Wizard Mage

Wizard Mages are esteemed scholars and warriors, deeply versed in magical arts. Originating from the Capital City's grand academies, they wield legendary Signature Spells and command Elemental Guardians, influencing Alavir’s history and politics. Their powers shape the land’s destiny through deciphering ancient prophecies and pivotal battles.


Wizard Mages are vital to Alavir’s communities, linking academies, arcane libraries, and guilds with diverse magical knowledge. Their versatility in spellcasting makes them invaluable allies, and their Elemental Guardians are integral companions. Aspiring players will find their powerful combat abilities and profound societal roles compelling.

Wizard Mage Features By Level

Signature Spell

1st Level Feature

You gain expertise in Memory checks. You know one cantrip and one first level spell from any spell list. When you cast a signature spell you deal (SM) additional damage.


You gain a (PM) bonus to your Spellcasting DC while using a Spellbook as your arcane focus. You can also read any book as an action provided it's in a language you understand.


You gain an extra signature spell in tier 2, tier 3, and tier 4.

Elemental Guardian

3rd Level Feature

As an action, you can summon an Elemental Guardian to a point you can see within 120 feet of you dealing (PM)d6 + SM Elemental damage to all creatures within 10 feet of it on summon. The elemental has the following stats:

Attacks: 30 Range

Attack Damage: (PM)d6 + SM Elemental damage.
Armor Class: 8 + SM + Your Mage Level
Saving Throw Bonus: (PM)
Hit Points: 8 + Your Mage Level

Hit Points Per Level: SM

Your elemental takes its turn before or after yours in combat. Your Elemental gains 1 elemental maneuver per tier.

If the elemental dies, you can resummon it by expending 8 spell points or completing a long rest.

Spell Versatility

7th Level Feature

(Recharge 6) You can swap a non signature spell from your spell book for a new one from the arcane spell list as a bonus action.

In addition, you can add spell scrolls to your Spellbook. They count as Wizard spells for you.

Eyes of the Auror

9th Level Feature

Your perception pierces the veil of reality. You gain the following benefits:


  • True Sight: You gain true sight up to 120 feet. You can see through illusions, invisible creatures and objects, and into the Ethereal Plane, perceiving them as if they were fully visible.
  • Deception Detection : You have advantage on Insight checks.

Calm the Elements

12th Level Feature

(Recharge 3-6) As an action, you can negate all damage from lair effects for 3 rounds. For the duration, your elemental has greater resistance to all damage.

Restrict Magic

14th Level Feature

(Recharge 3-6) As a bonus action, choose a creature within 150 feet of you, that creature loses all maneuvers and cannot cast spells until the start of your next turn.

Elemental Ascendant

17th Level Feature

Your connection to elemental forces has reached its zenith, allowing you to not only summon but merge with the elements. You gain the following benefits:


Merge with Elemental: As an action, you can merge with your summoned Elemental Guardian, gaining the following benefits for 8 rounds or until you choose to separate:


  • You gain temporary hit points equal to twice the Elemental Guardian’s hit points.
  • You gain resistance to all elemental damage. Your spells deal one additional damage die as elemental damage.
  • You can deal (PM - 1)d8 + (SM) elemental damage to all creatures within 10 feet of you, once per turn.


In addition, Your Elemental Guardian is now immune to crowd control and it gains an additional +5 to its armor class.

Summon Greater Elemental

19th Level Feature

Your Elemental's summon now does d20 damage instead of d6. In addition, your Elemental can attack two additional times per turn.

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