Magical Tradition

Wizards rely on their studies of magic to understand how to use it. These studies are divided into Arcane Traditions, which are commonly called the Schools of Magic. Each school traces its roots back to two of the four pillars of magic. Once a Wizard reaches level two they begin to advance their studies within a school of magic and begins to gain benefits from their studies. Benefits are gained at levels 2, 4, 5, and 7 with each school granting its own benefits. The Schools and their benefits are as follows:
 

Abjuration

Abjuration is the school of protection under the Arcane pillar of magic. Abjuration spells are primarily defensive, or counteractive to other magics.
  • you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.   Once you create the ward, you can't create it again until you finish a long rest.
  • when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
  • when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
  • You may spend spell charges to give yourself a bonus to saving throws against spells and magical abilities.
 

Biomancy

Biomancy is the magical school of life within the Essence pillar. Biomancers are able to accelerate the healing of wounds, expel poisons and diseases, and even augment the body to achieve incredible feats of physical exertion without injury.
  • When you cast a Biomancy spell on a creature that creature gains a regeneration effect for a number of rounds equal to your wizard level. This effect heals them by an amount equal to your spellcasting modifier at the start of each of their turns.
  • When rolling for any healing done by one of your healing biomancy spells, a creature may add your proficiency bonus to the roll as well
  • While concentrating on a Biomancy spell you also gain its effects. While under the effects of a Biomancy spell you may add your Wizard level to any concentration saving throws.
  • When you cast a Biomancy spell, until the start of your next turn, the target of your spell has resistance to the next source of damage.
  • If you would fall unconscious or die while you have a magical focus equipped. You may instead deplete the charges in your focus and regain hit points equal to one hit die per 10 charges consumed (excess healing becomes temp hp) This cannot occur again for (1d100 per level) days and that focus loses all magical properties.
 

Conjuration

Conjuration is the transportation school within the Mass pillar. Conjurors are able to move mass from one place to another via intricate webs of portals and tethers.
  • you can use your action to conjure up an inanimate object from within 100 feet per Wizard level. The object appears in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen that. One of these objects must be within 100 feet of you and not in use.
  • You may use a reaction to create a "doorway" in a space that you can see. A number of creatures or isolated objects up to your INT mod may pass through it and appear in a space adjacent to you. If the space is occupied both creatures collide and fall prone on top of one another. Large creatures or objects larger than 5 feet count as two.
  • while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
  • When you cast a conjuration spell, you may create or move double the amount the spell allows

Divination

Divination is the Knowledge based school of the Psionic pillar. Diviners are all about knowledge, of the past, present, and future. Most Diviners become archivists, or sell their talents as oracles for the right price.
  • glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
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  • you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest. Darkvision. You gain darkvision out to a range of 60 feet. Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
  • the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Enchantment

  • TBD
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  • when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
  • TBD

Evocation

Evocation is the school within the Arcane pillar. Evokers can achieve incredible feats of power, harnessing the elements and bending them to their own personal will.
  • You have learned to manipulate your spells in a way that you can choose the magic to affect targets within your spell differently. By adding one to your spell charge roll for each creature you choose you may double the damage the spell deals to those creatures. By adding two to your spell charge roll for each creature you choose you may cause the spell to deal half the damage to those creatures. You can choose a number of creatures up to your Intelligence modifier. Doubling or halving of damage occurs before applying resistances or other effects.
  • You may start to use your own essence to produce more powerful effects. When you cast a spell you may expend any number of recovery dice and either reduce the charge die DC of the spell by the number of recovery dice spent, or add the recovery dice rolls to the damage.
  • You may reroll any dice that have a result equal to or lower than half your proficiency bonus (rounded down) for Evocation spells you cast.
  • When you use your own essence to empower your spells you dramatically increase the power of your simpler spells. When it is an evocation spell of 1st through 3rd-level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. If this damage would kill you, you may deal double the spell's damage.

Illusion

Illusion is the falsehood school of magic within the psionic pillar. Illusionists are able to alter the minds of other to perceive the world in the way the wizard wants them to, creating hallucinations, and false realities.
  • When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
  • Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
  • you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
  • Once you use this feature, you can't use it again until you finish a short or long rest.
  • You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone.

Necromancy

Necromancy is the Death school of the Essence pillar of magic. Necromancers are able to weild the power of essence in a way that drains the life force of others, or breathe new life into others
  • Grim Harvest: You may use your reaction to absorb the essence of creatures that have died within the last minute. Gain 1 charge to a magical focus that contains Essence magic and you gain temporary hit points equal to your wizard level.
  • Targets you have used Grim Harvest on consume half as many charges when casting necromancy spells on them.
  • Max HP cannot be reduced by magical means. In addition when you would take damage you may use your reaction to dispel your control over an undead creature within 30 feet of you and gain temporary hit points equal to its maximum hit points.
  • You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
  • Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Transmutation

Transmutation is the creative school of magic within the Mass pillar. Transmuters take one form of mass, and change it to another. The only limitations a transmuter has to suffer in life, are their materials, and their imagination.
  • You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. If you maintain concentration for a full 24 hours the material stays what you changed it to
  • Transmuter's stone: You may create a magic infused stone that is able to become any non biological material that it touches when you use your bonus action to make it do so. In addition you may also use a bonus action to transform the stone into the shape of any item, weapon, armor, or equipment that is no larger than 5 cubic feet. The stone maintains its shape for a number of minutes equal to your INT mod, or for as long as you are concentrating on it.
  • Philosophers stone: You enhance the power of your Transmuter's stone to another degree. Now a Philosopher's stone, it can absorb any physical material at a rate of 1 cubic foot per minute as long as you concentrate on it. The stone stores this material within it and can create or permanently transform other existing materials into any of the materials it has stored. The stone may only create up to the amount of the material it has stored, but when transforming an existing material it can produce up to twice the amount stored. The material created by the Philosopher's stone disintegrates after a number of hours equal to your INT mod. You may additionally use spell charges to extend the duration for a day per charge used.
  • Your Philosopher's stone becomes able to absorb the very essence of life itself. The philosopher's stone can be used to grant vitality, raise the dead, cure ailments, and even restore youth. As an action you can do one of the following with your stone.
  1. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.
  2. You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.
  3. You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.