Wizard
Hit Points
Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 (or 4) + your Con modifier
Proficiences
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Class Features
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the various schools of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
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, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Spells
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.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Starting Equipment
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book’s Appearance Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Subclass Options
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into multiple categories called schools. In places such as Arcania or Solra, these traditions are closer to academic departments, who compete for resources and students and debate magical philosophy. In other places, dividing magical philosophy into schools is seen as both a learning device and as a wizard community’s identity
You are a wizard who focuses on the study of sound, and
tries to understand the nature of sound waves and
vibrations that are present in all things. Followers of this
tradition of Acoustics, often called Acousticians or Sound
Sages, often prefer spells that can manipulate sound, and
believe that all things have a ‘perfect harmony’ that they
aim to tune themselves to, and that the incorrect vibrations
within the heart or soul can lead to imbalance. Many of
these wizards are musicians, avid linguists, or public
speakers, but can also be found in unique roles within a
military, or trying to mold the earth with the power of
sound and vibrations
There exist a handful of wizards who believe that there
exists a fifth element, wood, that stands alongside the
traditional elements of fire, air, earth, and water. Known as
arbormancers or wood mages, these wizards view wood as
embodying warmth, cooperation, and strength, and favor
spells that incorporate wood. Many of these wizards study
in forests, sometimes working alongside druids or fey.
Some who seek divine magic seek it by their own selfish means. Others do not seek to worship but instead merely seek the might of the gods. And others yet, wish to
become a god themselves.
All of these are examples of those who might study magic, gaining divine magic not through worship and respect, but through the pursuit of knowledge and their own gravitas. These are the arcane heretics.
There are wizards who focus their studies on the celestial
bodies above, and how their alignment and positioning can
influence the beings who live far below them. Called
Astrologists or ‘star mages’, these wizards can wield the
magics of the heavenly bodies, and are often called upon to
read horoscopes or provide knowledge related to the
celestial heavens, working as either astronomers,
soothsayers, or navigators of the night sky
Those who think charm and misdirection are the trades
of the bard and warlock never heard of the arcane
colleges specializing in Beguiling magic. The tradition
blends enchantment and illusion magic, rather than
specializing in either of those schools.
Followers of this tradition are known as beguilers and
believe a brilliant mind beats a charming personality.
They see magic as a way to persuade, deceive, entertain,
and hide and believe fooling the mind is magic’s most
potent use. Beguilers are suave and adept spies, equipped
to infiltrate any organization or compound without
detection or with minimal casualties.
Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.
Restriction: Elves Only
Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.
Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM’s setting or your DM’s version of the Realms.
Not a school of wizards in itself, but is a term of wizards that
were not properly trained in a school of magic. Because of
this, Chaos Wizards do not understand the principles of
magic and the core structure of casting spells. Instead, they
experiment with magic, but often with more than they
bargained for. Chaos tradition wizards are wizards in the
lightest sense possible - they have a spellbook that their notes
are written in, but lack the formal education that any ordinary
wizard would have.
The arcane tradition of Clocksmithing revolves around the
understanding, creation, and application of constructs and
robotics. Known as ‘clocksmiths‘, these wizards develop
techniques to better understand mechanical creations and
their purpose. As you progress, you learn how to conjure
forth and interact with constructs and spells cast through
mechanical devices.
The school of clockwork magic is a blending of
technology and magic not often seen. While some
would argue that all spells of this so-called school
are simply applications of the more traditionally
acknowledged branches of arcane magic, the
clockwork mages understand that there is qualitative
difference in thought between casting, say, a
clockwork(evocation) spell and an ordinary evocation.
The school thrives alongside industry, using a small
number of spells, compared to the older schools,
to create a wide range of styles. Fool is he who fails
to notice arcane glyphs and wands and mistakes
a clockwork mage for a common gear grinder or
tinkerer.
Clockwork mages who use the spell find familiar (or
others who gain access to the spell and choose to use
it) substitute the material components for a small
clockwork device in the form of an animal similar to
those listed in the text of the spell. When the ritual is
completed, magical animating force gives life to the
device. The delicacy of the clockwork makes up for
any superior durability of the materials. It has the
statistics of the chosen form but is a construct instead
of a beast. Unlike a normal familiar, the devices’ form
cannot be changed without investing in the material
components to rebuild it. The familiar is never
counted when determining the number of constructs
a mage can control.
Followers of the tradition of Concealment are wizards who
specialize in not being seen, practicing magic in secret
places and focusing on hiding their spellcasting from
others. These wizards, often called ‘stealth mages’ or ‘silent
sages’, combine elements of illusion and transmutation
magic with a skill set of stealth and maneuverability, and
often work as spies, assassins, or undercover operatives.
You are a wizard who focuses their study on the magical
properties of ice. Known as 'frost mages' or 'ice-benders',
these wizards learn how to manipulate ice in ways that
other wizards cannot. Many of these wizards begin their
studies in taigas and frozen planes, developing their
mastery of ice
The School of Cryptozoology delves into the study
of monsters. The specifics vary, naturally. Some
scholars like to take creatures apart piece by piece,
and others just like to look at the picture books -
regardless, Wizards in this field gain some unsettling
powers that often mark them out as pariahs amongst
their peers.
Wizards who follow the tradition of dimensionalism focus
on portals, rifts, and teleportation, favoring spells that
increase their mobility and teleporting prowess. Known as
‘portaliers’ or ‘rift mages’, these wizards learn spells of
teleportation and can eventually trap others within portals
that seemingly never end. Many followers of
dimensionalism are avid travelers to other planes, and are
often nomadic
The sleeping mind stares out into an endless vista, stitching
together the thoughts and actions of the day into dreams.
Yet, in a world of magic, especially to a practitioner of the
arcane arts, dreams hold far greater revelations. By mapping
one’s own mental landscape, new insights into reality can be
found and harnessed. Many of these wizards often draw the
attentions of the Keeper of the Depths, who may greet them
by offering bargains both simple and terrible. You’ve chosen
to begin to map your own dreams by pursuing this tradition,
seeking insight into the lands beyond the veil of sleep.
Only a rare few arcane colleges specialize in training
spellcasters to weave spells while on the front lines of
combat, wielding a weapon and wearing armor. The tradition
of the Duskblade does so, at the cost of drawing the contempt
of most of the remaining arcane colleges. Wizards "more
devoted" to another school or martial warriors who spend
their lives training with weapons both might argue that
splitting one's attention between magical and martial
prowess inevitably leads to ruin, but these individuals fail to
realize that the Duskblade tradition isn't a split of attention at
all. Rather, it is a merging of the two that results in
dangerously versatile warriors.
The Duskblade tradition teaches techniques that allow its
followers to swing a sword with the strength of mind, rather
than the strength of body, and teaches how to cast spells
while simultaneously throwing attacks. In this way, the sword
of a Duskblade is more than a weapon; it is a tool that
enhances the wizard's connection to magic, it is a conduit
through which the warrior's true potential can be found. To a
Duskblade, their blade and their magic are the same
It is common for one to ask a disciple of this tradition: “Are
you a wizard that casts ooze-related spells, or an ooze that is a
wizard?”
The truth is, both are correct.
Esoteric plasmology has long ties to the Gelatinous
Convocation, which wanders between worlds spreading
happy, cheerful slimes to all corners of the multiverse. Though
direct interaction with the Convocation is uncommon for
practitioners of this tradition, many are apprenticed to more
powerful ooze wizards for a time as they learn to control their
newfound power. While the slime core that awakens within
a practitioner seems to grant a surprising amount of control
over one’s form, careful study and research is required to coax
the more powerful magics from this arcane phenomenon. As
such, ooze wizards traditionally adventure in order to expand
their knowledge of the physical world, enjoying a life of leisure
and hardship alike in their quests for purpose and power.
The ancient and often forbidden arcane tradition of
Fleshwarping is one that involves the magical manipulation
of the flesh. Called ‘Fleshwarpers’ or derogatively ‘skin
mages’, wizards who follow this tradition prefer spells that
change their body and those of others, for better or for
worse, and can sometimes be found as doctors, specialized
surgeons, or lone practitioners of their craft.
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
Natural talent and a quick mind are only the bare
beginning of being able to wield the arcane arts. Achieving
true mastery requires personal dedication and self discipline, rigorous training, and access to libraries full of
ancient grimoires and crumbling scrolls. In many places
no special organizations or traditions exist to guide
wizards and other arcane spellcasters along their way;
magic-users come to their full powers and wield their
spells as they see fit. But in other lands, magic is regarded
as too important—or too dangerous—to be left in the
hands of the self-taught dabblers. In these lands, magic is
taught and practiced by members of special orders, guilds,
societies, brotherhoods, and cabals who jealously guard
access to their powers and seek to control their use.
These guilds arise for many reasons. Some exist to
preserve arcane traditions and instruct new spellcasters
in arcane powers. Others organize the efforts of their
members in the service of a worthy (or sometimes not so
worthy) cause.
Some guilds are large, formal hierarchies in which
members are expected to obey the orders of their
superiors, while others are small fellowships in which no
one member is considered superior to his or her fellows.
A wizard’s guild might operate openly or exist as a
hidden society. Members of openly active orders typically
proclaim their allegiance with a highly recognizable
garment or symbol; for example, wizards of the
Arcane Brotherhood wear robes of similar cut and style,
but each is a different color or special pattern, Many
organizations in Faerûn—wizardly and otherwise—mark
the membership with special pins, brooches, or clasps,
whether they are worn openly or in a hidden place. Other
orders favor such identifiers as tattoos, unique hairstyles
or grooming, or implements of a particular design.
Members of secret orders avoid any outwardly
distinguishing marks, of course, but often have secret
signs they can use to prove their identity to others of their
group—for instance, a pendant worn under one’s shirt,
a ring that isn’t very obvious to a casual viewer, or a
brand hidden beneath robes.
Although the name was always intended to be an insult for
those who do not follow a specific school of magic, and
instead apply their wits to the broadest applications of its
depths, the moniker has been adopted by those who wander
in search of all things arcane. Their skills and abilities allow
them greater flexibility, and they have a keener eye for theory.
Whenever dangerous creatures, powerful monsters, or
infamous criminals need to be hunted down, apprehended
and locked away, people often call upon wizards of the
tradition of Incarceration. Known as ‘arcane jailers’ or
‘bounty mages’, these wizards combine elements of
abjuration and conjuration magic into a specialized skill set
consisting of spells and abilities that allow them to track
and capture their enemies. Followers of this tradition often
work alongside other bounty and monster hunters.
Lore Mastery is an arcane tradition fixated on
understanding the underlying mechanics of
magic. It is the most academic of all arcane
traditions. Known as savants, followers of this
tradition are a bookish lot who see beauty and
mystery in the application of magic. The promise
of uncovering new knowledge or proving (or
discrediting) a theory of magic is usually
required to rouse its practitioners from their
laboratories, academies, and archives to pursue
a life of adventure.
Some societies deem the practice of magical arts as
sacred and too dangerous to be taught to any but a worthy
few. In order to prevent the weave from being defiled by
renegades some institutions regulated the use of magic in
their region. Those who tracked and dealt with offending
spellcasters were known as mage hunters.
With the influx of many new creatures and magics from
beyond the Material Plane, mage hunters of today have
shifted their focus from regulators to preservers. They
strive to hunt down and eliminate magical threats and
extraplanar entities, vowing to never allow corrupt and
twisted magics from ravaging their homeland.
Some schools of arcane thinking focus on training wizards for
war, while others train wizards to embrace a particular school
of magic. Other traditions elect to teach wizards to use their
time and magic to turn their bodies into weapons. Some
wizards choose to adapt their extensive education to
specialize in alternative uses of transmutation, evocation and
abjuration magics, combining them with their physical
prowess to further strengthen themselves, with a nearly
monastic dedication.
There are those students of magic who study the ways of
modifying and controls certain materials and elements.
Students of the tradition of Metallurgy are no exception,
insisting that metal should be classified in the same
category of important elements as those of fire, air, earth,
and water. These wizards favor spells that control metal
and effect weapons and armor.
The world is full of sickness, plagues, poisons, and
illnesses of all kinds. Those who follow the arcane tradition
of Pathology know this very well, and choose to focus their
studies on gaining knowledge of diseases and poisons, and
how to both control their effects. Pathologists of ‘plague
mages’, as they are called, favor spells that deal with poison
and disease, and are often found working as doctors,
medical experimenters, or wielding the strength of
diseases for their own personal use.
Your studies focus on trying to understand magic at the
most fundamental level; ‘what is the true, philosophical
purpose of magic in the world?’ ‘In what ways are magic
best suited to serve society, the world, and the universe
itself?’ Your pursuit of magical inquiry delves into both the
practical use of magic and the esoteric value of it.
Followers of the tradition of Philosophy are wielders of
extraordinary magic, and are often found in counsel to
magical universities, royal courts, or teaching magic to
both rich and common folk alike. However, various
worldviews, ethical theories and conclusions can lead
philosophers down any moral or occupational path in life
The dwarves long ago discovered the means to imbue
magic into metal rings, and the ring wardens were
born. With a focus on the school of transmutation,
they blend dwarven craftsmanship with arcane
might. The ring wardens are rare outside dwarven
nations, but they are easy to recognize thanks to their
signature ring-staves.
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.
Behind every great ruler is their seat of power, and behind every
seat, its creator. The greatest civilizations are crafted by more
than the hands of of their workers, from more than brick and
stone; they are born from the minds of the greatest architects,
and you stand proud amongst their number.
The observation of the stars and celestial bodies of the greater
universe is known as astronomy, with wizards who practice
this tradition being known as astronomers. They study the
different properties of the stars, and learn to create their own
miniature celestial bodies.
Wizards who study the School of Biowizardry have an affinity
for using magic to improve the body.
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.
As a diabolist, you dip your toes into the darkest powers in the
multiverse; the fires of the Nine Hells, the chaos of the Abyss,
and the enticing power of the lower planes. Some diabolists
hold strong to their principles, using the magic of hell in
pursuit of good, but many, many more find themselves
consumed by the evil of the fiends below.
The School of Diabolism is rarely a formal tradition, more
often a practice passed down through a family line, ancestors
leaving their lifetime of knowledge, secrets, and, most often,
debts, to their unlucky inheritors. These diabolists have little
choice but to learn the art: either practicing the means to
defend themselves, or being left defenseless against devils and
demons come to claim their soul.
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.
Wizards who study under the school of dracomancy hold
dragons in the highest regard. Studying these creatures of the
utmost power and knowledge, wizards seek to learn all they
can, in hopes that they may draw from such a force
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.
The School of Etymology employs the use of ancient
linguistic techniques used to engrave runes onto the
material plane. Called etymologists, these mages
specialize in the study of languages that are rare or long
forgotten by mere mortals.
Ancient languages have always been the interest of
scholars and wizards because of the spells found
throughout history. This school of wizard believes that
the very origin of magic could be found through the study
of these languages.
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.
While bending the elements to one's will is no extraordinary
feat to practitioners of the arcane it takes a certain type of
individual to seek control over the earth around them. The
school of geomancy offers these folk just that. It teaches
wizards techniques to control the earth around them raising
it into stones that can then manipulate their enemies in
various ways.
These wizards are dedicated to the study of gravitational
magic. This magic is focused on battlefield control and
manipulation of the movement of others. Though it doesn't
come through ritual or meditation as it does to most, they
wield gravitational magic with as much force as any other. To
them, it is a unique force of the universe to tap into and
understand.
As a heliomancer, you focus your studies on the magical energy
of the sun, and use it to create powerful bursts of radiance and
dazzling displays of light. Though much of your magic is
normally considered divine, you have managed to emulate these
same spells and effects through rigorous study and careful
experimentation. Some heliomancers learn their magic with the
company of clerics, and become respected members of a temple
or shrine. Others learn their magic in academic institutions—
though most institutions only focus on the regular schools of
magic, some teach rarer traditions such as this one.
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
The School of Inversion teaches its students to counter all
the other Arcane Traditions, through a mystical force that
utilizes the Void; an interdimensional plane that is thought to
erase any existence. Wizards that follow these teachings
highly revere Beholders, as they consider them one of the
purest forms of magic, believing they were born from the
Void and carefully studying their nature and capabilities
Wizards who study the School of the Loom focus on magic
that goes into creating a specialized garment for themselves
known as a spell robe as well as creating cloth that allows
them to embroider spells into clothing. Some loomers find a
lucrative living making magical clothing for snooty, rich
nobels who desire rare and powerful magical items and
valuable treasures. Other members of the School of the
Loom use their powers to create spell robes to enhance
themselves, allowing themselves to fight unenhibited by their
lack of a physical ability to wear heavy armors like their
tougher, more muscular fighter and paladin companions.
The School of Malpractice believes that the rules are
more like guidelines, and the guidelines are more
like casual suggestions only followed by the close
minded and inadequate. Structure and oversight are
only for those without the talent to innovate, a view
which (fortunately for the world) means that relatively few apprentices from this school survive to exercise their craft for any significant length of tim
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.
As a member of the School of Philosophy you are as much a theorist as you are a practitioner of arcane arts. A student of magic, you do not focus on a single school but seek to use logic and methodology to explore all mystical secrets. Other schools denounce the rhetoric of these so-called philosophers, often faulting them for sharing the esoteric teachings that most seek to keep to themselves.
As a member of the School of Pyromancy, you have honed your
ability to harness the destructive power of elemental fire. Though
this school is often considered a sub-branch of the School of
Evocation, it also employs the use of transmutation magic that
controls fire, and is overall more specialized than an evoker.
Called pyromancers, members of this school are often in high
demand in times of war, where their offensive power can be used
to redefine the battlefield and turn the tides of war. While many of
the most famous pyromancers are those employed in a state’s
military, many others are self-employed, working as adventurers,
mercenaries, or even simple bandits.
While pyromancers are most well-known for their offensive
capabilities, they are also capable of defending themselves. The
flames they conjure can also come to their defense, rebuking
attackers and thereby dissuading enemies from approaching them.
Pyromancers are highly versatile, and not to be underestimated.
As a member of the school of reawakening, you combine the
forces of necromancy with the power of conjuration. By
transforming the necromantic energies of the creatures you kill
into completely new conjurations, you bridge the gap between
these two school of magic, creating a hybrid school that combines
elements of both Conjuration and Necromancy. As you progress,
you learn to shape together ever more powerful conjurations.
You focus your study on manipulating magic in a way
that turns the destructive power of arcane evocation
into rejuvenating magic. For others, this gift manifests
from faith, a pledge to a patron, or a deity’s behest.
Many arcane colleges have unlocked these regenerative
powers from tireless hours poring over holy texts and
alchemical manuals. While most wizards find outlets as
talented enchanters, military artillery, or ward-makers,
the students of this school could apply their versatility
to any employment in nearly every setting, even that of
an adventurer.
School of the Honey Mage
The school of the Honey Mage uses exclusively a series of
hedge wizard-esque spells that require bees. Bumblebees,
honey bees, potentially even wasps and other insects. These
wizards often come from humble origins in honey farms, or
were actually once hedge wizards themselves that found a
focus with insects. Despite the apparently silly nature of this
school of magic, its effectiveness in combat and adventuring
life is undeniable.
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Some wizards that discover the existence of the Shadow
Weave can manipulate the shadowy energy on it,
gaining permanent traits of this dark magic. Most of the
shadow adepts are worshipers of Shar, the Mistress of
the Night and owner of the shadow weave, since hardly
someone can access the shadow weave without the
consent of Shar. However, a few wizards fool or brave
enough, dare to use the shadow weave without Shar’s
permission, becoming outcasts hunted by Shar’s
followers.
The tradition of the Shrouded Arts is one not well known by
the general populace, and its practitioners prefer to keep it
that way. Blending arcane techniques of illusion and
enchantment, shrouds have honed their skills to excel in
covert operations: infiltration, espionage, stealth and
subterfuge. An experienced shroud can infiltrate a castle,
sabotage an outpost, or steal critical documents, all without
raising suspicion.
The powers of subterfuge granted by this tradition draw
students from across the moral spectrum. Some shrouds
align themselves with noble causes, working alone or with
clandestine organizations to expose corruption or learn the
plans of mighty villains. Others exploit their abilities to
plunder hidden secrets, using them to gain power. A few
simply adopt the Shrouded Arts out of necessity, seeing them
as the only way to survive in places where use of arcane, or
unsanctioned, magic is outlawed.
Soul Sage
You focus your studies on magic that comes from the soul,
bringing forth abilities that revolves around drawing out the
strength of souls to aid you and to speak with the souls of
the departed. A rare tradition to see practiced, most soul
sages are often mistaken as necromancers, but that is far
from the truth; soul sages rarely focus on bringing a body
back to life, but instead choose to speak with souls and
spirits, and are often found as shamans, spiritual
counselors, or are simply seekers of understanding the
afterlife or immortality.
A prodigal savant breaks the bounds of what is known by inventing their own version of a spell. A disastrous dropout creates an explosion of magic with effects never seen before. These are both examples of Spellshifters: wizards that one way or another have developed the ability to mutate and transform the very components of their spells tailoring their magic to fit their needs.
Stormsinger
There are some wizards who understand that, after enough
studying and practice, magical power can be harnessed
from the raw power of storms. These wizards, known as
'Stormsingers', develop a unique form of magic known as
the 'Stormsong', which grants them strength against
lightning and thunder, as well as increased speed.
Followers of this tradition often find peace and solitude in
the presence of mighty tempests and gales, living in areas
with where they occur frequently as they continue studying
their behavior and perfecting the art of the Stormsong.
Tidecaller
Tidecallers are a rare kind of wizard, bravely exploring the
vast seas of the world to learn about the magical wonders
that lie beneath the waves. They are wizards who master
techniques of sailing and maneuvering in water, wielding
weapons of the sea, and draw strength from the cold
depths of the oceans. Followers of this tradition are usually,
found out near or on the seas, aiding ships in smooth
sailing and helping to explore uncharted territories, often
singing. It is not uncommon to see these wizards befriend
some druids or storm sorcerers, or even see Tidecallers
commanding ships or fleets themselves.
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
While many who study the art of Necromancy give in to the temptations of power over life and death and the worldly power that goes with it, there are some that use their knowledge for the greater good. Both Necromancers and White Necromancers concern themselves with the undead, though their interests are entirely different. Unlike traditional Necromancers, who deal in the raising and controlling of the dead, White Necromancers seek to lay the dead to rest and peer beyond the veil to get a better understanding of life. However, despite their best intentions, they still suffer from the same stigma as their less scrupulous cousins.
Before the times of prestigious magical institutions and
universities, there were those who first discovered the arts
of the arcane, in its raw and primal form. These wizards
were the herald for a magical tradition known as
Witchcraft. The wizards and witches who follow this
tradition hone their magical skills through the acquisition
of unique magics called Crafts, and later Grand Crafts, as
well as learning spells the usual wizard would not be able
to. Many who study the tradition of Witchcraft can be seen
as either guides and village elders, or as sinister and dark
practitioners of the arcane. However, while some places
may be more accepting to students of witchcraft, other
established universities or regions may have a much more
demeaning view of these magical practitioners, even going
so far as to hunt them down