Tag: Mage

Results

  • Instinctive Charm

    Beginning at 5th level, when a creature that you can see attacks you from within 50 feet of you, you can use your reaction to magically compel the attacker to direct its attack elsewhere. You must choose to use this feature before knowing whether the …

  • Split Enchantment

    Starting at 12th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

  • Rapid Enchantment

    At 16th level, you gain the ability to cast your enchantments more swiftly. When you cast an enchantment spell of 1st level or higher that has a casting time of 1 action, its casting time becomes swift.

  • Alter Memories

    At 20th level, when a creature is charmed by a spell you cast, you can alter the creature’s" understanding so that it is unaware of the fact that you cast the spell on it and therefore perceives its charmed behavior as nonmagical. Additionally, once …

  • Ability Score Improvement

    When you reach certain levels noted in the Barbarian table, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature. Alternatively …

  • Ritual Casting

    You can cast any mage spell as a ritual if you have the spell in your spellbook and the spell has a ritual version. To cast a spell as a ritual, you must add 10 minutes to the spell’s casting time, during which you undertake a prescribed ceremony that …

  • Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition to focus your magical studies. Three arcane traditions are detailed at the end of the class description. The arcane tradition of wizardry is ancient, stretching back to the earliest mortal …

  • Wizardry School of Enchantment

    You know how to magically entrance and beguile other people and monsters. Some enchanters are peacemakers, who bewitch the violent to lay down their arms and the cruel to show mercy. Other enchanters are tyrants, who spellbind the unwilling into their …

  • Spell Mastery

    At 18th level, pick a 1st—level mage spell and a 2nd—level mage spell. You can cast the lowest—level version of those spells at will. By spending 8 hours in study, you can change one or both of the spells you chose to different spells of the same …

  • Illusion Master

    At 20th level, you can cast major image without expending a spell slot. You also always have the spell prepared, and it doesn’t count against the number of spells you can prepare. If you don’t already know this spell, you can now add it to your …

  • Illusionary Reality

    By 16th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-­‐reality. When you cast an illusion spell of 1st level or higher, at any time on your turn during that spell’s duration you can choose one …

  • Illusory Self

    Beginning at 12th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. If you are attacked before you take your first turn in combat, you can use your reaction to interpose the illusory duplicate …

  • Disappearing Trick

    Starting at 5th level, you always have the [[Invisibility | Invisibility]] spell prepared, and it doesn’t count against the number of spells you can prepare. Right after you take damage, you can use your reaction to cast [[Invisibility | Invisibility …

  • Improved Minor Illusion

    You learn the [[Minor Illusion |Minor Illusion]] cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice. When you cast [[Minor Illusion |Minor Illusion]], you can use both the Ghost Sound and the Silent Image …

  • Evocation Master

    At 20th level, you can cast the [[Fireball | fireball]] and [[Lightning Bolt | lightning bolt]] spells as 3rd-­‐level spells without expending a spell slot. You also always have them prepared, and they don’t count against the number of spells you can …

  • Sculpt Spells

    Beginning at 2nd level, when you cast an evocation spell that affects other creatures, you can choose a number of creatures equal to the spell’s level + 1. The chosen creatures automatically succeed on their saving throws against the spell, and they take …

  • Potent Cantrip

    Starting at 5th level, when a creature is missed by or succeeds on a saving throw against your evocation cantrip that deals damage, the creature still takes half the damage but suffers no additional effect.

  • Overchannel

    Starting at 8th level, when you cast a mage spell of 3rd level or lower that deals damage, you can use this feature to deal maximum damage with that spell. The first time you do so between completing long rests, you suffer no adverse effects. If you do …

  • Empowered Evocation

    Beginning at 12th level, when you roll damage for an evocation spell you cast, add your Intelligence modifier to the damage.

  • Share Spells

    [[Share Spells|Share Spells:]] At the Mage’s option, he/she may have any spell (but not any spell-like ability) he/she casts on him/herself also affect his/her familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. …

  • Empathic Link

    [[Empathic Link|Empathic Link:]] The Mage has an empathic link with his/her familiar out to a distance of up to 1 mile. The Mage cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only …

  • Deliver Touch Spells

    [[Deliver Touch Spells|Deliver Touch Spells:]] If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as …

  • Speak with Master

    [[Speak with Master|Speak with Master:]] If the Mage is 5th level or higher, a familiar and the Mage can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

  • Speak with Animals of Its Kind

    [[Speak with Animals of Its Kind|Speak with Animals of Its Kind:]] If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats …

  • Spell Resistance

    [[Spell Resistance|Spell Resistance:]] If the Mage is 11th level or higher, a familiar gains spell resistance equal to the Mage’s Spell DC. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + …

  • Scry on Familiar

    [[Scry on Familiar|Scry on Familiar:]] If the Mage is 13th level or higher, he/she may [[Scrying | scry]] on his/her familiar (as if casting the [[Scrying | scrying spell]]) once per day.

All Tags