Wizards by nature are studios, they master magic not by borrowing power from higher being, or having magic be a part of who they are, but rather its mysteries are studied until its secrets and powers are laid bare. Most wizards categorize spells by different Schools of learning, and for some wizards, mastery comes from devoting time to one or a few specific Schools of magic.
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, you learn to manipulate the energy that animates all living things. Your magic gives you the tools to become a smith on reality's forge.
Some 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.
Beginning when you select this school at 1st level, the gold and time you must spend to copy a transmutation, augmentation, or necromancy spells into your spellbook is halved.
Starting at 1st level, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You may use your action to perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. This transformation lasts for one hour unless you spend a free action to end it. You can use this ability a number of times equal to your Intelligence, and you regain your expended uses when you complete a long rest.
Also, once per turn when you kill one or more creatures with a spell of 1st circle or higher, you regain Vitality equal to twice the spell's circle. If it is a Necromantic you also gain Health equal to the spell's circle.
Starting at 6th level, you can spend 8 hours creating a Philosopher's stone that stores matter magic. When you create the stone, choose a number of benefits equal to your Intelligence (minimum one) from the following options:
Darkvision out to a range of 60 feet.
Increase movement by 2 while the creature is unencumbered.
A +2 bonus to Body defense rolls.
Resistance to acid, cold, fire, or lightning damage (your choice whenever you choose this benefit). You may choose this benefit more than once to gain multiple resistances.
Water breathing.
Blindness.
Deafness.
You can benefit from the stone yourself or give it to another willing creature. You gain all the selected benefits your stone is imbued with when you hold it. Another creature holding your stone will only receive one of the imbued benefits (your choice).
Each time you cast a transmutation, augmentation, or necromancy spell of the 1st circle or higher, you can change one beneficial effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.
If a creature holds your Transmuter’s Stone when it shapeshifts into a different creature (such as by the Polymorph spell), and the carried Transmuter’s Stone merges with the new form, it may retain its mental stats (Int, Wis, Cha). The Transmuter Stone’s holder can gain the stone’s benefits as normal while the stone is merged into the new form as if the creature were carrying the stone.
Beginning at 10th level, casting matter spells comes so easily to you that you can harness and repurpose the excess arcane energy. When you cast a transmutation, augmentation, or necromancy spell of 2nd circle or higher using a spell slot, you regain one expended spell slot. The slot you regain must be at least one circle lower than the spell you cast and can’t be higher than the 3rd circle. You also have resistance to necrotic damage, and your Health maximum can't be reduced.
Starting at 14th level, you can use your action to consume the reserve of magic stored within your Philosopher's Stone in a single burst. When you do so, choose one of the following effects. Your Philosopher's Stone is destroyed and can’t be remade until you finish a long rest.
Major Transformation. You can transmute one nonmagical object—no larger than a 10-foot cube—into another nonmagical object of similar size and mass and equal or lesser value. You must spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons affecting a creature you touch with the transmuter’s stone. The creature also regains all its Vitality and loses one level of Exhaustion.
Restore Life. You cast the raise dead spell on a creature you touch with the Transmuter’s Stone without expending a spell slot or needing to have the spell in your spellbook.
Restore Youth. You touch the Transmuter’s Stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.
Pure Transmutation. Cast a Matter spell of 5th circle or lower. It does not need to be a spell from your spellbook.
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 master of fate, 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.
Beginning when you select this school at 1st level, the gold and time you must spend to copy a divination, chronomancy, or interdiction spell into your spellbook is halved.
Starting at 1st level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack or defense roll made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per round.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Beginning at 6th level, casting fate spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of the 2nd circle or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a circle lower than the spell you cast and can't be higher than the 5th circle.
Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range of 60 feet.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
You focus your study on magic that creates powerful elemental effects, impenetrable wards, or creating matter from nothing. Some force wizards 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.
Beginning when you select this school at 1st level, the gold and time you must spend to copy an emantaion, warding, or manifestation spell into your spellbook is halved.
Beginning at 1st level, you can create pockets of relative safety within the effects of your evocation spells. When you cast a force spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's circle. The chosen creatures automatically succeed on their defense rolls against the spell, and they take no damage if they would normally take half damage on a successful roll.
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a defense roll against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Beginning at 10th level, you can add your Intelligence to one damage roll of any wizard evocation spell you cast. You also add you Intelligence to any dice rolls you make as a part of casting that spell (as in counterspell and dispel magic).
Starting at 14th level, you have advantage on defense rolls against spells. Furthermore, you have resistance against the damage of spells.
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 mentalists are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions and entrancements to frighten and fool others for their personal gain.
Beginning when you select this school at 1st level, the gold and time you must spend to copy an illusion, enchantment, or psionics spell into your spellbook is halved.
Starting at 1st level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. For 5 Action Points, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Mental (Intelligence) defense roll against your wizard Spell defense or be charmed by you until the end of your next turn. The charmed creature's movement drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial defense roll against this effect, you can't use this feature on that creature again until you finish a long rest.
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Mental (Intelligence) defense roll against your wizard Spell defense. On a failure, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful roll, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of the 1st circle or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn for 3 Action Points while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone.
As a convoker, you favor spells that produce objects and creatures out of thin air. You can bring forth 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.
Beginning when you select this school at 1st level, the gold and time you must spend to copy a convocation or teleportation spell into your spellbook is halved.
At the 1st level, you know the (summon) spell. If you or your (summon) take damage in combat, you may spend 2 Action Points to transfer the damage to the other. If you take damage you may transfer it to the (summon) or if the (summon) takes damage you may transfer the damage to yourself.
Starting at 6th level, you can spend 4 Action Points to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small , Medium, or Large creature or object. If that creature is willing, you both teleport, swapping places. If you target an unwilling creature, the target must succeed on a Spirit (Will) defense roll against your Spell defense, or swap places with you.
Once you use this feature, you can't use it again until you finish a short or long rest or until you cast a space spell of the 1st circle or higher.
Beginning at 10th level, while you are concentrating on a convocation spell, your concentration can't be broken as a result of taking damage.
Starting at 14th level, any creature that you summon or create with a conjuration spell has (30 temporary Health).
You have learned to combine martial combat with spellcasting in a way that lesser practitioners could only dream of.
When you adopt this school at 2nd level, you are trained in light armor, and you gain aptitude with advanced weapons.
Starting at 2nd level, you can invoke magic called Arcane Armament, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
For 4 Action Points, you can start Arcane Armament. It ends if you are incapacitated, if you don medium or heavy armor or a shield, or if you dismiss Arcane Armament at any time (no action required).
While your Armament is active, you gain the following benefits:
You gain a bonus to your Passive Armor equal to your Intelligence (minimum of +1).
Your add you Intelligence instead of your Agility to your movement.
When you make an Active Defense roll on your turn, you can substitute Intelligence instead of the normal attribute used for that roll. For example you can make a Block roll using Intelligence instead of Strength.
At 12th level, you can add your Intelligence (minimum of +1) to the damage of your melee weapon attacks.
Starting at 6th level, you can store magical energy within yourself to later empower your attacks.
You can store a maximum number of power surges equal to your Intelligence (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with a spell such as Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per round when you deal damage to a creature or object with an attack or spell, you can spend one power surge to deal extra damage to that target. The extra damage equals half your wizard level.
Beginning at 10th level, when you are the target of spell, or are in a spells area, you can make Parry defense against the attack or spell, as long as your Arcane Armament is active. If you are successful, then you are unaffected by the spell if you are the target, or are no longer considered in the spell's area if the spell targets an area.
You may also cast the spell Counterspell as part of the Parry, spending the mana to cast the spell, but only increasing the Action Point cost of the Parry attempt by 1. Doing so grants you advantage on the Parry attempt if you are the sole target of the spell, otherwise fully negates the spell if it is an area spell.
Beginning at 10th level, you can direct your magic to absorb damage while your Arcane Armament is active. When you take damage, you can spend 3 Action Points as a reaction, to expend up to half your wizard level in mana and reduce that damage to you by an amount equal to three times the mana.