The Wizard
Most that quest for knowledge learn the secrets of the arcane in some form or another, becoming wizards through this forgotten lore. Wizards are found in all societies, often collaborating and studying to expand their arcane knowledge and the knowledge of the world as a whole.
New Wizard Spells
- Cantrips: Cryonis, Earthwake, Empty Double, Magnesis, Orient Object, Remote Bomb, Snapshot, Summon Scarecrow
- 1st Level: Conjure Puppet, Conjure Weapon, Invert Time, Recall, Stasis, Summon Soldier, Sunrise/Sunset, Time Block, Tulin’s Gust, Wind Compass
- 2nd Level: Ascend, Cyclone, Diminish, Double Time, Iridescent Path, Revali’s Gale, Vehicle Sigil, Yunobo’s Cannonball
- 3rd Level: Form to Fairy, Riju’s Charge, Sidon’s Bubble, Time Sync, Urbosa’s Fury
- 4th Level: Dominate Construct
- 5th Level: Reflect
- 6th Level: Spell Spell, Spirit Vessel
- 7th Level: Time Portal
- 8th Level: Blizzard, Emit Gloom
- 9th Level: Gloom Revival, Time Jump
School of Ages
3rd Level: Timeless
You no longer age and may add 2 of the following spells to your spellbook for free: Expeditious Retreat, Invert Time, Stasis, Sunrise/Sunset, Time Block, Double Time, or Recall.
3rd Level: Delay Spell
You have the ability to delay your spells. When you cast a spell, you may concentrate on delaying it for up to ten minutes. When your concentration ends, the spell immediately casts on the target or area you chose for it to be cast on, regardless of how far away you are from that target or area.
6th Level: Time Stretch
When you cast a spell that either provides you bonus movement, additional actions, or manipulates time for you an additional creature within 5 feet of you may be targeted with that spell. That creature must be touching you to be affected in this way.
10th Level: Speedy Spellcasting
You may halve the casting time of any spell you cast that takes more than 1 action. If the spell requires 1 action, you can change the casting time to 1 bonus action. You may use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain any expended uses of this ability when you finish a long rest.
14th Level: Time Lock
You can use your action to lock a creature in stasis for a time. A creature that you use this spell on must make a Charisma saving throw with a DC equal to your Spellcasting DC or be locked in time for 1d4 + 1 minutes. While locked in time nothing can affect them or the possessions they carry, they cannot take actions, move, or use any of their senses. They return to normal after either the duration has ended, you dismiss this effect as an action, you fall unconscious, or you move more than 100 feet away from the target. If instead the creature is unconscious at the time of casting you instead lock them in time, causing them to be affected as though they were the target of the Imprisonment spell. You may only have one creature Imprisoned at a time in this way and cannot use this feature again until you finish a long rest.
You no longer age and may add 2 of the following spells to your spellbook for free: Expeditious Retreat, Invert Time, Stasis, Sunrise/Sunset, Time Block, Double Time, or Recall.
3rd Level: Delay Spell
You have the ability to delay your spells. When you cast a spell, you may concentrate on delaying it for up to ten minutes. When your concentration ends, the spell immediately casts on the target or area you chose for it to be cast on, regardless of how far away you are from that target or area.
6th Level: Time Stretch
When you cast a spell that either provides you bonus movement, additional actions, or manipulates time for you an additional creature within 5 feet of you may be targeted with that spell. That creature must be touching you to be affected in this way.
10th Level: Speedy Spellcasting
You may halve the casting time of any spell you cast that takes more than 1 action. If the spell requires 1 action, you can change the casting time to 1 bonus action. You may use this feature a number of times equal to your Intelligence modifier (minimum 1) and regain any expended uses of this ability when you finish a long rest.
14th Level: Time Lock
You can use your action to lock a creature in stasis for a time. A creature that you use this spell on must make a Charisma saving throw with a DC equal to your Spellcasting DC or be locked in time for 1d4 + 1 minutes. While locked in time nothing can affect them or the possessions they carry, they cannot take actions, move, or use any of their senses. They return to normal after either the duration has ended, you dismiss this effect as an action, you fall unconscious, or you move more than 100 feet away from the target. If instead the creature is unconscious at the time of casting you instead lock them in time, causing them to be affected as though they were the target of the Imprisonment spell. You may only have one creature Imprisoned at a time in this way and cannot use this feature again until you finish a long rest.
School of Seasons
3rd Level: Natural Theurge
When gaining spells or cantrips you may choose to add spells from either the Wizard or Druid spell lists. Choose 2 Druid spells of 2nd or lower and immediately add them to your spellbook for free.
3rd Level: Seasonal Shift
You may create an effect that modifies the area around you as an action. When you do so the area within 30 feet of you immediately does the following, based on your choice of season.
6th Level: In Season
Your spellbook has specific bonus spells that change based on the current season:
10th Level: Cyclical Spellcasting
Choose a season. The next spell you cast has additional effects, based on the season chosen:
14th Level: Forecast
You may cast the Control Weather spell once per day without expending spell slots. When using Control Weather in this way it lasts up to 10 minutes, you may change the stages of weather as an action as much as you want (instead of one stage every few minutes), and the changes happen instantaneously.
When gaining spells or cantrips you may choose to add spells from either the Wizard or Druid spell lists. Choose 2 Druid spells of 2nd or lower and immediately add them to your spellbook for free.
3rd Level: Seasonal Shift
You may create an effect that modifies the area around you as an action. When you do so the area within 30 feet of you immediately does the following, based on your choice of season.
- Spring. All nonmagical plants within range begin to sprout and the weather becomes light rain.
- Summer. All nonmagical plants within range begin to bloom. In addition the temperature increases by up to 20 degrees, melting most ice within range.
- Autumn. All nonmagical plants within range begin to produce fruit (if they are fruit-bearing plants) and leaves begin to brown and fall.
- Winter. All nonmagical plants within range wither. In addition the temperature decreases by up to 20 degrees and any water within range has its surface become frozen.
6th Level: In Season
Your spellbook has specific bonus spells that change based on the current season:
- Spring. Shape Water, Thorn Whip, Cure Wounds
- Summer. Control Flames, Produce Flame, Burning Hands
- Autumn. Spare the Dying, Poison Spray, Entangle
- Winter. Cryonis, Ray of Frost, Frost Fingers
10th Level: Cyclical Spellcasting
Choose a season. The next spell you cast has additional effects, based on the season chosen:
- Spring. If you target an ally with this spell they gain temporary hit points equal to your Intelligence modifier in addition to its normal effects.
- Summer. The zone of the spell you cast has its radius doubled.
- Fall. If a single creature has to make a saving throw against the spell you cast it does so with disadvantage.
- Winter. If a creature is damaged by this spell it has its speed reduced to 10 feet until the start of its next turn.
14th Level: Forecast
You may cast the Control Weather spell once per day without expending spell slots. When using Control Weather in this way it lasts up to 10 minutes, you may change the stages of weather as an action as much as you want (instead of one stage every few minutes), and the changes happen instantaneously.
School of Secrets
3rd Level: Deceptive Spellcasting
You gain proficiency in Deception and may make Deception checks to hide what spells you are casting or make it seem like you are casting a different spell than the one you truly are.
3rd Level: Threads of Secrecy
Illusion and Divination spells cast by you have their duration doubled. Choose one Illusion spell and one Divination spell from the Wizard spell list, each of which must be no higher than level 2. Add these spells to your spellbook for free.
6th Level: Thoughtspell
You may cast spells without requiring verbal components.
10th Level: Untraceable Magic
Your spellcasting becomes incredibly difficult to detect and predict. This makes it so reactions do not trigger as a response to your spells. Creatures making arcana checks against your spells or attempting to dispel your spell effects do so with disadvantage.
14th Level: Perfect Invisibility
You may use a bonus action to make yourself invisible until you attack or cast a spell. Another bonus action returns you to normal.
You gain proficiency in Deception and may make Deception checks to hide what spells you are casting or make it seem like you are casting a different spell than the one you truly are.
3rd Level: Threads of Secrecy
Illusion and Divination spells cast by you have their duration doubled. Choose one Illusion spell and one Divination spell from the Wizard spell list, each of which must be no higher than level 2. Add these spells to your spellbook for free.
6th Level: Thoughtspell
You may cast spells without requiring verbal components.
10th Level: Untraceable Magic
Your spellcasting becomes incredibly difficult to detect and predict. This makes it so reactions do not trigger as a response to your spells. Creatures making arcana checks against your spells or attempting to dispel your spell effects do so with disadvantage.
14th Level: Perfect Invisibility
You may use a bonus action to make yourself invisible until you attack or cast a spell. Another bonus action returns you to normal.