Mage Wizard Arcane Tradition by FaithBanana

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Mage

Mage is such a simple term, most commoners would call anyone with magical powers a
“Magician”. They wouldn’t know the difference between a priest from a wizard if they wore
the same clothes. But people with a deeper understanding of magic and how people shape it
to their will, would know the difference of an arcane caster from a divine one. Wizards
themselves have classified spells they cast to different schools, and are named as such
taking after their specializations for example Abjurers taking after abjuration, Evokers taking
after Evocation etc. The Mage tradition is used as a generalized term for many arcane
casters but in reality it's a much older Wizard tradition. Mages study the arcane
fundamentals of weave to mastery. They don't care for specializing in a specific school of
magic but a better grasp of the roots of wizardry.

Arcane Savant (2)


Beginning when you select this school at 2nd level, the gold and time used to copy a spell
into your spellbook is reduced by 30 minutes and 15 gold per level of the spell.

Generalized Study (2)


A greater array of arcane research topics and, reading multiple books at once is more suited
for you then specific studies. You learn one additional spell each time you level up.

Enhanced Recovery (6)


Beginning at 6th level, whenever you use your Arcane Recovery feature you may choose a
total level of spell slots to recover equal to your level instead of half your wizard level
rounded up.

Mithral Mind (10)


You have honed your mind into a stalwart shield against mental assaults.
Starting at 2nd level, when you make a Constitution saving throw to maintain concentration,
Initiative roll Intelligence, Wisdom, or Charisma ability check or a saving throw, you can use
your reaction to grant yourself an additional bonus to the roll equal to your Intelligence
modifier (minimum of 1). You use this feature after you roll, but before the Dungeon Master
Determines whether you succeed or fail.
You can use this ability a number of times equal to your Intelligence modifier (minimum of
once) and you regain all expended uses when you finish a short or long rest.

Master of Fundamentals (14)


At 14th level you perfected the mastery over the fundamentals of wizardry. You can cast any
1st level wizard spell you know as a wizard cantrip without expending spell slots. If you do,
you can't cast spells in this way for 1 minute and the effects of all other spells you cast in this
way end. You can also cast any wizard cantrip as a bonus action.

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