Wizard: Difference between revisions

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== Wizard ==
= Wizard =
Clad in the silver robes that denote her station, a Genasi closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Clad in the silver robes that denote her station, a Genasi closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.<br>
 
Checking and rechecking his work, an Ìqáalìe scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.<br>
Checking and rechecking his work, an Ìqáalìe scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a leonin tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.<br>
 
Crouching on the floor in a dungeon intersection, a leonin tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
 
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.


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=== Class Information ===
=== Class Information ===
'''Hit Dice.''' 1d6 per wizard level<br>
'''Hit Dice.''' 1d6 per Wizard Level<br>
'''1st Level Hitpoints.''' 6 + your Constitution modifier<br>
'''1st Level Hitpoints.''' 6 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d6 (or 4) + your Constitution modifier per wizard level after 1st<br>
'''Higher Level Hitpoints.''' 1d6 (or 4) + your Constitution Modifier per Wizard Level after 1st<br>
'''Armor Proficiencies.''' Light Armor<br>
'''Armor Proficiencies.''' Light Armor<br>
'''Weapon Proficiencies.''' Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br>
'''Weapon Proficiencies.''' Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br>
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'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
'''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion<br>
'''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion<br>
'''Equipment.''' A Quarterstaff or a Dagger, an Arcane Focus, an Equipment Pack, and a Spellbook.<br>
'''Equipment.''' A Quarterstaff or a Dagger, an Arcane Focus, an Equipment Pack, and a Spellbook.
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==== Spellcasting ====
==== Spellcasting ====
You gain the ability to cast spells at level 1.<br>
''1st Level Wizard Feature''<br>
'''Spellcasting Ability.''' Intelligence<br>
'''Spellcasting Ability.''' Intelligence<br>
'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Intelligence Modifier<br>
'''Spell Save DC.''' 8 + Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Proficiency Bonus + Your Intelligence Modifier<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Ritual Casting.''' You can cast any spell in your Spellbook as a ritual if it has the ritual tag.<br>
'''Ritual Casting.''' You can cast any spell in your Spellbook as a Ritual if it has the Ritual tag.<br>
'''Spell Learning Method.''' Whenever you finish a long rest, you prepare a number of spells equal to your wizard level + your Intelligence modifier from the list of spells you have written in your '''Spellbook.''' You can cast these spells using your spell slots until the end of your next long rest.<br>
'''Spell Preparation Method.''' When you finish a Long Rest, you prepare a number of Spells equal to your Wizard Level + your Intelligence Modifier from the list of spells you have written in your Spellbook.<br>


{| class="wikitable"
{| class="wikitable"
|+ Spells known and spell slots per level
|+ Spells Known and Spell Slots per Level
|-
|-
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
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| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
| 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|}
|}
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==== Spellbook ====
==== Spellbook ====
At 1st level you have a Spellbook you use for preparing spells and casting rituals. You can use your Spellbook as an Arcane Focus. You begin with six, 1st level spells in the Spellbook. Whenever you gain a level in this class, you magically scribe two additional spells of a level you can cast into your Spellbook.
''1st Level Wizard Feature''<br>
Additionally, if you find a spell from the wizard spell list that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 2 hours and 50GP for each level of the spell. This represents using magical inks, practicing the spell, and translating the short-hand used in the spell.
You have a Spellbook that you use for Preparing Spells and Casting Rituals. You can use your Spellbook as an Arcane Focus. You begin with six, 1st Level Spells in the Spellbook. Whenever you gain a Level in this class, you magically scribe two additional Spells of a Level you can cast into your Spellbook.<br>
If you copy a spell from your Spellbook into another Spellbook, you only spend 1 hour and 10GP for each level of the spell due to the fact you know how to cast the spell and you recognize your own short-hand for the formula of the spell. If you lose your Spellbook, you can copy the spells you have prepared into another Spellbook.
Additionally, if you find a spell from the Wizard Spell List that you do not have in your Spellbook, you can scribe it into your Spellbook by spending 2 hours and 50GP for every Level of the Spell. This represents using magical inks, practicing the spell, and translating the short-hand used in the spell.<br>
If you come across a spell from another class’s spell list, you can attempt to copy the spell into your spellbook, however each time you attempt to do so, you must make an Intelligence (Arcana) check with a DC of 18 + the level of the spell. If you fail this check you must wait until you finish a long rest to attempt to do so again for that spell.
If you copy a Spell from your Spellbook into another Spellbook, you only spend 1 hour and 10GP for each Level of the Spell due to the fact you know how to cast the Spell and you recognize your own short-hand for the formula of the Spell. If you lose your Spellbook, you can copy the spells you have prepared into another Spellbook in the same way.<br>
Also, if you have a ritual spell in your spellbook, you can cast that spell as a ritual with only 1 minute added to the casting time instead of 10 minutes, you also don't need to have the spell prepared to cast it as a ritual.
If you come across a Spell from another class’s Spell List, you can attempt to copy the Spell into your Spellbook, however every time you attempt to do so, you must make an Intelligence (Arcana) Check with a DC of 18 + the Spell's Level. If you fail this Check you must wait until you finish a Long Rest to attempt to do so again for that Spell.<br>
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Additionally, if you have a Ritual Spell in your Spellbook, you can cast that Spell as a Ritual with only 1 minute added to the Casting Time instead of 10 minutes, you also don't need to have the Spell Prepared to cast it as a Ritual.
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==== Arcane Tradition ====  
==== Arcane Tradition ====  
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of many schools and traditions of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
''2nd, 6th, 10th, and 14th Level Wizard Feature''<br>
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You choose one of the Arcane Traditions in the table below that shaped your practice of magic.
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==== Ability Score Improvements. ====
==== Ability Score Improvements ====
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
''4th, 8th, 12th, 16th, and 19th Level Wizard feature''<br>
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Your skill and strength expands, choose one of the following:
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*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
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==== Spell Mastery. ====
==== Spell Mastery ====
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.
''18th Level Wizard Feature''<br>
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st Level and 2nd Level Wizard Spells in your Spellbook. You can cast those Spells at their lowest Level without expending a Spell Slot and they are always Prepared but do not count against your Spells Prepared.<br>
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By spending 8 hours in study, you can exchange one or both of the Spells you chose for different spells of the same Level.
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==== Signature Spell. ====
==== Signature Spell ====
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
''20th Level Wizard Feature''<br>
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd Level Wizard Spells in your Spellbook as your Signature Spells. You always have these Spells Prepared, they don’t count against your number of Spells Prepared, and you can cast each of these Spells at 3rd Level without expending a Spell Slot. You can cast each of these Spells in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of the a Long Rest.
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= Arcane Traditions =
= Arcane Traditions =