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Mastering Wizardry: A Guide to Magic

The document describes the role and characteristics of wizards in a fantasy setting, detailing their magical abilities, the process of learning and casting spells, and the significance of their grimoires. It outlines the various schools of magic, the importance of arcane traditions, and how wizards recover their magical energy. Additionally, it provides a table of wizard levels and their corresponding abilities and spell slots.

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0% found this document useful (0 votes)
19 views8 pages

Mastering Wizardry: A Guide to Magic

The document describes the role and characteristics of wizards in a fantasy setting, detailing their magical abilities, the process of learning and casting spells, and the significance of their grimoires. It outlines the various schools of magic, the importance of arcane traditions, and how wizards recover their magical energy. Additionally, it provides a table of wizard levels and their corresponding abilities and spell slots.

Translated by

ScribdTranslations
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

MAGICIAN

Dressed in a silver tunic that denotes her status,


an elf closes her eyes to distance herself from
battlefield distractions and sings your song
serene. Fingers wave in front of her, she completes her
magic and throws a small spark of fire towards
of the enemies, exploding in flames the fire that
engulfs the soldiers.
Checking your work more than once, a
a human draws a magic circle with chalk on the ground
stone, then spread iron powder along each line and
funny curves. When the circle is complete, it
murmurs a long enchantment. A hole opens in the
space inside the circle, bringing a smell of sulfur
from another very distant plane.
Crouched on the ground at an intersection of the dungeon,
a gnome throws a handful of small bones with
mystical symbols written, murmuring some
words of power over them. He closes his eyes to
to receive the visions more clearly, nods with the head
slowly, then opens the eyes and points down,
indicating the passage to your left.
The wizards are sovereign users of magic, united and
defined as a class by the spells they conjure.
Enjoying a subtle plot of magic that permeates the
cosmos, the wizards conjure explosive fire magic,
lightning arcs, subtle deceptions, and mind control
of brute force. Its magic summons monsters from other
plans of existence, glimpses the future or transforms
enemies dead in zombies. Their most powerful spells
can transform one substance into another, evoke
meteors that fall from the sky or open portals to others
worlds.

STUDIES OF ARCANISM
Wild and enigmatic, varied in forms and functions, the
the power of magic attracts scholars seeking to master it
their mysteries. Some aspire to be like gods,
shaping reality to your will. Although, conjure
a basic magic merely requires the pronunciation of
some strange words, fleeting gestures, and sometimes
a handful or a group of exotic materials, these
materials poorly denote the experience gained after years
of learning and countless hours of study.
Mages live and die for their magic. Everything else
is secondary. They learn new spells as they
they experiment and grow in experience. Also
they can learn spells from other wizards, from tomes
ancient or writings, and of ancient creatures (like the
fairies) that are immersed in magic.

94
THE WIZARD
Bonus of Tricks Magic Spaces by Level
NívelProficiênciaCaracterísticas Known 1st 2nd 3° 4° 5° 6° 7° 8° 9°
1° +2 Conjuration, Arcane Recovery 3 2
2° +2 Arcane Tradition 3 3
3° +2 3 4 2
4° +2 Increase in Skill Value 4 4 3
5° +3 4 4 3 2
6° +3 Characteristic of Arcane Tradition 4 4 3 3
7° +3 4 4 3 3 1
8° +3 Increase in Skill Value 4 4 3 3 2
9° +4 4 4 3 3 3 1
10° +4 Feature of Arcane Tradition 5 4 3 3 3 2
11° +4 5 4 3 3 3 2 1
12° +4 Increase in Skill Value 5 4 3 3 3 2 1
13° +5 5 4 3 3 3 2 1 1
14° +5 Characteristic of Arcane Tradition 5 4 3 3 3 2 1 1
15° +5 5 4 3 3 3 2 1 1 1
16° +5 Increase in Skill Value 5 4 3 3 3 2 1 1 1
17° +6 5 4 3 3 3 2 1 1 1 1
18° +6 Mastering Magic 5 4 3 3 3 3 1 1 1 1
19° +6 Increase in Skill Value 5 4 3 3 3 3 2 1 1 1
20° +6 Magic Signature 5 4 3 3 3 3 2 2 1 1

THE FASCINATION OF KNOWLEDGE may Charisma be your next best value. Second,
The day-to-day life of a wizard is anything but common. The most choose the wise antecedent. Third, choose the tricks
close to a normal life that a wizard can ice coolerin addition to adding the following spells
to achieve is to be a wise person or teacher in a library from 1st level to your grimoire:arcane armor, to enchant
or university, teaching others the secrets of people, flaming hands, magic missiles, fall
multiverse. Other wizards sell their services as smootheI am.
seers, work with military forces, or seek
a life of crime or domination. CLASS CHARACTERISTICS
But the fascination with knowledge and power attracts even
As a wizard, you gain the following characteristics
even the most reserved wizards far from the of class.
security of your laboratories and libraries, and sends them
for ruins and lost cities. Most of them believe POF THINGSVIDA
that the wizards of ancient civilizations knew secrets
Life Die: 1d6 per wizard level
that were lost throughout the ages. Discovering these secrets
Hit Points at Level 1: 6 + your modifier
can open paths for a greater power than
Constitution
any magic known in the present time.
Hit Points at Next Levels: 1d6 (or 4) + your
constitution modifier by wizard level after the
CREATING A MAGE 1st
Creating a wizard character requires a story with hair.
less one extraordinary event. How was your first one? PROFICIENCIES
contact with magic? How did you find out that you had it? Armor: None
aptitude for this? Do you have a natural talent or Weapons: Daggers, darts, slings, staffs, light crossbows
studied hard and practiced incessantly? You Tools: None
found some magical creature or a very tome
Who taught you the basics of magic? Resistance Tests: Intelligence, Wisdom
What took you out of a life of studies? Your first Expertises: Choose two between Arcana, History,
contact with magical knowledge left him thirsty for Intuition, Investigation, Medicine, and Religion
but? Did you get information from a secret source?
of knowledge, inaccessible to other wizards? Perhaps you EEQUIPMENT
just be eager to test your skills You start with the following equipment, in addition to the
with newly discovered magic in the face of dangers. equipment granted by your predecessor:

CCONSTRUCTIONRAPID (a) um bordão ou (b) uma adaga


You can quickly build a wizard by following (a) a bag of components or (b) an arcane focus
these suggestions. First, put your skill value (a) a scholar's package or (b) a package of
higher in explorer
Intelligence, followed by Constitution or Dexterity. If A grimoire
Are you planning to join the School of Enchantment, do it with

95
CONJURATION PREPAIRING ANDCONJURANDMAGICS
As a student of arcane magic, you possess a The Wizard table shows how many magic spaces you
book of magic (or grimoire) that reveals the first has to cast their 1st level spells and higher.
glimpses of your true power. Refer to chapter To cast one of those spells, you need to use a
10 for the general rules on spellcasting and the space of the level of magic or higher. You recover all
the spaces taken up when a long rest ends.
chapter 11 to check the wizard spell list.
You prepare a list of wizard spells that
will be available to be conjured. To this end,
TRUQUES you choose a number of wizard spells of your
Starting at 1st level, you know three tricks of your choice. grimoire equal to your Intelligence modifier + your
choice of the wizard spell list. You learn cantrips wizard level (minimum of one spell). The spell needs to
additional as you level up, as shown in the be at the same level as the available space to conjure
column Known Tricks in the table The Wizard. the.
Por exemplo, se você é um mago de 3º nível, você
GRIMÓRIO has 4 first-level spell slots and 2 slots of
At level 1, you have a grimoire containing six spells. 2nd level magic. With Intelligence 16, your list of
of 1st level wizard, of your choice. A grimoire does not Prepared spells can include six spells of 1st and 2nd level.
contains tricks. level of your grimoire, in any combination. If you
prepare 1st level spellsmagic missiles, you
THE HUMMER you will be able to conjure it using a 1st or 2nd level space
of magic. Conjuring magic does not remove it from your list of
The spells that you can add to your grimoire, as you
those who level up reflect their own arcane research, prepared spells.
conducted in their own way, as well as their findings about the You can change your list of prepared spells
nature of the multiverse. You can find other magics when a long rest ends. Prepare a new one
during his adventures, like a spell written in a list of wizard spells requires you to spend some time
scroll that was in the chest of an evil wizard, by studying your grimoire and memorizing the words and
example, or in a dusty tome of an ancient library. gestures, to effectively conjure the magic: at least 1
Copy a Spell to the Grimoire. When you find minute per level of magic for each magic that you
I wanted to prepare on your list.
a 1st-level or higher wizard spell, you can add it
in your grimoire, as long as it is of a level that you possess
magical spaces, as well as having time to decipher it and HABILITY OFCONJURATION
copy it. The copied magic must be of a magic level that the Intelligence is your ability to conjure your
sorcerer can prepare. wizard spells, as wizards learn new spells
Copying a spell into your grimoire involves reproducing its through study and memorization. You use your
basic forms and then needs to decipher the singular notation Intelligence whenever any magic refers to yours
used by the wizard who wrote it. You must practice magic ability to cast spells. In addition, you use your
until understanding the required sounds and gestures, to then transcribe it intelligence modifier to define the CD of the tests
in your grimoire with your own notation. of resistance for the wizard spells you cast and
For each level of magic to be copied, it takes 2 hours and 50. when you make an attack move with a
The cost represents the material components that you spend. magic.
to experience the magic until mastering it, as well as the fine
CD for your spells = 8 + proficiency bonus +
inks used to write it. Once the time is spent and the your Intelligence modifier
money, you can prepare the copied magic like yours
other spells. Magic attack modifier = your bonus of
Replace the Grimoire. You can copy a spell from your proficiency + your Intelligence modifier
grimorium in another book for example, if you want to make a
backup copy of your grimoire. The process is the same as copying CCONJURATION OFRITUAL
a new magic in your grimoire, only faster and easier, because You can cast any wizard spell as a
the wizard understands his own notations and knows how to conjure the ritual if it has the descriptor ritual, as long as it possesses it
magic. You need to spend only 1 hour and 10 po for each level in your grimoire. You don't need to have that magic
of copied magic. prepared.
If you lose your grimoire, you can use the same one.
procedure to transcribe your prepared spells into a FOCO DECONJURATION
new grimoire. Filling in the rest of the grimoire will require you to You can use an arcane focus (found in chapter 5)
find new spells, as is usually done. For this reason, as a focus for casting your wizard spells.
many wizards keep their reserve grimoires in places
insurance. ATAKING1st LEVEL MAGIC OR HIGHER
The Appearance of the Grimoire. Your grimoire is a compilation of At each wizard level gained, you can add two
magics, with their own decoration and footnotes. It can wizard spells of your choice in your grimoire. Each
be a simple and functional leather book, received as a gift one of those spells must be of a level that you possess
of your master, or a finely bound tome with edges magic spaces, as shown in the table The Wizard. In
gilded ones that you found in an ancient library, or in your adventures, you may find other magics and
even a set of loose papers piled up after you add them to your grimoire (see the text box 'The
lose your previous grimoire in an accident. Your Grimoire.

96
ARCANE RECOVERY categories called schools, as described in the chapter
10. In some places, these traditions are literally
You learned how to regain some of your energy.
schools. A wizard can study at the School of Illusion,
magic studying your grimoire. Once a day, when
while another studies at a different point in the city
you finish a short break, you can choose
at the School of Enchantment. In other institutions, they
magic spaces spent to regain them. The spaces
function more like academic departments, with
expenses to be recovered can be of any
rival colleges competing for students and
combination of magic levels, as long as they are equal or
financing. Even the wizards who train apprentices
lower than half of their wizard level (rounded
in the solitude of their own towers, they use this division
upwards) and none of them are 6th grade or higher.
of magic in schools as a pedagogical tool, already
For example, if you are a 4th level wizard, you can
that the spells of each school require a mastery of
recover up to 2 spent magic spaces. You can
different techniques.
recover the space of a 2nd level spell or the
spaces of two 1st level spells. SCHOOL OF ABJURATION
ARCANE TRADITION The School of Abjuration emphasizes spells that block,
expulsion or protection. Detractors of this school say that
When you reach level 2, you can choose a
your tradition deals with contradiction, denial, instead of
Arcane Tradition, shaping your practice of magic in a
of the eight schools: Abjuration, Divination, Conjuration, positive assertions. You understand, however, that
Enchanting, Evocation, Illusion, Necromancy and end harmful effects, protect the weak and ban
Transmutation, all detailed at the end of the description of the Malignant influences are anything but a philosophical void.
class. It is a vocation of pride and respect.
Your choice confers characteristics at the 2nd level and of Called abjurers, members of this school are
new at levels 6, 10, and 14. sought when sinister spirits need to be
exorcised, when important places must be
INCREASE NEW VALUE OF SKILL guarded against magical espionage and when portals
For other planes of existence need to be sealed.
When you reach level 4 and again at 8, 12, 16
At level 19, you can increase a skill value. ABJURATIONIINSTRUCTED
your choice, in 2 or you can increase two values of When you choose this school in the 2nd level, the gold and the
skill, at your discretion, in 1. By default, you do not time you need to spend to copy a spell from the
can you raise a skill value above 20 with this school of abjuration in its grimoire is reduced by half.
characteristic.
PROTATIONARCANA
DOMINARMAGIA
Starting from the 2nd level, you can weave magic around you.
At level 18, you achieve such mastery in for protection. When you cast a spell of
certain magics that you can conjure at will. abjuration of 1st level or higher, you can,
You choose a 1st-level wizard spell and a spell. simultaneously, use a strand of the power of magic
of a 2nd level wizard from your spellbook. You cast them in to create a magical protection on oneself, that lasts
your minimum level, without spending magic spaces when the until you finish a long break. The protection has
you have prepared. If you want, you can summon them with hit points equal to double your wizard level + your
a higher education space, but will take up spaces of intelligence modifier. Whenever you take damage,
magic, as it is normally done. the protection will suffer the damage on the spot. If the damage reduces the
protection at 0 hit points, you take any damage
MAGICAL SIGNATURE remaining.
Quando alcançar o 20º nível, você adquire domínio When the protection is at 0 hit points, it
complete with two powerful spells and can conjure them will no longer be able to absorb damage, but the magic remains.
with little effort. Choose two 3rd level wizard spells. Every time you cast a 1st-level abjuration spell
level in your grimoire as your magical signature. You level or higher, the protection recovers a number of
there are always these spells prepared and they don't count life points equal to double the level of the magic.
as prepared spells on your list, in addition to being able to Once you have created the protection, you do not
to conjure each of the chosen spells once per you can create it again until you finish a long break.
day, like 3rd level spells, without spending any space.
When you do it, you will not be able to do it again before PROTATIONPprojectile
to end a short or long break. Starting from the 6th level, when a creature you can...
If you want to cast these spells with spaces of to suffer damage up to 9 meters, you can use your reaction
higher levels, the magic will spend magic spaces, to make your Arcane Protection absorb that
as is normally done. damage. If this damage reduces the protection to 0 hit points,
the protected creature will suffer any remaining damage.
ARCANE TRADITIONS
The study of magic is ancient, dating back to the first...
ABJURATIONAPRIMORADA
deadly discoveries of magic. It is firmly Starting from the 10th level, when you cast a spell of
established in the worlds of D&D, with various traditions
abjuration requiring you to take a test of
dedicated to your complex study.
skill as part of the conjuration of magic (as in
The most common arcane traditions in the multiverse
(counter magic and dissipate magic), you add your bonus
involve the schools of magic. Wizards, through the ages,
they cataloged thousands of spells, grouping them into eight of proficiency to this skill test.

97
Each premonition roll can be used only
Once. When you finish a long break, you
loses any premonition roll that does not have
has been used.

ESPECIALIST INADivination
Starting from the 6th level, casting divination spells if
it has become so easy for you that this requires only a
fraction of your conjuration effort. When you conjure
a divination magic of 2nd level or higher using
a space of magic, you recover a space of magic
expense. The magic space you recover must be from
a level lower than that of the summoned magic and cannot be
greater than 5th level.

O TTHIRDOLHO
Starting from the 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 become
unable to take a short or long break. You
you cannot use this feature again until you have
finished a long rest.
Vision in the Dark. You acquire vision in the dark with
range of 18 meters, as described in chapter 8.
Ethereal Vision. You can see in the Ethereal Plane with
range of 18 meters.
Greater Understanding. You can read any language.
See Invisibility. You can see creatures and objects.
invisible up to 3 meters from you that you have
line of sight.

PSCHOOL LUNCHMAIOR
RRESISTANCE TOMSAINT Starting from level 14, the visions in your dreams will
Starting from level 14, you have advantage on tests of intensify and paint a more precise picture in their
resistance against magic. mind what is about to happen. You roll three d20s
Furthermore, you have resistance against damage from for your Prodigy characteristic, instead of two.
magic.
SCHOOL OF CONJURATION
SCHOOL OF DIVINATION As a conjurer, you prefer spells that produce
The advice of a fortune teller is sought both by objects and creatures from nothing. You can summon clouds
royalty as much as by common plebeians, by all who gliding deadly gas or invoking creatures from elsewhere
they seek a clearer understanding of the past, places to fight for you. As your dominion
present and future. Like a fortune teller, you strive you learn teleportation spells and can
to separate the veils of space, time, and consciousness, to teleport over vast distances, even to
so that you can see clearly. You work other planes of existence, in an instant.
to master divination magic, remote viewing,
supernatural knowledge and prediction.
COATHIINSTRUCTED
When you choose this school in the 2nd level, the gold and the
ADIVINATIONIINSTRUCTED
When you choose this school in the 2nd level, the gold and the time you need to spend to copy a spell from the
the school of conjuration in your grimoire is reduced to
time you need to spend to copy a spell from the
half.
school of divination in your grimoire is reduced to
half.
CINJUNCTIONMENOR
PRodízio Starting from the 2nd level, when you choose this school, you
Starting at level 2, when you choose this school, you can use your action to conjure up to one object
glimpses of the future begin to appear in your inanimate in your hand or on the ground, in a space
consciousness. When you finish a long break, roll unemployed that you can see, up to 3 meters away from you.
roll two d20s and note the numbers rolled. You can This object cannot be more than 90 centimeters long.
replace any attack move, resistance test width should not weigh more than 5 kilograms and its shape must be
or skill test done by you or by another creature of a non-magic object that you have seen. The object is
that you can see through one of the rolls of premonition. visibly magical, emanating twilight at 1.5 meters.
You must choose to do this before the roll and you The object disappears after 1 hour when you use it.
You can only replace a roll like this once. this characteristic again or if he suffers any
per round. damage.

98
TTRANSPOSITIONBENIGMA wizard. If it fails, the attacker must attack the nearest creature.
Starting at 6th level, you can use your action to next to him, excluding you or himself. If there are any
teleport up to 9 meters in an unoccupied space various nearby creatures, the attacker chooses which one
that you can see. Alternatively, you can choose wants to attack. Upon success, you will not be able to use this
a space within reach that is occupied by a creature characteristic against the attacker again until finished
Small or Medium. If this creature is voluntary, you a long rest.
two teleport, switching places. You must choose to use this feature before
Once you use this feature, you cannot know if the attack hit or missed. Creatures that do not
use it again until a long break is finished or until those who can be enchanted are immune to this effect.
cast a 1st-level conjuration spell or
superior. DIVIDIREENCHANTMENT
Starting from level 10, when you cast a spell of
CCONJURATIONFOCADA 1st level or higher enchantment that has a
Starting at level 10, while you are only creature as a target, you can make it
focused on a conjuration magic, your make a second creature.
concentration cannot be interrupted as a result
of having suffered damage. ALITERARYMEMOTIONS
At level 14, you gain the ability to turn a
IINVOKEREXISTING unaware creature of your magical influence over her.
Starting from level 14, any creature you summon When you cast an enchantment spell to
you create with a conjuration magic, you will have 30 points of enchant one or more creatures, you can change the
temporary life. understanding of a creature so that it continues without
to know that one is being enchanted.
SCHOOL OF ENCHANTMENT In addition, as soon as the magic expires, you can use
As a member of the School of Enchantment, you sharpened your action to try to make the chosen creature
your ability to magically enter and seduce others forget part of the time you were enchanted. The
people and monsters. Some enchanters are pacifists The creature must succeed in a resistance test.
that fascinates the violent so that they drop their weapons and of Intelligence against a CD equal to your spells of
they enchant the cruel to show mercy. Others you will lose a certain amount of hours of your
they are tyrants who magically dominate the unwilling, memory equal to 1 + your Charisma modifier (minimum
forcing them to serve you. Most of the enchanters are 1). You can make the creature forget less
somewhere between these extremes. time and the total time cannot exceed the duration of
your enchanting magic.
EENCHANTMENTIINSTRUCTED
When you choose this school in the 2nd level, the gold and the
SCHOOL OF DEVOTION
time you need to spend to copy a spell from the You focus your studies to create powerful effects
enchantment school in your grimoire is reduced to elementals, like a biting cold, an intense flame,
half. a thunderous roar, a devastating and acid lightning
ardent. Some evocators find employment in the
OLHARHHYPNOTIC military forces, serving as artillery to explode
Starting from the 2nd level, when you choose this school, your enemy rows from afar. Others use their power
gentle words and charming gaze can enslave spectacular to protect the weak, while some
magically another creature. With an action, choose a they seek personal gain like bandits, adventurers, or
creature that you can see up to 1.5 meters. If the target aspirants of tyrants.
to be able to see or hear you, he must be successful in a
wisdom saving throw against a CD equal ECALLINGIINSTRUCTED
of your wizard spells, or you will be enchanted by you When you choose this school in the 2nd level, the gold and the
until the end of your next turn. The movement of the time you need to spend to copy a spell from the
enchanted creature falls to 0 and the creature is evocation school in your grimoire is reduced by half.
incapacitated and visibly dazed.
In your subsequent turns, you can use your action ESCULPTMAGIAS
to maintain this effect, extending its duration until the Starting from level 2, you can create safety pockets.
end of your next turn. However, the effect ends relative against the effects of their evocation spells.
if you move more than 1.5 meters away from the creature, if it When you cast an evocation spell that affects
creature could neither see nor hear you or if the other creatures that you can see, you can choose
creature take damage. a number of them equals 1 + the level of magic. The
As soon as the effect ends, or if the creature is well chosen creatures automatically pass in their
successful in the initial resistance test against this effect, resistance tests against conjured magic and they do not
you will not be able to use this feature on this creature they suffer damage if they would normally suffer half in a
again until finishing a long rest. success in the endurance test.

EENCHANTMENTIINSTINCTIVE TRUQUEPMighty
Starting at 6th level, when a creature you Starting from level 6, your damage tricks affect up to
can see up to 9 meters, make an attacking move even the creatures that would avoid the force of that effect.
against you, you can use your reaction to dodge the When a creature succeeds on a saving throw of
attack, as long as there is another creature within range of the your tricks, she suffers half the damage (if there is any), but
attack. The attacker must perform a stress test does not suffer any additional effect.
of Wisdom against a CD equal to your magic of

99
EVOCATIONPPOTENTIALIZED When you cast minor illusion, you can create
Starting from level 10, you can add your modifier both a sound and an image with a single
of Intelligence in the outcome of damage plays of conjuration of magic.
any wizard summoning magic that you cast. The
damage bonus applies to a magic damage roll,
IILLUSIONSMYOU OLD-AGE
Starting from the 6th level, when you cast a spell of
no to multiple scrolls. illusion that lasts for 1 minute or longer, you can
use your action to change the nature of the illusion (using
SOVERLOAD the normal parameters of magic for illusion,
Starting from level 14, you can increase the power of your considering that you can see the illusion.
simpler spells. When you cast a spell
of 5th level or lower (except cantrips) that causes EUILUSÓRIO
Damage, the magic causes maximum damage. Starting at level 10, you can create a duplicate.
The first time you do this, you won't suffer any illusion of oneself in a moment, like a reaction
adverse effect. However, if you use this characteristic again instinctive to danger. When a creature performs a
before finishing a long rest, you take 2d12 of attack move against you, you can use your reaction
necrotic damage for each level of magic, immediately to interject the illusory duplicate between the attacker and you.
after summoning it. Every time you use this The attack misses you automatically, and then, the illusion
characteristic before ending a long rest, the dissipa.
Necrotic damage by level of magic increases by 1d12. This Once you use this feature, you cannot
damage ignores any resistance or immunity. use it again until finishing a long rest.

SCHOOL OF DELUSION RREALITYILUSÓRIA


From the 14th level, you learned the secret of how
You focused your studies on spells that obscure the weaving dark magic in your illusions to make them
senses, confuse the mind and deceive even the semireal. When you cast an illusion magic of
wiser people. Their magic is subtle, but the illusions 1st level or higher, you can choose an object
created by your sharp mind make the impossible seem inanimate and non-magical that is part of the illusion and make
real. Some illusionists including many wizards this real object. You can do this on your turn, with
gnomes are benign rogues who use their magic a bonus action, while the magic is in effect. The
to entertain. Others are more sinister masters of object remains real for 1 minute. For example, you
deception, using your illusions to terrify and mislead the can create an illusion of a bridge over an abyss and
others for personal gain. then make it real long enough for your
allies to cross.
IILLUSIONIINSTRUCTION The object cannot cause harm or any type of
When you choose this school in the 2nd level, the gold and the direct offense to no one.
time you need to spend to copy a spell from the
school of illusion in your grimoire is reduced by half.
SCHOOL OF NECROMANCY
IILLUSIONMENORAPRIMORADA The School of Necromancy explores the cosmic forces of
From the 2nd level onwards, when you choose this school, you life, death and life-death. As you focus your
learn the trickillusion minor. If you already know this studies in this tradition, you learn to manipulate the
trick, you learn a different magician's trick, at your energy that animates all living things. While
choose. The trick does not count in the number of trick that progress, you learn to draw the life force from a
you know. creature while its magic destroys its body,
transforming vital energy into magical power that you
can manipulate.
Most people see necromancers as
threats, or even villains, due to their association
intimate with death. Not all necromancers are
malicious, but the forces they manipulate are
considered taboo by various societies.

NECROMANCYIINSTRUCTED
When you choose this school in the 2nd level, the gold and the
time you need to spend to copy a spell from the
necromancy school in your grimoire is reduced to
half.

CLOOK HERESINISTRA
Starting from level 2, you gain the ability to reap the
vital energy of the creatures you kill with your
spells. Once per turn, when you kill one or
but creatures with a 1st level or higher magic,
you recover an amount of health points equal to
good to the level of magic or triple your level, if the
magic belongs to the School of Necromancy. You don't
you receive this benefit for killing constructs or the dead
alive.

100
ESCRAVOSMORTHO-VIVOS cubic material. After 1 hour, or until you lose your
At 6th level, you add the animate dead spell to your concentration (as if you were concentrating on a
grimoire if you do not have it yet. When you magic) or the material reverts to its original substance.
summon dead souls, you can choose a body or
additional bone pile, creating another zombie or PFRAME OFTSwitch
skeleton, as appropriate. Starting from level 6, you can spend 8 hours creating a
Every time you create an undead through a transmuter stone that stores magic of
necromancy magic, he will have additional benefits: transmutation. You can benefit from the stone or give it away.
for another creature. One creature gains a benefit, to the
The creature's maximum hit points increase. your choice, as long as the stone is in your possession.
in an amount equal to your wizard level. When you create the stone, choose a benefit from the
A criatura adiciona seu bônus de proficiência as suas following options:
damage plays.
Vision in the dark with a range of 18 meters, like
AUSED TOMPLACES-LIFE described in chapter 8
Starting from level 10, you will have damage resistance. A 3-meter increase in displacement while the
necrotic and its maximum health points cannot be creature is not overloaded
reduced. You spent so much time dealing with the dead- Proficiency in constitutional endurance testing
living and with the forces that animate you that you Resistance to damage from acid, cold, fire, electric or
got used to some of its worst effects. chosen (selected by you when you choose this)
benefit
Cto commandMORTOS-VIVOS
Starting from level 14, you can use magic to bring Every time you cast a summoning spell
dead-living under your control, even those created by others of level 1 or higher, you can change the effect of your
mages. With an action, you can choose an undead stone, if it is in your possession.
that you can see up to 18 meters. This creature must If you create a new transmuter stone, the
perform a Charisma saving throw with a DC equal to previously stopped working.
of your wizard spells. If she is successful, you
you will not be able to use that feature on her again. If METAMORPHO
if she fails, she will become friendly to you and will obey your commands. At level 10, you add the magic metamorphosis to your
commands until you use this feature again. grimoire, if you do not already have it. You can summon
Intelligent undead are difficult to control metamorphoses to spend a space of magic. When the
in this way. If the target has Intelligence 8 or higher, it make, you can only choose yourself as a target and if
will have an advantage in the endurance test. If he fails in the transform into a beast with challenge level 1 or
resistance test and has Intelligence 12 or higher, he minor.
You can repeat the endurance test at the end of each hour. When you conjure metamorphosis like this, you
until you succeed and free yourself. you will not be able to do it again until you finish a break
short or long, although I can still conjure it up
SCHOOL OF DETRANSFORMATION usually using available magic spaces.
You are a student of spells that modify energy and
matter. For you, the world is not a fixed thing, but MESTRETTRANSMITTER
sim eminently changeable and you delight in being one Starting at 14th level, you can use your action to
agent of change. You wield the raw material of consume the reserve of transmutation magic
creation and learned both physical forms and qualities stored inside your transmuter stone in
mental. Your magic gives you the tools to become a single explosion. When you do, choose one of the
the blacksmith in the forge of reality. the following effects. Your transmutator stone is destroyed
Some transmuters are tricksters or jokers, and it cannot be redone until you finish a rest
transforming people into frogs and transforming copper long.
in silver for fun and occasional profit. Others Greater Transformation. You can transmute a
they pursue their magical studies with seriousness non-magical object not larger than 1.5 cubic meters in
morbid, seeking the power of the gods to create and destroy another non-magical object of similar size and mass and
worlds. of equal or lower value. You must spend 10 minutes
manipulating the object to transform it.
TTRANSMUTATIONIINSTRUCTED Panacea. You remove all curses, diseases and
When you choose this school in the 2nd level, the gold and the poisons affecting a creature you touch with your
time you need to spend to copy a spell from the transmuter stone. The creature also recovers
school of transmutation in your grimoire is reduced to all your life points.
half. Restore Life. You can conjure to revive the dead.
in a creature that you touch with your stone of
AALCHEMYMENOR transmuter, without spending magic space or needing
Starting from the 2nd level, when you choose this school, you bring the magic to your grimoire.
can temporarily alter the physical properties of Restore Youth. You touch the stone of
a non-magical object, altering it from a substance transmuter into a voluntary creature and age
the apparent age of the creature is reduced by 3d10 years, to the
para outra. Você realiza um procedimento alquímico
especially in an object made entirely of wood, minimum of 13 years. This effect does not extend the lifespan of the
stone (but not a precious stone), iron, copper or creature.
silver, transforming it into a different material among
these. For every 10 minutes you spend doing
with this procedure, you can convert 30 centimeters

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