Wizard (Class)

Essentially viewed as the scientists and primary researchers of Lumither, wizards are devoted to the study and practice of magic (which is essentially a branch of physics in this universe).

When studying magic, many people choose to go to a school to further hone their studies. Most wizards in training are either graduates or students from one of these schools. However, because of how expensive magical research can be, there are those rare few who favor being self-taught rather than spending vast amounts of money trying to attend these exclusive academies (at the disadvantage of not having a mentor or proper learning resources).

These academies are self sufficient entities, not tied to any government or rule. They are funded and managed entirely by the Arcana Assembly- a council of the most powerful and elite of the wizards, that serves as advisors and researchers for the purpose of acquiring more knowledge. There are campuses spread all across the world in various cities, each representing different schools of magic. These campuses are less what you would think of a modern university, and more just a large manor or series of buildings where classes are held (varying in size based on the school).

Once graduated, wizards are often selected or recruited right out of the school to work in various positions of research or internship across the country. If not, people will then go on to form their own practices (ranging from merchants, traveling researchers, healers, and more).

For the wizards that choose not to be a part of this institution, they are either self taught or raised by a magical mentor.

## **Quick Build Tips**

Make Intelligence your highest ability score, followed by Constitution or Dexterity (unless you plan to join the School of Enchantment, in which case you should make Charisma your second highest score)

## **Traits**

### **Hit Points**

* **Hit Dice:** 1d6 per wizard level
* **Hit Points at 1st Level:** 6 + Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier per wizard level after 1st

### **Proficiencies**

* **Armor:** None
* **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
* **Tools:** None
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

### **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
* OR starting gold of 4d4 x 10 gp

## **Features**

### **Spellcasting**

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

#### ***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 in a given day. 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. 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 (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Alternatively, you can use a components pouch, and thus use the required materials to cast 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

* **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.
	+ **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.

### **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 eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

### **Ability Score Improvement or Feat**

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. 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 (essentially turning certain spells of your choice into a cantrip). 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.

## **Arcane Traditions**

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 eight categories called schools. In xxxxx, these traditions are literally embodied as schools.

There are different academies of magic across the nation that people can join after paying a tuition fee and passing a general magic entrance exam (Level 1). Upon joining, they spend the next few years training until they are given the choice of school they wish to focus (Level 3), in which case, they transfer to that campus and then spend their remaining years rigorously studying that area of magic. At any point they can take the graduation exam (Level 6), proving a proficient mastery of their area of focus. After graduation, people are approached by or apply for different jobs or internships with businesses or arcane masters. If not, they then go on to form their own practices.

However, as mentioned before, these schools can be extremely expensive. Furthermore, some of the members of the Arcana Assemble who are very much motivated by their own research and self interests. Therefore, there are some wizards who - rather than go to these institutions - train exclusively under the mentoring of one elder wizard master, or attempt to be self taught. In which case, even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device (since the spells of each school require mastery of different techniques).

* Abjuration
* Conjuration
* Divination
* Enchantment
* Evocation
* Illusion
* Necromancy
* Transmutation

* War Magic
* Gravaturgy
* Chronoturgy