambient energy for spells and incantations. Wizards methodically record spells with intricate gesticulations and somatic, and non-somatic components needed to perform them; a wizard’s book, or some form of scripturally-important media, serves as the place where they conjure forth their spellwork. Staffs and wands, and other items of power: act as their conduits.
  In a realm where magic weaves through the very fabric of existence there are those who would seek to harness such power for their own gain. Wizards are masters of the mystical arts whose presence commands both awe and respect. Capable of subtly manipulating minds to opening hellish gates to realms most unknown. Their power, by most standards, is incomprehensible.
  Generally, a wizard is a potent magical practitioner, often depicted as a wise and skilled individual with the ability to use magic for various purposes.
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose any 1 subclass from the 5 Subclasses.
  • The greatest wizards come to be recognized as Archmages within institutions across the world.
  • Wizards can be self-taught, at some expense, and other wizards are often born of a thoroughbred desire from wealthy families, in shipping, and the unluckier ones scrounge their coin for the opportunity to learn; schools and academia across Faerun are dedicated to the pursuit & education of magic.

 

Subclasses


 

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
 

Perks


 
Spell List
Rituals
Novice
Arcane Lock

  Novice
Hit Dice
Your hit die becomes 1d6 per rank of mastery.
Protection Ward
As a Bonus Action and for the cost of 3 spell points, select up to 3 targets within 8 tiles. They gain +1 AC, +2 DT, and +2 to all saving throws for 3 turns. This ability can be used twice per short rest.

  Adept
Defensive
You gain +1 AC and +1 DT.
Projected Ward
Free Action: Whenever an ally within 8 tiles of you takes damage, you may project the protection of your wards to them and heal them for 1d4+Mastery hitpoints. This is a Free Action, but may only be cast once per ally per round and costs 2 SP.

  Expert
Reinforced Wards
As a bonus action and for the cost of 3 spell points; Select up to 3 targets within 8 tiles. They gain resistance to Bludgeoning, Slashing and Piercing damage for 2 turns. They will also receive an additional 1d4 healing from all spells, including Projected Ward, for the duration of this effect.
  The effects of this ability will overwrite other Ward buffs and will not stack with other sources of magical resistance to mundane damage. This ability can be cast on yourself and can be used twice per short rest.

  Master
Improved Wards
Protection Ward: Provides +3 DT and saving throws and gains an additional use.
Projected Ward: Heal increased from 1d4+Mastery hitpoints to 1d6+Mastery hitpoints.
Reinforced Ward: Gains an additional use.



 

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
 

Perks


 
Spell List
Rituals

  Novice
Arcane Stability
Gain +3 bonus to saving throws against Banishing Effects
Summoning Greater Familiar
The Greater Familiar gives the conjurationist the following until their next short rest:
  • +2 to initiative
  • +3 perception
  • +6 SP on arcane recovery

  •   Adept
    Advanced Teleportation
    Gain +1 Movement on all teleportation-type spells
    Summon Elemental Guardian
    Elemental Guardians serve as equipable guard runes that offer a variety of abilities. These runes have to be crafted and are only usable by Conjuration Wizards. These elementals may only embody the characteristics of their specific element. You may only summon an elemental guardian once per short rest.
      Note: While they are visually represented by a text status, these guardians are present in-character and can be seen by other player characters.
      To use this feature, the runes must be crafted at an Alchemy Bench crafting station, found under the Knowledge tab for building purposes, alongside their respective crafting requirements. Additionally, spell components crafted into their "prepared" versions under the Crafting tab of your inventory page (right-most side of the screen) will be necessary for any of these.
      All required material per craft must be placed into the Alchemy Bench inventory tab and crafted afterwards.
      Fire Elemental:
    Guard Bonus: +8 Temp Hitpoints; Resistance to Fire damage.
    Baleful Spark: As a Bonus Action, force 3 targets within 6 tiles of you to take 1d8+Mastery fire damage. They must make a DEX saving throw. On a failed save, they take 1d8 Fire Damage damage over time each turn for 2 turns. Usable twice per short rest.
    Arcane Exposure - Fire

    Earth Elemental:
    Guard Bonus: +8 hitpoints, +1 AC.
    Mountain Guard: As a Bonus Action, give yourself resistance to all physical damage for 2 rounds, and +1 DT. Usable twice per short rest.
    Arcane Exposure - Acid

    Air Elemental:
    Guard Bonus: +4 Temp Hitpoints; Resistance to Lightning and Thunder Damage.
    Whirlwind: As a Bonus Action, select 3 targets within 4 tiles of you; they must succeed a STR save or be pushed 2 tiles away from you before being knocked prone. On a successful save they are pushed 1 tile away. Usable twice per short rest.
    Arcane Exposure - Thunder

    Water Elemental:
    Guard Bonus: +6 Temp Hitpoints; Resistance to Acid and Cold Damage.
    Tidal Shift: As a Reaction to being hit in melee, a selected target within 6 tiles to makes DEX save or is slowed and wet for two rounds. On a successful save the target is not slowed and is wet for only one round. Usable twice per short rest.
    Arcane Exposure - Cold

      Expert
    Benign Teleportation
    As a Bonus Action, select 1 allied target within 6 tiles. They immediately consume all of their movement until the end of their turn and are teleported up to 6 tiles to a location that is within line of sight of the caster. This ability will benefit from Advanced Teleportation when used on yourself, but not when used on others. This ability cannot be used as a pre-buff and can be used a number of times equal to your Mastery level per long rest.
      After using this ability on a target, they may not use Dimension Door on their turn.
      This ability should NOT be used on hostile targets. This does not trigger Attacks of Opportunity. This does not allow the target to travel through walls. This does not allow the target to travel through passages that are too small to accommodate the caster's body.

      Master
    Elemental Mastery
    DC of saves against your elemental guardians is increased to DC18.



     

    School of Divination

    The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
     

    Perks


     
    Spell List
    Rituals
    Adept
    Divination

    Expert
    Zone of Truth

      Novice
    The Third Eye
    You gain +1 Initiative, +2 Perception and +2 Insight. You gain access to Darkvision, if you did not already have it.
    Portent
    Portent of Entropy
    As an Action and 2 Spell Points, select up to 2 targets within 8 tiles. They are each forced to make an INT saving throw. On a failed save, they take 1d8+Mastery Force damage immediately and an additional 1d4+Mastery Force damage per turn, for a number of turns equal to your Mastery. Half damage taken on both the immediate and damage over time on a successful save. The damage over time from this ability stacks with other, similar effects but will not benefit from Upcasting.
      Portent of Order
    As an Action and 2 Spell Points, select up to 2 targets within 8 tiles. They are each healed for 1d8+Mastery hitpoints immediately and 1d4+Mastery per turn, for a number of turns equal to your Mastery. The healing over time from this ability stacks with other, similar effects.

      Adept
    Greater Portent
    Your immediate damage and healing from Portent of Entropy and Portent of Order is now 2d8+Mastery.
      You gain the Portent of Favor ability: Before making a skill roll, use this ability to allow the roll to be made with advantage. The roll must be made within 10 minutes of using this ability. This ability can be used once per long rest.
    Divination Savant
    Destiny's Abeyance
    Reaction, 2 Spell Points: Select 1 target within 8 tiles. All damage and healing over time effects are refreshed to last 3 turns. This ability can only be used on a target once every 3 turns, but will be reset upon using a Threads of Fate ability on the target.
      Threads of Fate - Sever
    Bonus Action, 2 Spell Points: Select 1 target within 8 tiles. All of their active standard damage over time and Portent of Entropy effects are immediately consumed to deal 2d6+Mastery Force damage.
      Threads of Fate - Weave
    Bonus Action, 2 Spell Points: Select 1 target within 8 tiles. All of their active standard healing over time and Portent of Order effects are immediately consumed to heal them for 2d6+Mastery hitpoints.

      Expert
    Deja Vu
    Select an unoccupied space within 4 tiles from you that you can see. Place a temporary POI at your current location, then teleport to your selected location. After performing the rest of your turn, return to your starting point and end turn. This ability can be used twice per rest.
      This can NOT be used if you have spent any of your movement, and you are unable to spend further non-teleport movement afterwards.
      This does not allow the caster to travel through walls. This does not allow the caster to travel through passages that are too small to accommodate the caster's body.

      Master
    Incanter's Flow
    Your damage and healing over time effect from Portent of Entropy and Portent of Order is now 2d4+Mastery. You gain an additional use of Deja Vu and Portent of Favor per rest.



     

    School of Enchantment

    As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
     

    Perks


     
    Spell List
    Rituals
    Novice
    Disguise Self

    Expert
    Seeming

      Novice
    Unsettling Enchantment
    All your Enchantment spells of Novice mastery and above that do not already hurt the target creature now hurt the target creature for 1d8+Mastery Psychic damage whenever they fail their saving throw.
    Hypnotic Gaze
    As an Action choose one creature which can see or hear you within 1 tile. They must succeed on a Wisdom saving throw or be Charmed by you for one round. When Charmed in this way, their movement speed is 0 and they are incapacitated and can take no actions. The target suffers a -2 to AC and a -2 to all saving throws while this is active.
      This effect ends immediately if you move more than 1 tile away from the target creature or they take damage. May be used once every 2 turns.

      Adept
    Charismatic Caster
    Gain +2 to all Charisma skills, and +2 to Charisma saving throws.
    Charming Enchantments
    These abilities all cost 3 spell points, can be used a number of times equal to your Mastery, and share charges with each other.
      Instinctive Charm: As a Bonus Action, select 1 target within 12 tiles. Force them to make a WIS or CHA saving throw, whichever is lower. On a failed save, they are unable to select you as a viable target for any attacks or abilities for 1 turn. This Charm follows the normal restrictions for the Charmed status, but does not afflict the Charmed status nor can it be removed through spells and abilities that would normally prevent or cleanse the Charmed status.
      Enchantment Savant: As a Bonus Action, you gain +1 Spell DC on your next Charm Creature, Dominate Creature, Sleep or Tasha's Hideous Laughter. This bonus persists between turns, but will be consumed regardless of whether the spell used is successful or not.
      Diverted Charm: After your next successful cast of a Charmed inflicting spell, you can elect instead for the effects of the Charmed status to be applied to an ally. This will mean the Charmed creature may still attack you as normal, but will be unable to intentionally damage your selected ally.

      Expert
    Supreme Appeal
    As a Bonus Action, select up to 3 targets within 8 tiles. They suffer -1 to all mental saving throws and take an additional 1d8 damage from Unsettling Enchantments for the duration of combat. This ability can be used once per short rest and does not stack with itself.

      Master
    Master of Enchantments
    Instinctive Charm and Supreme appeal may be used one additional time per short rest.



     

    School of Evocation

    You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
     

    Perks


     
    Spell List

      Novice
    Spell Points
    Gain additional +2 spell points per rank of Mastery.
    Spell Duelist
    You may use your bonus action to regain your primary action. This action must be used to cast a damaging cantrip spell. This ability can be used 2+Mastery number of times per rest and shares charges with Overchannel.

      Adept
    Armor Piercing Magic
    Spells that target AC gain a +1 hit bonus.
    Shaped Spell
    As a Reaction, make yourself or a target of your choosing become immune to the next instance of AoE damage from one of your own spells. Usable once per short rest.

      Expert
    Overchannel
    The caster spends 2 Spell Points to increase the damage of their next damaging Cantrip, Novice or Adept spell by 65% spell potency. This ability can be used 2+Mastery number of times per rest and shares charges with Spell Duelist.

      Master
    Superior Evocations
    Gain one additional use of Spell Duelist and Shaped Spell, gain +1 bonus to Armor Piercing Magic at Master, and the number of possible Shaped Spell targets increases to 2.

     
     

    School of Necromancy

    The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
     

    Perks


     
    Spell List
    Rituals

      Novice
    Necrotic Resistance
    You gain resistance to Necrotic Damage
    Undead Guardians
    Gain a rune that allows you to summon undead minions; available options change per level. These runes have to be crafted and are only usable by Necromancy Wizards.
      Note: While they are visually represented by a text status, these are undead minions that are present in-character and can be seen by other player characters.
      To use this feature, the runes must be crafted at an Alchemy Bench crafting station, found under the Knowledge tab for building purposes, alongside their respective crafting requirements. Additionally, spell components crafted into their "prepared" versions under the Crafting tab of your inventory page (right-most side of the screen) will be necessary for any of these.
      All required material per craft must be placed into the Alchemy Bench inventory tab and crafted afterwards.
      Players may claim one of the following to represent the runes in-game:
  • Unstable Skeleton
  • Skeleton
  • Skeleton Warrior
  • Wight
  • Legion Warrior

  •   This should be done via an item request ticket after whitelisting.

    Novice: Zombie Swarm
    Guard Bonus: +8 Temporary Hit Points
    The Swarming: As a Bonus Action, select up to 2 targets within 3 tiles. Force them each to make a DC 13+Mastery DEX saving throw. On a failed save, they are Slowed and Poisoned for 3 turns. This ability can be used once per long rest.

    Adept: Skeleton Warriors
    Guard Bonus: +4 Temporary Hit Points, Resistance to Slashing and Piercing Damage
    Undead Shieldwall: The caster gains +2 AC and +2 DT for 2 turns. This ability can be used twice per long rest.
      For the duration of this buff, you may spend your Reaction to Retaliate against any target that attempts a ranged or melee weapon attack or unarmed attack against you. Force them to make a DC 13+Mastery DEX saving throw, and on a failed save, they take 1d6 Slashing damage and 1d6 Piercing damage.

    Expert:
    Ghoul Swarm
    Guard Bonus: +8 Temporary Hit Points
    Ghoul Scratch: As a Bonus Action; select a target within 3 tiles. They make a DC13+Mastery CON save or become paralyzed for one round. Usable once per long rest, with charge not being spent on a miss.

    Shadow Tide
    Guard Bonus: +4 Temporary Hit Points, Resistance to Bludgeoning Damage
    Shadow Feast: Designate a target within 6 tiles and dispel their sources of Temporary Hit Points. Then, make an attack against that target’s AC using Spellcasting mod+4. If successful, the target takes 1d8 necrotic damage and -1 STR for 3 rounds. This is usable twice per long rest.
     

      Adept
    Taboo Studies
    Gain +2 to medicine, +2 to Intimidation (Charisma), and +2 to Resilience.
    Between Life & Death
    If you have been reduced to 0 hit points you are eligible to use this ability at the start of your turn. Deal 2d6+Mastery necrotic damage to all targets within 2 tiles of you and heal for 15 hp. You may only use this once per long rest.

      Expert
    Spectral Siphon
    Your domination of the natural cycle allows you to reach beyond the physical into the soul of a target. As an action your magic is able to tear at a soul within 6 tile range. This attack deals 1d8 True damage to the caster, and 1d8 psychic and 2d8 necrotic damage to the target.
      If the target fails a Charisma saving throw they are Frightened for 2 rounds as a portion of their soul has been torn away. This ability may only be used once per Long Rest.

      Master
    Undead Tides
    You gain immunity to Necrotic Damage and the DCs of your Undead Guardians are increased to DC 17.


    Combative Perks


      Novice
    Weapon Proficiency
    This class is no longer able to equip martial weapons with the Defensive property.
    Spellcasting Ability
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
    • Cantrips
    • Spells
    Spell save DC = 10 + your Intelligence modifier.
    Ritual Specialization
    Your practice of magic is structured and deliberate, with a fundamental grasp of the arcane which only careful practice can hone. Gain +1 to the DC of ritual spells, and advantage on skill rolls and spellcasting checks which take place as part of a ritual. Arcane Recovery will dispel the Drain Magic ability.
    Hit Dice
    You gain +4 HP when you first become a Wizard. On each new mastery level, you gain an additional +4 to your Hit Points.
    Arcane Recovery
    You have learned to regain some of your magical energy by studying your spellbook and refreshing your memorization of magical components. Recover 12 spell points once per short or long rest. When used in combat, this takes a Bonus Action.
    Arcane Transfusion
    Bonus Action: Select 1 target within 8 tiles. They gain Spell Points equal to your Mastery level. When used in combat, this requires a Bonus Action. This ability will remove the Drain Magic debuff effect and shares charges with Arcane Recovery.

      Adept
    Spell Points I
    Gain +4 spell points
    Bonus Language I
    You gain one additional language. This may also include exotic languages.
    Academic Rigor
    You gain +2 to your Knowledge: Arcana, +1 Knowledge: History, and +2 to Willpower.
    Magical Scholar
    You may select 1 additional Feat from the Magic Feats list, or they may also choose from Anatomist, Genius, or Linguist.

      Expert
    Spell Points II
    Gain +6 spell points.
    Bonus Language II
    You gain one additional language. This may also include exotic languages.
    Spell Mastery
    Gain +1 to all your Saving Throws on resisting spells.
    Upcasting
    As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
    Extra Spell Power
    You gain an extra +1 to your spell save DC.

      Master
    Spell Points III
    +10 Spell Points.
    Bonus Language III
    You gain one additional language. This may also include exotic languages.
    Signature Spell
    You have achieved such mastery over your specialization that certain spells which are iconic to your speciality may be cast as a Bonus Action and reduced spell point cost. These spells share charges, with 1 use of Signature Spell at Expert and 2 at Master. When casting a spell this way they do not have any Verbal or Somatic components and are treated as spell-like abilities.
    • Signature Spell: Blink
    • Signature Spell: Color Spray
    • Signature Spell: Magic Missiles

    Non-Combative Perks


    Armor Proficiency
    You are not proficient with any armor.

    Spell List


    Novice
    Adept
    Expert
    Master
    Cantrips
    Fluff
    Rituals