Wizard

Some think a "wizard" is simply a person who uses spells. This mentality--while understandable coming from the mind of muggles--is an insult to the word. "Wizard" is not an appellation, nor a job; it is a title, and it is hard-earned. There are countless sorts of practitioners, but only the followers of the true path may claim the title of Wizard, and only when they have proven their mastery.

A Wizard is many things:

  • Well-studied in all aspects of magic.
  • Disciplined in mind and body.
  • Morally above the use of magicks that corrupt the mind.
  • Devoted to the study and preservation of the arcane arts above all else.
  • Not to be trifled with.

Typically, wizards congregate in orders, which are generally reclusive and joined by invitation only. Often, these orders will insist that all practitioners in their sphere of influence must join them, and be properly trained in their arts, lest they be labeled a "warlock" and shunned, or worse. Wizarding orders tend to hold to rigid systems of behavior regarding the proper use of magic, and even which sorts of magic ought to be learned, and which should never be studied at all.

Wizards begin as apprentices, and dare not claim the title of "wizard" until they have proven themselves, according to tests defined by their order. Even if they belong to no organized order, they are likely following in such a path, perhaps as the last remnant of a fallen order. In other words, if you don't want to play a spellcaster who obeys (or at least is aware of) certain rules of magic, be a sorcerer.

Spellcasting

Spell List Wizard Spell List
Mana

2 per level + Int

Cantrips known

3. You can gain a new cantrip as a Skill Alternative

Spells Known

5 + 1 per level. You can gain a new spell known as a Skill Alternative.

Spells Prepared

All known spells are prepared.

Spellcasting Ability

When casting Wizard spells, you add your Intelligence bonus to Spellcraft checks.

Signature Spell

Sometimes, in a moment of inspiration, you find a better way to cast spells you already know. At 2nd level, and every even level thereafter, you gain a Signature Spell. Choose one spell you already know and have cast in-game at least once. Thereafter, the spell is permanently improved in the manner described below, at no additional cost (except as described).

Level Spell Effect

1

Magic Missile

The missiles can strike a new target (or the same round) in the turn after you cast the spell.

1

Burning Hands

You can focus the effect into a line 60-ft by 10-ft at the same damage, or into a scorching ray striking a single target within 120-ft for 3d10 fire damage.

1

Charm Person

Can be used on any creature with an Int of 5 or higher that understands any language you speak.

1

Detect Magic

Mana cost reduced to 0.

1

Disguise Self

Can be used on others.

1

Expeditious Retreat

Castable as a bonus action, affects allies within 30-ft at time of casting.

1

To-do: finish this list to at least 5th-level spells

Spell Mastery

Wow, you made it this far?

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

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