Wizard Spherecaster

Wizard Spherecaster

A wizard using the wizard spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level wizard feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level wizard feature (replaces the following from the Spellcasting feature: Spell Slots)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your wizard level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level wizard feature (replaces the following from the Spellcasting feature: Cantrips and Preparing And Casting Spells)

You gain a magic talent at every odd wizard level (1st, 3rd, 5th, etc.).

Casting Tradition

1st-level wizard feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Intelligence modifier for your wizard class abilities.

Spellbook

1st-level wizard feature (modifies the following from the Spellcasting feature: Spellbook)

You can attune to a ritual book or spellbook as if it were a magic item. Once per long rest you can cast a spell or ritual from the attuned item by expending a number of spell points equal to half the spell’s level, rounded up. You cannot cast a spell or a ritual in this fashion with a spell level greater than your proficiency bonus. Rituals that you cast using the Spellbook feature are done so as spells, and do not take 10 minutes longer to cast than normal. You can cast from an attuned ritual book or spellbook an additional time per long rest at 5th level (twice), 11th level (thrice), and 17th level (four times).

If you already possess the Spellbook boon, you instead gain an additional boon you qualify for or spell points as if you had 2 additional drawbacks.

Spellcasting Focus

1st-level wizard feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use an arcane focus or spellbook as a spellcasting focus when casting any spells or magic talents or abilities.

Ritual Casting

1st-level wizard feature (modifies the following from the Spellcasting feature: Ritual Casting)

You have learned a number of spells that you can cast as rituals.

These spells are written in a spellbook, which you must have in hand while casting one of them. You acquire a spellbook holding two 1st-level spells of your choice from the wizard spell list. The spells you choose must have the ritual tag. You use your key ability modifier as your spellcasting ability for these spells. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your spellbook. The spell must be on the wizard’s spell list, the spell’s level can be no higher than half your wizard level (rounded up), and it must have the ritual tag. The process of copying the spell into your spellbook takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Arcane Recovery

1st-level wizard feature (modifies Arcane Recovery)

When using arcane recovery, you instead regain a number of spell points equal to half your wizard level (rounded up) during a short rest. You can’t use this feature again until you finish a long rest.

Sphere Mastery

18th-level wizard feature (replaces Spell Mastery)

At 18th level, choose one sphere. You can reduce the number of spell points spent on effects from that sphere by 1, to a minimum of 1 sp. This does not affect sphere effects with a cost of 1 sp or less. By spending 8 hours in study, you can exchange the sphere chosen for a different sphere.

Signature Sphere

20th-level wizard feature (replaces Signature Spells)

At 20th level, you can affect two spheres instead of one with Sphere Mastery, and can reduce the number of spell points spent on those spheres by 2, to a minimum of 1 sp.

Arcane Tradition Options

2nd-level or higher feature (enhances Arcane Traditions)

If your arcane tradition has features that trigger when you cast spells, they also trigger when you use a relevant magic sphere talent or ability, with an effective spell level equal to the number of spell points spent on the effect. Work with your GM to decide which sphere best suits your arcane tradition or spell school.

Spellbook Talents

2nd-level arcane tradition feature (new Arcane Tradition feature)

You gain a bonus talent from a single sphere at 2nd, 5th, 9th, 13th, and 17th level. The sphere must be related to your arcane tradition; work with your GM to decide which sphere best suits your wizard arcane tradition. You can change these bonus talents when you finish a long rest. Changing your bonus talents requires spending 1 hour studying a ritual book or spellbook you are attuned to.



This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.