Level 2
Spellcasting
Casting Attribute | Intelligence is your Attribute to cast spells | |
Spell Points | You must use spell points to cast spells. you have spell points equal to your Intelligence + your scout level | |
Arcane Schools | You have Conjuration, illusion, and one other school of your choice. You cannot cast a spell if it's not from those schools | |
Arcane Bond | You have a connection to a familiar or a physical object, such as a Spell book, amulet, ring, orb, etc., acting as a conduit that allows you to access your knowledge and connect to the magical weave. As long as you have the conduit on your person, you can cast your known spells. If the conduit is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 50 gold and takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bond. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits of becoming a bonded item. | |
Spells Known | You know three basic spells and two novice spells of your choice. You add 2 spells of an appropriate rank each time you gain a spell rank. |
Character level | Spell Rank | |
2 | Novice | |
5 | Apprentice | |
7 | Adept | |
9 | Expert |
Subtle Casting
Whenever you cast a spell while hidden, you can use your reaction to roll a d6, on a 4 or higher, you do not lose the hidden condition.
Level 6
Magical Ambush
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Level 9
Spell Thief
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability. The DC equals your spellcasting attribute DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell. You can
cast that spell afterwards without needing to use spell points nor needing any components. Once you use this feature, you can't use it again until you finish a long rest.