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
Greater Shield
Adept
Dimensional Anchor
Intellect Fortress
Stoneskin
Expert
Banishment
Circle of Power
Master
Power Word: Stun
Rituals
Arcane Lock
Novice
Hit Dice
Protection Ward
Adept
Defensive
Projected Ward
Expert
Reinforced Wards
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
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
Ice Knife
Thunder Step
Adept
Evard's Black Tentacles
Dimension Door
Watery Sphere
Expert
Cloudkill
Master
Reality Break: Wormhole
Rituals
Novice
Arcane Stability
Summoning Greater Familiar
Adept
Advanced Teleportation
Summon Elemental Guardian
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
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
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
Bless
Bane
Lesser Vigor
Guidance
Adept
Dimension Door
Banishment
Expert
Greater Vigor
Mental Prison
Heal
Master
Power Word: Stun
Reality Break: Wormhole
Rituals
Novice
The Third Eye
Portent
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
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
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
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
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
Unsettling Enchantment
Hypnotic Gaze
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
Charming Enchantments
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
Master
Master of Enchantments
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
Lightning Bolt
Thunderwave
Scorching Ray
Tasha's Caustic Brew
Adept
Arcane Exposure - Acid, Cold, Fire, Lightning and Thunder
Ice Storm
Telekinesis
Witch Bolt
Expert
Immolation
Disintegrate
Chain Lightning
Maelstrom
Master
Meteor Swarm
Sunburst
Novice
Spell Points
Spell Duelist
Adept
Armor Piercing Magic
Shaped Spell
Expert
Overchannel
Master
Superior Evocations
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
Undead Guardians
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:
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
Between Life & Death
Expert
Spectral Siphon
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
Combative Perks
Novice
Weapon Proficiency
Spellcasting Ability
- Cantrips
- Spells
Ritual Specialization
Hit Dice
Arcane Recovery
Arcane Transfusion
Adept
Spell Points I
Bonus Language I
Academic Rigor
Magical Scholar
Expert
Spell Points II
Bonus Language II
Spell Mastery
Upcasting
Extra Spell Power
Master
Spell Points III
Bonus Language III
Signature Spell
- Signature Spell: Blink
- Signature Spell: Color Spray
- Signature Spell: Magic Missiles
Non-Combative Perks
Armor Proficiency
Spell List
Novice
Adept
Expert
Master
Cantrips
Fluff
Dancing Lights
Gust
Light
Mage Hand
Mending
Minor Illusion
Mold Earth
Prestidigitation
Shape Water
Tenser’s Floating Disk
Touch of Gond (Alchemist/Blacksmith Profession)
Unseen Servant
Minor Conjuration
Rituals
Alarm
Detect Magic
Identify
Gentle Repose
Knock
Illusory Script
Comprehend Languages
Continual Flame
Find Familiar
Leomund's Tiny Hut
Magic Mouth
Adept
Bestow Curse
Feather Fall
Locate Object
Remove Curse
Magic Circle
Nystul’s Magic Aura
Sending
Water Breathing
Major Image
Unleashed Weave
Expert
Dream
Legend Lore
Nightmare
Nondetection
Planar Binding
Scrying
Teleport
Geas
Glyph of Warding
Master
Control Weather
Demiplane
Mordenkainen’s Private Sanctum
Project Image
Skywrite
Hallucinatory Terrain
Master’s Domain

