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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.<br>
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| 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>
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| 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>
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| 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.<br>
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| Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.<br>
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| Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.<br>
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| Wizards lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.<br>
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| But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.
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| {| class="wikitable"
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| |+| Class Table
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| |-
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| ! Level !! Proficiency Bonus !! Features !! Experience Points
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| |-
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| | 1st || +2 || [[Wizard#Spellcasting|Spellcasting]], [[Wizard#Spellbook|Spellbook]]|| 0
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| |-
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| | 2nd || +2 || [[Wizard#Arcane Tradition|Arcane Tradition]] || 300
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| |-
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| | 3rd || +2 || [[Wizard#Cantrip Formulas|Cantrip Formulas]] || 1,000
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| |-
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| | 4th || +2 || [[Wizard#Ability Score Improvements|Ability Score Improvement]] || 3,000
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| |-
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| | 5th || +3 || - || 6,000
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| |-
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| | 6th || +3 || [[Wizard#Arcane Tradition|Arcane Tradition Feature]] || 10,000
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| |-
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| | 7th || +3 || - || 20,000
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| |-
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| | 8th || +3 || [[Wizard#Ability Score Improvements|Ability Score Improvement]] || 40,000
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| |-
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| | 9th || +4 || - || 60,000
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| |-
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| | 10th || +4 || [[Wizard#Arcane Tradition|Arcane Tradition Feature]] || 80,000
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| |-
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| | 11th || +4 || - || 100,000
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| |-
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| | 12th || +4 || [[Wizard#Ability Score Improvements|Ability Score Improvement]] || 120,000
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| |-
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| | 13th || +5 || - || 140,000
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| |-
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| | 14th || +5 || [[Wizard#Arcane Tradition|Arcane Tradition Feature]] || 160,000
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| |-
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| | 15th || +5 || - || 180,000
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| |-
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| | 16th || +5 || [[Wizard#Ability Score Improvements|Ability Score Improvement]] || 200,000
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| |-
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| | 17th || +6 || - || 225,000
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| |-
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| | 18th || +6 || [[Wizard#Spell Mastery|Spell Mastery]] || 250,000
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| |-
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| | 19th || +6 || [[Wizard#Ability Score Improvements|Ability Score Improvement]] || 300,000
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| |-
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| | 20th || +6 || [[Wizard#Signature Spell|Signature Spell]] || 350,000
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| |}
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|
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| === Class Information ===
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| '''Hit Dice.''' 1d6 per Wizard Level<br>
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| '''1st Level Hitpoints.''' 6 + your Constitution Modifier<br>
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| '''Higher Level Hitpoints.''' 1d6 (increase to 4) + your Constitution Modifier per Wizard Level after 1st<br>
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| '''Armor Proficiencies.''' Light Armor<br>
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| '''Weapon Proficiencies.''' [[Armor and Weapons#Simple Melee Weapons|Daggers]], [[Armor and Weapons#Simple Ranged Weapons|Darts]], [[Armor and Weapons#Simple Ranged Weapons|Slings]], [[Armor and Weapons#Simple Melee Weapons|Quarterstaffs]], [[Armor and Weapons#Simple Ranged Weapons|Light Crossbows]]<br>
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| '''Tool Proficiencies.''' None<br>
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| '''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
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| '''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion<br>
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| '''Equipment.''' A [[Armor and Weapons#Simple Weapons|Quarterstaff]] or a [[Armor and Weapons#Simple Weapons|Dagger]], an [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]], an [[Equipment Packs|Equipment Pack]], and a [[Wizard#Spellbook|Spellbook]].
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| <br><br>
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| {| class="wikitable"
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| |+ Wizard Features Summarized
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| |-
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| ! Feature !! Level !! Quick Explanation
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| |-
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| | [[Wizard#Spellcasting|Spellcasting]] || 1st || You gain Spellcasting that uses Intelligence and Preparing Spells from a Learned List
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| |-
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| | [[Wizard#Spellbook|Spellbook]] || 1st || You get a Spellbook you can use as a Spellcasting Focus and that you put your Learned Spells in
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| |-
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| | [[Wizard#Arcane Tradition|Arcane Tradition]] || 2nd || You choose your subclass, and gain features at 2nd, 6th, 10th, and 14th Level
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| |-
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| | [[Wizard#Cantrip Formulas|Cantrip Formulas]] || 3rd || You can swap your Cantrips
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| |-
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| | [[Wizard#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
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| |-
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| | [[Wizard#Spell Mastery|Spell Mastery]] || 18th || You get a 1st and 2nd Level Spell you can cast at will
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| |-
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| | [[Wizard#Signature Spell|Signature Spell]] || 20th || You get two 3rd Level Spells you can cast at will
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| |}
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| <br>
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| ==== Spellcasting ====
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| ''1st Level Wizard Feature''<br>
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| '''Spellcasting Ability.''' Intelligence<br>
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| '''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
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| '''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
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| '''Spellcasting Focus.''' An [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]]<br>
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| '''Ritual Casting.''' You can cast any Spell in your Spellbook as a Ritual if it has the Ritual tag.<br>
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| '''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.
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| {| class="wikitable"
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| |+ [[Wizard Spells|Wizard Spell List]]
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| |-
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| ! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
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| |-
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| | 1st || 3 || 2 || - || - || - || - || - || - || - || -
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| |-
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| | 2nd || 3 || 3 || - || - || - || - || - || - || - || -
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| |-
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| | 3rd || 3 || 4 || 2 || - || - || - || - || - || - || -
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| |-
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| | 4th || 4 || 4 || 3 || - || - || - || - || - || - || -
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| |-
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| | 5th || 4 || 4 || 3 || 2 || - || - || - || - || - || -
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| |-
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| | 6th || 4 || 4 || 3 || 3 || - || - || - || - || - || -
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| |-
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| | 7th || 4 || 4 || 3 || 3 || 1 || - || - || - || - || -
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| |-
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| | 8th || 4 || 4 || 3 || 3 || 2 || - || - || - || - || -
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| |-
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| | 9th || 4 || 4 || 3 || 3 || 3 || 1 || - || - || - || -
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| |-
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| | 10th || 5 || 4 || 3 || 3 || 3 || 2 || - || - || - || -
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| |-
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| | 11th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
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| |-
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| | 12th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
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| |-
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| | 13th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
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| |-
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| | 14th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
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| |-
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| | 15th || 5 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -
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| |-
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| | 16th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -
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| |-
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| | 17th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| |-
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| | 18th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| |-
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| | 19th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| |-
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| | 20th || 5 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
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| |}
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| <br>
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| ==== Spellbook ====
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| ''1st Level Wizard Feature''<br>
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| You have a Spellbook that you use for Preparing Spells and Casting Rituals. 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>
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| Additionally, if you find a Spell from the [[Wizard Spells|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>
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| You can use your Spellbook as a Wizard Spellcasting Focus<br>
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| 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>
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| 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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| <br><br>
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|
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| ==== Arcane Tradition ====
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| ''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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| {| class="wikitable"
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| |+ Arcane Traditions
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| ! Arcane Tradition !! Complexity (1-5) !! Description
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| | [[Wizard#School of Abjuration|School of Abjuration]] || 1 || You summon a magical ward to protect yourself and others from damage and dispel magical effects that would harm you or your allies.
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| |-
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| | [[Wizard#School of Bladesinging|School of Bladesinging]] || 2 || You use the magical art of the bladesong that uses both blade and spell to ward yourself from attacks while striking your foes with sword.
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| |-
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| | [[Wizard#School of Chronomancy|School of Chronomancy]] || 3 || You gain the ability to manipulate time to your best interest and trap your spells in stasis to unleash at the perfect time.
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| |-
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| | [[Wizard#School of Conjuration|School of Conjuration]] || 3 || You use teleportation as well as the conjuration of creatures and objects to aid yourself both in and out of combat.
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| | [[Wizard#School of Divination|School of Divination]] || 2 || You tell the future to know that crucial moments go exactly as planned as well as expand your senses.
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| | [[Wizard#School of Enchantment|School of Enchantment]] || 2 || You charm and manipulate your foes to make them fulfill your purposes.
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| | [[Wizard#School of Evocation|School of Evocation]] || 1 || You rain destructive spells on your foes, ushering obliteration on them while protecting your allies from the damage your spells deal.
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| | [[Wizard#School of Graviturgy|School of Graviturgy]] || 2 || You manipulate the gravity and density of both creatures and objects to both assist your allies and harry your foes.
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| | [[Wizard#School of Hedge Magic|School of Hedge Magic]] || 3 || You use your home-made magic on the fly and recycle your failed spells to become an surprisingly effective and home-grown mage.
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| | [[Wizard#School of Illusion|School of Illusion]] || 3 || You use illusions to control the battlefield and protect yourself from harm.
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| | [[Wizard#School of Necromancy|School of Necromancy]] || 4 || You raise the dead as zombies and skeletons to serve you in combat and grow in power as you bring death to your foes.
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| | [[Wizard#School of Onomancy|School of Onomancy]] || 2 || You learn the true names of your foes to allow your spells to affect them in ways normally unavailable.
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| | [[Wizard#School of Rituals|School of Rituals]] || 3 || You slowly cast your spells methodically as rituals to preserve your magic and maximize the output.
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| | [[Wizard#School of Scribes|School of Scribes]] || 4 || You use a magical quill and manifest consciousness in your spellbook to alter your spells and create magical scrolls.
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| | [[Wizard#School of Theurgy|School of Theurgy]] || 4 || You study and refine divine power and combine it with your arcane prowess to become an archmage of the divine.
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| | [[Wizard#School of Transmutation|School of Transmutation]] || 3 || You change the composition of objects around you and alter the powers of your allies via a magical stone you create.
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| | [[Wizard#School of Wand Lore|School of Wand Lore]] || 3 || You sling your spells with your personal wand while altering them to fit the situation and duel other casters.
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| | [[Wizard#School of War Magic|School of War Magic]] || 3 || You become a mighty bulwark on the battlefield and protect yourself from harm long enough to cast your magic.
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| |}
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| <br>
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|
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| ==== Cantrip Formulas ====
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| ''3rd Level Wizard Feature''<br>
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| You have scribed a set of arcane formulas in your spellbook that you can use to formulate a Cantrip in your mind. Whenever you finish a Long Rest and consult those formulas in your Spellbook, you can replace one Wizard Cantrip you know with another Cantrip from the Wizard Spell List.
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| <br><br>
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|
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| ==== Ability Score Improvements ====
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| ''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.
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| *Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
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| *Increases three Ability Scores of your choice by 1.
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| *Gain one [[Feats|Feat]] of your choice.
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| 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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| <br><br>
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|
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| ==== Spell Mastery ====
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| ''18th Level Wizard Feature''<br>
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| 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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| <br><br>
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|
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| ==== Signature Spell ====
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| ''20th Level Wizard Feature''<br>
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| 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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| <br><br>
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