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Wizard Schools The Homebrewery

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Five Wizard Schools

And some spells to match.

"Mage Battle" by sandara


"Davriel, Rouge Shadowmage" by Daarken,
Wizard of the Coast

School of Darkness Arcane Cloak


As a member of the school of darkness you are adept at Starting at 6th level, on your turn when you move out of an
calling the night to wreath the battlefield around you. These area of magical darkness that you have created, you become
shadow mages slip between their pockets of cover, launching invisible until the end of your turn.
unseen attacks from every angle.
Unfading Darkness
Obscured Escape
Starting at 10th level, when you cast a spell that creates
Starting at 2nd level when you choose this school, as an magical darkness you can choose not to concentrate on it,
action you can create a sphere of darkness filling your space and instead cause it to last for the full duration. If you have a
and become invisible for one minute. The area of darkness spell anchored outside you in this way, you cannot use this
remains until the invisibility ends. If you attack, take damage, feature again until the first spell ends. You can ignore
or cast a spell the invisibility immediately ends. Once you concentration in this way a number of times equal to your
have used this ability you cannot do so again until you have proficiency bonus, and regain your uses of this ability when
finished a short or long rest. you finish a long rest.
Umbral Dash Shadow Leap
Beginning when you select this school at 2nd level, while you Beginning at 14th level, you gain the ability to freely jump
are invisible, your speed increases by 10 feet and creatures between the areas of your shadow spells. While in an area of
suffer disadvantage on perception checks made to hear or magical darkness you have created, you can teleport as a
otherwise detect you. bonus action to any other unoccupied space within an area of
magical darkness you have created.
"wushi-2" by sun kai
School of
Interference
Interference mages may not be the most apt at throwing
offensive magic into the fray or holding their own in direct
conflict but the ways in which they shape a fight are not to
be underestimated.
Reinforce the Weave
When you select this school at 2nd level, spells you cast count
as the highest level spell slot you know for the purposes of
determining the DC for counterspell or dispel magic when
either is cast against you.
Expanding Influence
Starting at 6th level, when you cast a wizard spell that affects
an area and requires concentration but does not require you
to roll damage dice, such as entangle or fog cloud, you can
choose to increase the area of the spell by 5 feet on all sides
every subsequent turn you maintain concentration as a free
action. The area cannot increase to over double its initial size
in any dimension, but other dimensions will continue to
increase to their maximum if one side reaches double sooner.
Enhance Defenses
Beginning at 10th level, whenever you target a willing
creature friendly to you with a wizard spell of 1st level or
higher you can choose to give them temporary hitpoints equal
to your intelligence modifier.
Store Potentiality
At 14th level, you gain the ability to place your magic
within your allies and tether it down to them, as
opposed to your own mind. When you cast a
concentration spell targeting a single friendly creature,
you can choose to not concentrate on it and have the target of
the spell concentrate instead.
The creature can attempt to break free of the effect on it's
School of Madness turn by repeating the saving throw. On a success, the effect
ends and you suffer psychic damage equal to your highest hit
Even the tallest tales of mad mages can very well be founded die. On a failure, the creature suffers psychic damage equal to
in truth. Power corrupts, and mages can be the worst their highest hit dice, which does not transfer to you. Psychic
example of that concept. Sometimes this insanity goes far damage dealt to either creature with this ability cannot be
enough to twist the wizard's magic as well. resisted or reduced.
Once you have used this ability you cannot do so again until
Corrupt the Mind you have finished a short or long rest.
At 2nd level, you can imbue madness into the victims of your
magic. When you hit a creature with a spell attack roll
you can choose to befuddle their mind. The target must
succeed on a Wisdom saving throw against your Spell save
DC. On a failed save, the creature suffers disadvantage on
Intelligence, Wisdom, and Charisma saving throws, and
concentration checks for one minute. During this time voices
echo into the target's mind, and they gain vulnerability to
psychic damage.
The target can repeat the saving throw at the end of each of
their turns, ending the effect on themselves on a success.
Once you have used this feature you cannot do so again
until you have finished a short or long rest.
Seed of Madness
Beginning at 6th level, your magic stays on the
mind like an arrow in a wound. When a creature rolls a
natural one on a saving throw to resist one of your spells or
when you roll a natural twenty on a spell attack roll the
target's next turn is dictated as if they are under the effects of
the confusion spell. Scoring a critical hit by means other than
a natural twenty, such as on an unconscious creature, does
not trigger this ability.
Creeping Paranoia
Starting at 10th level, you have learned to cause confusion to
surge in the minds of anyone who threatens you. When a
creature makes a melee attack against you, you can use your
reaction to force them to make a wisdom saving throw
against your Spell save DC. On a failed save, the creature
must instead make the attack against another creature of
your choice within their reach.
Once you have used this reaction you cannot do so again
until you have finished a short or long rest.
Blossoming Insanity
At 14th level, you can pull the mind of a creature into your
own consciousness to assume full control over them. As an
action you can force a creature you can see within 30 feet of
you to make a charisma saving throw. On a failure, you
assume full control of the creature's turns for up to one
minute. The creature cannot speak or cast spells while you
control it in this way, and both you and the creature gain the
benefit of the other's senses as your minds pull together.
During this time any damage either yourself or the creature
suffer is dealt to the other creature as well in the form of
psychic damage. Additionally, you suffer psychic damage
equal to a roll of your highest hit die every consecutive turn
that you control the creature. If you do not issue commands
you do not suffer damage, and the creature does not act.
"The Mad Preacher" by Bogdan-MRK
Magic Sundering
School of Manipulation Beginning at 10th level, you can add your proficiency bonus
Mages within the arcane practice of manipulation have to any intelligence check you make in order to successfully
trained to shift and redesign spells as they explode into being. cast Counterspell or Dispel Magic.
These wizards are well-trained in various means of adjusting
arcane effects upon the battlefield. Arcane Duplication
Spell Amplification Starting at 14th level, as a reaction when you see a spell, of a
level no more than one higher than the highest spell slot you
Starting at 2nd level when you select this school, when a possess and being cast within 30 feet of you, you can attempt
willing creature within 30 feet of you casts a spell of 8th level to copy it to use for yourself. If the creature casting the spell
or lower you can use your reaction to expend a spell slot and is unwilling, make an ability check with your spellcasting
increase the effect of the spell as if it was cast with a spell slot attack modifier against the Spell save DC of the creature
of one level higher. who's spell you are attempting to duplicate. On a success, or
automatically if the creature was willing, you can immediately
Negating Pulse cast the replicated spell at the same level as if you yourself
Starting at 6th level, you gain the ability to dampen hostile had cast it. Once you have used this ability, you cannot do so
magic with your own incantations. As a reaction when you or again until you finish a long rest.
an ally you can see within 30 feet of you is subjected to a
saving throw against a spell or other magical effect you can
choose to expend a spell slot. If you do so, you can select a
number of creatures subjected to the same saving throw you
can see within 30 feet of you up to a maximum of your
intelligence modifier. The targets gain advantage on their
saving throw.

"Seperatist Voidmage", by Jason Rainville,


Wizards of the Coast
"Summoner" by Piotr Dura

School of Summons Malleable Summons


Mages within the school of summons are experts of calling Beginning at 10th level, you can reshape your summons by
outerplanar forces to their presence. As a summoner you are pulling different energies in from their plane of origin. While
more adept at controlling such entities, because why fight you are under the effects of a spell that gives you control over
when you can force other creatures to do so in your place? an Aberrant, Bestial, Celestial, Construct, Elemental, Fey,
Find Mount Fiendish, Shadow, or Undead Spirit, you can undergo a ritual
over the course of one minute that allows you to transform
Beginning when you choose this school at 2nd level you gain the spirit into another version of the stat block available when
the ability to pull a steed of your choosing into creation. Over you first cast the spell.
the course of a 10 minute ritual you can cast the spell Find This change adjusts all of the creature's stats. If the change
Steed without expending a spell slot. Once you have cats it in would adjust the creature's hitpoint maximum its current hit
this way you cannot do so again until you have finished a long points remain the same unless it would be greater than the
rest. new maximum, in which case it is lowered to the new
maximum.
At Beck and Call Any summoned creature can only be retuned once.
Starting at 6th level, the connections you establish with those Death Comes in Pairs
you manipulate have ascended beyond that many other
mages might forge. When you issue commands to creatures Starting at 14th level, the tears you carve in the multiverse
you control that need to be verbal you can instead do so widen enough for you to summon more than one being to
telepathically, the target hears and understands you clearly so your command. When you cast a spell subject to the effects of
long as you are on the same plane of existence. Malleable Summons, you can choose to summon two
creatures instead of one. The creatures do not need to be of
the same variety and appear in two seperate places of your
choice within range. The creatures act in an order of your
choosing. Once you have used this feature you cannot do so
again until you have finished a short or long rest.
Spells
Dampen Pitfall
1st-level abjuration 2th-level conjuration
Casting Time: 1 reaction, which you take when you see a Casting Time: 1 action
creature within 60 feet of you casting a spell at a higher Range: 60 feet
level than base level Components: V, S
Range: 60 feet Duration: Concentration, up to 1 hour
Components: S Classes: Druid, Ranger, Sorcerer, Wizard
Duration: Instantaneous You sink a 10-foot radius circle of ground 20 feet
Classes: Sorcerer, Warlock, Wizard downwards. The rock below the area slowly disappears, and
You attempt to reduce the effect of an overcharged spell to any underground structures that this spell overlaps have their
its original pattern. If the target is upcasting the spell by one walls temporarily removed. A creature standing in the area of
level it is instead cast at its lowest level. If the target is the pit when it sinks takes no fall damage, unless they pass
upcasting the spell by two levels or more you must make an into an open underground area and freefall, and descends
ability check with your spellcasting ability. The DC equals 10 with it, but must make a dexterity saving throw against your
+ the levels by which the spell is upcast. On a success, the Spell save DC. On a failed save, a creature loses their footing
spell is cast at its lowest level and on a failure the level is and falls prone. When this spell ends the ground raises once
reduced by one. again and any destroyed ground is reformed.
At Higher Levels: When you cast this spell using a spell At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, you can automatically downcast a slot of 3rd level or higher, the depth of the pit increases by 10
spell if it is upcast by a number of levels no more than the feet for each slot level above 2nd.
level of the spell slot you used to cast this spell without Unravel
making a check. 1st-level abjuration
Enrage Casting Time: 1 reaction, which you take when a creature
1st-level Transmutation you can see within 60 feet of you makes a concentration
Casting Time: 1 action check
Range: 30 feet Range: 60 feet
Components: V, M, S (a piece of a walrus tusk engraved with Components: S
runes of strength) Duration: Instantaneous
Duration: Concentration, up to 1 minute Classes: Sorcerer, Warlock, Wizard
Classes: Sorcerer, Warlock, Wizard By using the opportune gap in your enemy's defenses to
You put a spark of fury into one creature of your choice tear at the weave of their magic, you impose disadvantage on
within rage. The target can, as a bonus action, move up to the concentration check made by the target.
their speed towards a hostile creature they can see. They Shadow Pockets
must end this movement closer to the target than where they 2nd-level evocation
started.
At Higher Levels: When you cast this spell using a spell Casting Time: 1 action
slot of 2nd level or higher, you can target an additional Range: 30 feet
creature for each slot level above 1st. Components: V, M (Two bat fangs and coal dust)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Areas of magical darkness filling 5 foot by 5 foot spaces
spring up at up to ten spaces of your choice within range.
Adjacent pockets merge into one area. Creatures with
darkvision cannot see through this darkness and non magical
light can not illuminate it.
If the areas of this spell overlap with an area of light
created by a spell of 1st level or lower the spell that created
that light is dispelled.
Wall of Darkness
4th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A bat's eye and a vial of pitch)
Duration: Concentration, up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
You conjure a wall of shadow on a solid surface within
range. You can make the wall up to 60 feet long and 20 feet
thick, or a ringed wall up to 20 feet in diameter and 20 feet
tall. In any form the wall is an inch thick. If the wall cuts
through a creature's space when it appears the creature is
shoved to one side of the wall (your choice which side).
The wall is completely opaque, even to creatures with
darkvision, and non magical light cannot illuminate it's area.
If the area of this spell overlaps with an area of light created
by a spell of 3rd level or lower the spell that created that light
is dispelled.
From a side that you choose when the wall appears,
nothing can physically pass through. The wall is immune to
all damage. From the other side anything can move through
the wall, but not back. A creature that ends its turn partially in
the wall is pushed all the way through.
Ruler of Madness
5th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Choose a point within range. Every creature of your choice
within a 10-foot radius sphere centered on that point must
make a wisdom saving throw against your Spell save DC. On
a failed save, a creature becomes charmed by you for the
duration. While charmed in this way, a twisted crown of
jagged iron appears on the creature's heads, and a madness
glows in their eyes.
The charmed targets must use their actions before moving
on each of their turns to make a melee attack against a
creature other than themselves that you mentally choose. The
targets can attack the same or different targets. A target can
act normally on its turn if you choose no creature or if none
are within its reach.
On your subsequent turns, you must use your action to
maintain control over the targets, or the spell ends. A target
can repeat the saving throw at the end of each of its turn,
ending the effect on itself on a success.

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